Improvements for GalCiv 2

Hey Guys,
I love GalCiv2, but as I play, I can't help but notice that there are some things I keep wishing for.
For one thing, I wish that choosing good had some definite benefits and not all detriments. I mean let's randomize things, and make it so that choosing one alignment is more balanced.


I would love to see some or all of the following added to GalCiv2 in the future:
a research-type starbase, medical-type starbase, entertainment/tourism/recreation-type starbase, in addition to the other 3,
Planet or moon based weaponry,
EMP, Orbital Defense, Stealth, more defined Medicine, AI, Homeworld Defense, Genetics tech trees.
I would like to see the warp tech tree expanded to include transwarp as the peak of the branch.
I would like to see, as stated above, medicine become an actual tech tree, to include different surgery techniques (laser, sonic, etc) different medical techs, such as artificial organs, cloned organs, bionics etc.
Also, add AI Research Center to the Improvements, as maybe a 1 per galaxy improvement, that would give you a 75% boost to research or a 1 per civilization improvement that would give you a 50% boost.

More planetary types such as: Icy, Lava, Windy (constant winds in excess of 30mph), Wet (constant rain), etc, each would require a type of colonization.
Also, I would like to see an expansion of the trade function, so that freighters serving one planet/civ can be rerouted to another planet/civ
Random storms/disasters that could destroy/damage an improvement. I know some won't like this, but I think it would add to the game play.

Also, add a alignment specific tech tree to the game. A type of technology that you can only start if you are good, neutral, or evil.

Okay, those are my ideas.

Later
8,856 views 8 replies
Reply #2 Top
Hmmm.... Maybe these ideas should be posted in the GS forums. I'm not sure how many people here play GS right now.

On a side note: I must say I'm amazed there aren't any promos in Sins for GS. It seems like a natural marriage to me.
Reply #3 Top
Hmmm.... Maybe these ideas should be posted in the GS forums. I'm not sure how many people here play GS right now.


It's actually in the generic gaming forums, which show up on both sites (and TGN, JU, etc).
Reply #4 Top
Those are some awsome ideas.
What I've been most frustrated for is why can't these so-called "unihabitable" worlds not be utilized by something? I don't know what to suggest but there could be some uses to these planets... take star wars for example. A planet made be made out of gas and be 100% inhabitable but that same planet is mined for rare crystals that form in its clouds!

I'm sure there are uses to these rocks and balls of gas in the game... but why can't we use them?

That's my suggestion, anyways...

Sincerely,
Jesan FaFon
Reply #5 Top

Hmmm.... Maybe these ideas should be posted in the GS forums. I'm not sure how many people here play GS right now.


It's actually in the generic gaming forums, which show up on both sites (and TGN, JU, etc).




OK. I did not know the forum was on all the sites. Thanks for the info.
Reply #6 Top

a) More planetary types such as: Icy, Lava, Windy (constant
winds in excess of 30mph), Wet (constant rain), etc, each would require
a type of colonization.

b) Also, add a alignment specific tech tree to the game. A type of technology that you can only start if you are good, neutral, or evil.


B) You may get your wish (indirectly) with the TA expansion... as the incredible variations in multiple race dependant trees do create plenty of alignment choices with a huge number of assets and features.

A) Well, i am currently working on a mod-like thingy which would possibly mimic the exact behavior you mentioned... but, on surfaces only. Probably could be adapted to planet-wide generalization for types also.

- Coastal Integration & Harshland Conditioning are two new tech which spawn from the TerraForming node and allow PQ to extend beyond the actual Yellow/Orange/Red tiles & provide some Blues for Beaches/Reefs/Etc and a few Purples for Volcanic/Barren/HeavyGrav/Etc.

Mind you, this "addon" must be worked on extensively and would require specific editing of both the RAW and Schemas - but, as far as i understand the current code it is feasible. I may have to wait for the genuine and final TA release though, since i gather the tiles processing and planet surfaces are handled differently. Not being in the betarun, i wouldn't know how to adapt this new system but i have been looking into a DA version (for X-Worlds) and it seems to be fairly easy to create.

So, again - indirectly, the new planet types can truly be shown on surfaces by modding such a feature.

- Zyxpsilon.

Reply #7 Top


I'm sure there are uses to these rocks and balls of gas in the game... but why can't we use them?


That would be brilliant. A orbital mining technology. You could build use a miner to build an orbiting mining base. It could even make a whole new tech tree.

Level 1, an orbital base and someone has to fly a ship down into the gas giant and actively mine the gas/rock with machines.
Level 2, an orbital base and someone flies the ship down, but "Bussard" Collectors do most of the work.
Level 3, an orbital base and a remote control probe flies down and collects the gas/rock.
Level 4, an orbital base and a programmable probe flies down and collects the gas/rock.
Level 5, an orbital base "manned" with an AI system and the probe is controlled by the AI system. That could make another set of events ranging from the AI has gone insane and wishes to take over the universe to the AI is lonely and depressed and you must build it some robotic companions.

Also, when you program new Mega Events, program a few Just-For-Fun type events that are more comical than serious.
Reply #8 Top


b) Also, add a alignment specific tech tree to the game. A type of technology that you can only start if you are good, neutral, or evil.



B) You may get your wish (indirectly) with the TA expansion... as the incredible variations in multiple race Dependant trees do create plenty of alignment choices with a huge number of assets and features.



That sounds really really cool, but I meant a type of technology tree specifically for good, evil and neutral, so that if you play a game with all Custom Civs, then you would only have the technology for the alignment that you have chosen for each civ.

See, I am currently playing a game against 9 Custom civs, 3 are good, 3 are evil, and 3 are neutral. They vary in their aggression levels and I made sure that at least 1 good civ is very aggressive. It seems cool to me, because the game is more dynamic than with the included civs.

Anyway, by having alignment specific tech trees custom civs do not get left out.