Empire building going mental in GalCiv3

Let's face it. No matter how great GalCiv2 is, it can get better with some fundamental changes. Don't get me wrong, it really rocks. I know it's a long shot, but there are a few things I really want for GalCiv3.

Groundbattles. I admit I haven't had the change to try everything in GalCiv2 just yet but still, there are always ways to improve it. I'm thinking some sort of RTS mode, although very limited and entirely optional. But basically, you recruit a bunch of "heroes" and try to send them to the planet of your choice. If they arrive successful, you can switch to a RTS mode where you control your characters on an actual battlefield and try to take over a certain points like radar stations, SAM sites, headquarders and things like that. Each of these are buildable by the player, of course. The more you have, the harder it is to infiltrate your planet. However, if you successfully take the planet, you get a fully operational planet complete with defenses as you don't actually destroy anything other than enemy soldiers. This way a player can choose to pretty much ignore displomacy, space warfare, technology and all that. It doesn't matter how great guns your soldiers have if you know how to take advantage of them. A bigger gun doesn't work if you don't know how to use it, you know.

A second thing I could want are Wonders of the World (yeah, like in Civilization). These things take a long time to build, and even more importantly, your governors can't build them on their own. The enemy AI can, but only since there isn't a human player involve on their side. But as for you, as the only player, you need to micromanage your chosen city just like you do in Ceasara 4, Civ City: Rome and all those. This will be real-time of course, and 1 week in the game will advance the space empire one turn. Your governors take care of your empire anyway, and the AI doesn't really care if you are there or not.

And governors. Yes, them. Sure we have them in GalCiv2, but they are too primitive. It would be a lot more fun if they could pretty much take over your entire empire if you let them, and perhaps if you do a bad job? This means you can let them do all the chores you don't want to do, and you can even send a governor with a colony ship when colonizing other planets. This way you send the oclony ship away on it's own to a chosed destination and don't have to care about it again. If you check back 50 turns later, it have advanced into a great city complete with a spaceport and a bucket of spaceships, all on it's own because you told it to. This way you could even focus entirely on creating a space fleet, groundbattles or whatever you want. If there is anything at all you don't want to do, have the governor take care of it.

And one more thing. The Deathstar. You all know you want it. What's the use of a big empire if you can't imtimidate the others with your big, planetsize combat station? Just don't call it Deathstar, as that might be copyrighted. But on the other hand, that goes back to the Wonders I was talking about. Only one of you can build a Deathstar, and yes, it will be able to blow up entire planets (over, say, fifteen turns to let it charge up the energy needed and let the other player have a chance to retaliate). And retaliate? Sure, why not? Build a great ground force and bring them to the Deathstar, and the star can be yours! Or send a massive force of capital ships, fighters, bombers and everything else you can come up with, and perhaps manage to destroy the Deathstar before it can blow up your planet. But then again, of course the Deathstar have a hangar of it's own.

And one more thing. If you do decide to go with the city builder idea, why not have it as an optional game mode on it's own? This way if we want to build a city, we can do it without thinking about what's going on in the rest of the universe. Same with the ship designer. Why not let us design ships in a different mode, kinda like the Star Creator used in The Movies? This way we could do what we want to do, without being forced to do other things like colonizing the universe.

But I'm just thinking aloud here.
23,324 views 16 replies
Reply #1 Top

Groundbattles. I admit I haven't had the change to try everything in GalCiv2 just yet but still, there are always ways to improve it. I'm thinking some sort of RTS mode,


I'll take turn-based tactical but never real-time unless I can pause and issue orders. See Imperium Galactica 2.

A second thing I could want are Wonders of the World (yeah, like in Civilization).


Have you actually played GC2? There are plenty of equivalents to Civilization's Wonders. You'll have to clarify.

And governors. Yes, them. Sure we have them in GalCiv2, but they are too primitive. It would be a lot more fun if they could pretty much take over your entire empire if you let them


I disagree. Why would you want a governor to take over? Even in the aforementioned game, I didn't trust the governor to get things right. Why would I trust it to play my game for me? Do you want a game or a movie?

The Deathstar. You all know you want it.


No, I don't. Getting a weapon like the Deathstar means the game is over. I prefer improvements in starbase design and a chance to capture bases and ships.

And about the city builder... if each tile could have one, it would be... ambitious. Probably too much for a 4x game. Imperium Galactica 2 had a very cool 3D city builder but it didn't make sense because it was one city per planet.
Reply #2 Top
Groundbattles. I admit I haven't had the change to try everything in GalCiv2 just yet but still, there are always ways to improve it. I'm thinking some sort of RTS mode, although very limited and ...


Why does it have to be in RTS? It nice to have some games that are turn based only. If every game was RTS, it would get boring real fast. Its nice to have shelters for turn based games.

Reply #3 Top
Most of your suggestions seem to be full fledged minigames within GalCiv2.

I highly doubt that the developers are going to try and put in an RTS game *and* a city-building simulator, because GalCiv is a turn based strategy game.

Basically if they put both of those options into the game, that's a *lot* less time spent on making the main game.

Your ideas sound fun, but are highly impractical from a game developer's point of view.
Reply #4 Top
hmmm, while interesting, i agree they are impractical, not to mention these ideas kinda shoot GalCiv in the foot, it is a TBS, many of us who play it are jaded RTSers, so to slap in a half-arsed RTS game inside of a beloved TBS would kinda hurt the game, and i know you said optional, but i really don't think it could be optional and keep the game balanced, especially if they decide to havve a multiplayer component

no, no death star, a death star design, sweet (wait, i think i've seen one before... or maybe i'm remembering random never-happened before things again) but no actual death star please

and a city sim? hmm... perhaps on a scale of like Heros of Might and Magic, if anything, but personally i think stardock got it way right with this game and how planet management works, if it ain't broke, don't fix it! (at least not until your beta-testers all say you've got a better scheme on your hands)
Reply #5 Top
You know there was a terror star in Galciv1.
Reply #7 Top
In another thread, someone pining for death stars suggested making them an option, like Tech Trading. I like that idea b/c starting a death star project (they used to take *tons* of constructors in GCI) could be a fun way to stir things up in a too-stable galaxy, but for some players they take the fun out of a military victory.
Reply #8 Top
I know making RTS elements and city building can draw the developers away from the main game, but does it matter? It is more or less perfection as it is already, so there really isn't much point improving it even further. But of course, that's no reason not to try.

As for the Deathstar, it might and might not work. The last thing I want is the game to end as soon as someone gets one. I would rather have the option to build a huuuuuuuge battlestation instead of a few dozen normal ships. Basically have the firepower of an entire fleet in a single unit. Here is how I can see it working:

* Being planetsized, every single planet in your empire needs to work together to create a Deathstar. This basically translates to if one planet starts to build it (your capital only, perhaps?), every other planet will put their ships on hold until the deathstar is finished. In other words, while you will have major firepower once it is done, you will not really have any until it is done. Except if you make a fleet or five first, of course. But that will take even longer, so you can't really focus on anything other than firepower. And by the time you have your deathstar operating, you could easily have lost thanks to influence, technology or something else instead.

But let's say you did get a deathstar. Have you won automatically? By all means, no! It just gives you an advantage... unless, of course, someone else successfully infiltrate it and takes it away from you. Suddenly your ultimate weapon are turned against you, so what do you do? Either do everything you can to make friends with whoever owns the deathstar now, or try to take it away from him or her. Or, of course, sabotage it and blow it up. There's always another possibility. The bottom line is, I want a Deathstar that gives you the firepower of an entire fleet in a single unit, but at the same time it can not be too powerful either.

As for Wonders of the Universe/World, I haven't played enough to find them. Or I did find a few, but every single faction seemed to get it directly after each other, so it doesn't count. I'm talking about wonders that gives a great advantage to whoever owns it. If you build one, I can take it away from you and get the bonus for myself instead.

And yes, the governors. Some might like them, some might not. But the idea was to let the player choose what he or she wants to focus on and have the governors do the boring rest. Do you really want to make sure the population is happy instead of going to battle with your newly created battleships? Bomb the enemy planet, or create another research facility? Easy choice, really. And of course, the governors are all optional. If you don't want them, you don't need them. If you are in a boring phase like early in the game, let the governors take over while you go eat dinner or something. Just make sure you have activate Auto Turn, so the game skips a turn everything there isn't anything to do.

And as for the city builder, I'm not thinking about a city for every square on the plane map. I'm thinking more of a single city, perhaps your capital. Most cities in your empire will be the same anyway, so it's just tedious to micromanage every single one of them in a city builder. But think of the Palace in Civilization. If you make a great civilization, your people will be impressed and hand you a palace you can design. Why not do that in GalCiv3 as well? If we have city like this, said city can have a lot of things the other cities don't. Your own palace, perhaps a Wonder (like the pyramids, hanging gardens etc) or whatever. Just thought it could be fun.
Reply #9 Top
As for Wonders of the Universe/World, I haven't played enough to find them. Or I did find a few, but every single faction seemed to get it directly after each other, so it doesn't count. I'm talking about wonders that gives a great advantage to whoever owns it. If you build one, I can take it away from you and get the bonus for myself instead.


Don't force me into calling you a fraktard.

Obviously, you haven't played the game. Or at least not without cheating. Try it once straight through. Or maybe you can get a clue by reading the wiki.

Reply #10 Top
I think I did mention I haven't played the game that much, so I might be mistaken. I do hope I am. Are there really wonders only one planet can have? Which ones? Don't need to know them all, just a few examples.
Reply #11 Top
Are there really wonders only one planet can have? Which ones? Don't need to know them all, just a few examples.


They are called Galactic Achievements. No doubt, this is because of potential copyright problems with using the word "wonders."

Here's the link: GC2 Galactic Achievements
Reply #12 Top
Achivements? Thought so. Am I wrong, or are they like the Market Capital, Tech Capital and all that? They appear as Wonders, but since everyone can have one, they don't count. I'm talking about wonders (or achivements) only one city in the entire universe can have through the entire game. The first one who who is is the only one who gets it.
Reply #13 Top
GalCiv2 has Super Projects, which are analogous to Civ's National Wonders (Wall Street, Forbidden Palace), and Galactic Achievements, which are analogous to Civ's Great Wonders (Pyramids, Colossus). GC2 Also has Trade Goods, which are basically great wonders whose bonuses can be shared with others on the trade screen.

Super Projects:
Manufacturing Capital
Technological Capital
Economic Capital
Political Capital
Spin Control Center
Hyperion Fleet Defense
Re-education Center
Secret Police Center
Hyperion Shipyard
Omega Defense System
Hyperion Re-Supply Center
Artificial Slave Center
Hyperion Shrinker
Hyperion Logistics System


Galactic Achievements:
Omega Research Center
Galactic Privateer
Galactic Showcase
Propaganda Machine
Orbital Terraformer
Galactic Guide Book
Tir-Quan Training
Eyes of the Universe
Galactic Stock Exchange
Galactic Monument
Historical Preserve
Restaurant of Eternity
Hyper Distribution Center
Life Force Power
Galactic Bazaar
No Mercy Invasion Center
Temple of Evil
Temple of Righteousness
Temple of Neutrality
Empathic Tactical Center
Mind Control Center
Hall of Empathy


Trade Goods:
Xinathium Hull Plating
Diplomatic Translators
Aphrodisiac
Harmony Crystals
Ultra Spices
Virtual Reality Modules
Frictionless Clothing
Nano Recorders
Pain Amplifiers
Hyper Computers
Micro Repair Bots
Gravity Accelerators


(Some items may not be available in-game since I just scanned through the files and didn't check which ones have removed prerequisites).
Reply #14 Top
Galactic Monument
Hyper Distribution Center
Historical Preserve

These three don't work in the regular game.
The first two can be enabled by correcting a typo, but I have not checked for the Historical Preserve.
Reply #15 Top
Ok, so we are both right. Those "Super Projects" doesn't count as everyone can have it all at once. As in if we were playing against each other, both of us can have the same super project at the same time. The other two seems more what I was talking about. Thanks.
Reply #16 Top


I'm thinking some sort of RTS mode, although very limited and entirely optional. But basically, you recruit a bunch of "heroes" and try to send them to the planet of your choice. If they arrive successful, you can switch to a RTS mode where you control your characters on an actual battlefield and try to take over a certain points like radar stations, SAM sites, headquarders and things like that. Each of these are buildable by the player, of course. The more you have, the harder it is to infiltrate your planet. However, if you successfully take the planet, you get a fully operational planet complete with defenses as you don't actually destroy anything other than enemy soldiers. This way a player can choose to pretty much ignore displomacy, space warfare, technology and all that. It doesn't matter how great guns your soldiers have if you know how to take advantage of them. A bigger gun doesn't work if you don't know how to use it, you know.

 

Quoting drakonfire, reply 4
hmmm, while interesting, i agree they are impractical, not to mention these ideas kinda shoot GalCiv in the foot, it is a TBS, many of us who play it are jaded RTSers, so to slap in a half-arsed RTS game inside of a beloved TBS would kinda hurt the game, and i know you said optional, but i really don't think it could be optional and keep the game balanced, especially if they decide to havve a multiplayer component

 

   A real-time-strategy component inside a TBS is not shooting the TBS in the foot. And by any definition it doesn't have to be "half-arsed". Multiplayer components can still work with a RTS battle component inside a TBS, it might take longer per-turn but if designed correctly all the players would probably be in a battle at the same time(not necessarily with each other); if not then those who aren't would still be able to design ships and such, if it becomes to much of a problem then put a time-limit on the battles and call it a DRAW till the next turn. And by all means it balances the game even further. Battle would be more in-depth and involve more strategy then just saying 'Hey I'll make this fleet attack this fleet' allowing the underdog to actually win some battles... if they use strategic positions and such. Plus you'd always have the option of 'I'll do it' or 'Let the computer handle it' depending on your priorities in the game. Each turn you'd select each battle YOU wanted to fight then let the comp. take care of the rest.

   On the other side of the coin I'm not sure it would be better to have Mid-Space battles and/or Ground-battles being fought with RTS but that's up to Stardock... If you don't believe that it's possible go check out 'Sword of The Stars', one of the BEST space games out there.