My Ideas for GalCiv

Maybe i played too much Traveller or watched too much Firefly but the limitations on how much surface area you can use annoys me.

How come we can't use Moons? Earth has (by this scale) a class 2 moon. We may not be able to use jupiter but is has a load of moons we can. What about Asteroid fields? Right now they appear as an anomoly that you explore once and they go away.

Stuff that is orbital shouldn't use any pf pur precious surface areas at all. It should get an orbital box. Trade goods - like diplomatic translators should not use any surface area either.

There is a military governor screen that lets us change or upgrade ships. Why is there no screen to upgrade our planets? When we improve (farms for example) we have to go into EACH planet, bulldoze the old farm, and rebuild the new farm. If a planet hasn't finished the old farm we told it to build, it automaticallyy upgrades to the new farm. So why don't completed farms upgrade?

Terraforming should work differently than it does. Is we really wanted to settle Mars, we could pack a lot more onto it than the four squares the current system allows. If Mercury had heavy metals on it, we would find some way to get them - not just leave it as a level zero rock.

Okay, I'm done. As great as the game is, it has room to improve.
10,038 views 13 replies
Reply #1 Top
i also think that you should be able build starbases that can house colonists, why should we be limited to planets? why not take to the stars. although i think the astroid idea what made in DA. i also think that you can have a series of tec upgrades that can allow you to improve the class of certian planets like juptier, but couldn't upgrade planets like pluto with no atmosphere. maybe after fleet battles there can be debrie that can give you a free ship, amour bonus, more money, stuff like that.

i like your thinking.
Reply #2 Top
How come we can't use Moons? Earth has (by this scale) a class 2 moon. We may not be able to use jupiter but is has a load of moons we can. What about Asteroid fields? Right now they appear as an anomoly that you explore once and they go away.


Moons are already used, though not for building; they give the planet a free +10% production bonus. And in DA there are asteroid fields which can be mined for additional production bonuses.
Reply #3 Top
like i pointed out... someone even put colony modules on a custom space mine so people could live there. kryo, do you think you could talk to someone about maybe having an upgrade or something? i can understand if you cant, but we would all apreciate it.
Reply #6 Top
thanks man... i didn't say in the manual or tutorials what they were for.
Reply #7 Top
Actually, why are there four different types of Starbases anyway? Why not just one generic hub with customised modules?
Reply #8 Top
coz one hub wont cut it, an economic starbase doesn't make a good military outpost trust me, i learnt the hard way.
Reply #9 Top
Actually, why are there four different types of Starbases anyway? Why not just one generic hub with customised modules?


This was actually a change from GC1. With separate starbase types the AI can more effectively determine the type of threat a starbase poses (if any).
Reply #10 Top
really? ya learn something new evey day. I just do what the zerg do when attacking, SWARM! the AI's dont seem to get it though, it's very effective.
Reply #11 Top
I have an idea for lunar usage. Forget about colonizing them, but what about having the option (in the planet menu) to build 'Lunar outposts' that increase the benefit of a moon? Like a research base or a production base.
Reply #12 Top
cool ideas, i never thought of that. i would have thought of something like a shipyard starbase that can build ships in space
Reply #13 Top
-Perhaps a 72x72 sectors of maximum? This would be in a correct relationship with the range of ships (current starting range with flagship 4 sectors) and with the amount of stars and habitable planets in a 18x18 galaxy with rare and sparse settings. Of course the number of celestial bodies increases and distributes to the new sectors as densely as with the 18 sectors galaxy.

(All the hab planets have been settled. This setting has completely enough habitable stars even with rare habs, occational planets and abundant stars. All the other setting have them too many! In fact, this amount of habs should be in common habs setting! There should be more space, more stars and less habs.)

-In a map of 72x72 sectors the new range techs (life supports) should begin with just 4 sectors or even less!

(4 sectors of starting range has enough stars but way too big portion of the entire game field! AI also colonizes half the galaxy in a too short time with normal difficulty. Ships should be confined to small portion of the galaxy without techs).

Btw, I think that Galciv 3 should have Celestia style galaxies.