Possible Enhancements for GalCiv II

Posted this in another message. Sorry for the long post.

What do other players think?
1.) An option to cancel all yyy social developments on all colonies.
examples: a. to reduce overall maintenance costs (whatever the reason, war, generate money, etc.)
b. When you take over many planets in a few turns, the enemy civs usually build extra social dev. out of your ordinary social development list.
2.) An option to build military project till one more turn till completion, then stop production. Essentially you have a queue of military development.
examples: a. I'm hoping this makes sense. In the real world when you build a particular product, the queue to me, would include gathering raw materials, planning, building the framework for a future product. For instance if you build a house, you might stop constuction almost at the end and if you decide you want to build a few extensions then at least you have a framework, you just need more materials and a little more time. Now if you want to build a skyscraper instead (like building a starfighter then switchin to battleship) this will take longer, but at least you have a few materials to get started. Now it would be nice to be able to do his on a multi-colony scale. I don't like micromanagement, but I would like to have a few colonies with a military construction queue, just in case I need to build emergency ships for whatever reason.
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Reply #1 Top
1.) An option to cancel all yyy social developments on all colonies.
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Agreed. Or for some future update to GalCiv 1, similar in implementation to the military obsolete option, which I don't use much.

2.) An option to build military project till one more turn till completion, then stop production.
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Sounds a bit complicated... How about this as an alternative: We already have the idea you can instantly switch from building a constructor to an antimatter missile, or vice versa, without work lost, implying that it's all just components until it's finished. Why not just have no military work ever wasted? You could set your military project to nothing, and it would just build up. At any point, you could switch that to being a ship of any type. And if there's any production left over at the end, that counts towards the next ship you build.

~SDC~
Reply #2 Top
Why not just have no military work ever wasted? You could set your military project to nothing, and it would just build up. At any point, you could switch that to being a ship of any type. And if there's any production left over at the end, that counts towards the next ship you build.
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Sound like a keen idea.


I wold like to be able to swich social projects without having to start the whole work again, as it is at military, just swich and all the wrk comes with you
Reply #3 Top
I wold like to be able to swich social projects without having to start the whole work again, as it is at military, just swich and all the wrk comes with you
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Don't forget that you don't loose what you have invested in social projet :)

I fear that they could lead to some balance issues with trade goods and wonder. More, I think that this kind of thing was in the first Civilization. Since it is no longer (there are penalties for switching projects) the case, ther should be some good reasons :)
Reply #4 Top
And i wold like to have the possibility to make the UP-assembes myselfe, due a proposal i'd like to be discussed
Reply #5 Top
I dont like the idea of building up military and social production points. Look, when you get a new ship type, you shouldnt be able to have 20 of them the next turn. It makes no sense that your worlds would be ready with a nearly completed version of a highly advanced space ship before it was even researched.
Reply #6 Top
I dont like the idea of building up military and social production points.
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I agree, it would be even worse for wonders, all you or the AI would have to do is have a planet divert production then as soon as a wonder is available, bang, it's built. If it could the AI would probably use this tactic a lot.
Reply #7 Top
when you get a new ship type, you shouldnt be able to have 20 of them the next turn.
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Well, that's how it works at the moment. If you were in the middle of building twenty battleships, and you gain the technology for antimatter missiles, you can change all your incomplete battleships into missiles right away.
The system for social improvements seems fine as it is - you can stop building one half way through and pick up where you left off later.

~SDC~
Reply #8 Top
Thats not true exactly. You could be building a battleship and get the next ship up, and it will still take at least twice as long to build that next ship. As far as I know, no ship of a lesser tech level takes longer to build then a ship above it in level. No matter what ship you are building, you will never be able to switch to a more powerful version and get it the next turn unless you buy it.
Reply #9 Top
Interestingly enough, I'd say you're both right.

Most higher tech ships do have a higher cost, so in general you won't get them all out the next turn (although you could, if you simultaneously jack up your Military spending).

The AM Missile is the perfect counter-example though. A Battleship costs 500, and an AMM only 300 (even though you don't get them until Dreadnought tech), so if your battleships were around half-way complete, you could switch them all to AMMs to get them next turn.

[Edit: Actually, the Dreadnought itself only costs 550, so you could do the same with them if the Battleships were almost done.]

From a 'realism' perspective, it does seem pretty silly that you can tell all of your shipyards, "Forget those Battleships... turn them all into missiles!", and it happens almost instantly.

How exactly would you go about making that conversion anyway? Wouldn't it be quicker and easier to just start new missiles from scratch, rather than trying to use re-configured battleships?

[Message Edited]
Reply #10 Top
I want the ability to custom design ships and control the cost of each technology component on custom
designed ships. This capability was an add-on to the original Gal Civ made for the os/2 operating system.
It is a lot of fun and gives you a nice advantage over your opponents, unless they capture one of your planents
and thus are able tosteal the ship technology. It is a lot of fun.
~SDC~
[Message Edited]
Reply #11 Top
Another wish list item for Gal Civ 2.

- An "Invite To:" United Planets option for Minor races.

You could be building a battleship and get the next ship up, and it will still take at least twice as long to build that next ship. As far as I know, no ship of a lesser tech level takes longer to build then a ship above it in level. No matter what ship you are building, you will never be able to switch to a more powerful version and get it the next turn unless you buy it.
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True, but you would have quite a queue in your build ship and it wouldn't take as long as building lets say a Dreadnaught from scratch...or if you need to build an emergency constructor (basically downgrade) you wouldn't have to wait at all.
Reply #12 Top
Another wish list item.

-UP announcements should be relevant to the play of the game.
Just got a UP announcement about sectoring anomolies, but this is toward the end of the game and almost all anomolies have been discovered. I know there are a few more others out there, but can't remember off hand.