Galactic Civilizations 3 Ideas

Streamline the game and allow for more costomization

10-26-2010

General Notes:

  • Hexagon tiles!
  • Some sort of in game Galactipedia, even if it is only a list of components and buildings, would really help
  • No productivity slider, separate production and research sliders?

o   Or, no sliders (except tax rate) but you can build nothing or shut down a planet’s research to save money

  • No going into debt? If savings reach 0, then production/research is reduced
  • No social production

o   Buildings build themselves (that way you don’t need factories on non manufacturing worlds that sit idle when the world is fully upgraded)

  • No starport required to build ships

o   Factories just produce ships so if you have a factory on a world, you should be able to immediately build ships

  • A system for switching civilization in game, so you can play it from multiple angles?
  • No range limitations
  • No gateway techs (except leading up to transcendence) and the turns to complete techs should be clearly displayed
  • No colony maintenance?
  • Maybe you could add an in game community hub for sharing ships/civs?
  • No green stars?

 

Game Customization:

1.       Civilization customization:

a.       No inherent abilities for default races, they should be simply examples and should be fully duplicate able

b.      No point system for limiting civilization abilities, you should be able to make them as strong or weak as you want (but with caps in bonus in any one category)

                                                         i.            Points assigned to abilities would be only for reference to help with balancing

2.       Map customization:

a.       Size of map

                                                         i.            Affects viability of cultural victory

b.      Specific # of stars, rather than rate of occurrence on the map

c.       Total # of planets

d.      Total # of habitable planets

e.      Rate of research

                                                         i.            Affects viability of transcendence victory

f.        Rate of ethical dilemmas

                                                         i.            Affects viability of ethical victory

g.       Rate of anomaly appearance

h.      Population growth rate

i.         Rate of the calendar

                                                         i.            This is only aesthetic, but 1 week per turn feels way too short; I want to be able to play over centuries or millennia

 

Economy:

1.       Population:

a.       Each billion people eat 1 billion tons of food

                                                               i.      Population grows x population per 1b food per turn times (1 – tax %)

b.      Each billion population yields x credits times tax %

c.       Each billion population (galaxy wide) provides x credits times average galactic tax % (waited for population) times (# of tiles in you territory / # of total tiles) to you

d.      Population bonuses improve the food yield of Arcologies

2.       Trade:

a.       Routes are made through diplomacy

                                                               i.      No freighter ships

                                                             ii.      Each planet can only have 1 trade route

                                                            iii.      Trade routes can be canceled after 10? turns

b.      Each trade route yields no $ itself

                                                               i.      Yield is equal to the sum of the markets on each ends

                                                             ii.      Whoever’s influence the freighter is in gets $ equal to the yield of the trade route

                                                            iii.      Economic starbases can be upgraded to earn a $ equal to a % of the yield of the route when the freighter if in its radius

c.       Trade bonuses increase total yield of markets on your side of the trade routes

3.       Influence:

a.       Cultural facilities and influence starbases produce influence

                                                               i.      Influence value for a tile adjacent to the cultural producer is the producer’s value

                                                             ii.      Influence value reduced by one for every tile between tile in question and the cultural producer with 0 being the minimum (Cultural producer value – distance from producer = influence value of tile)

                                                            iii.      If multiple producers overlap, then value is their sum [(Cultural producer 1 value – distance from producer 1) + (Cultural producer 2 value – distance from producer 2) = influence value of tile]

b.      Influence bonuses increase total productivity of culture buildings on the planet or in the starbase (rounded up)

Influence:

4.       Cultural facilities and influence starbases produce influence

a.       Influence value for a tile adjacent to the cultural producer is the producer’s value

b.      Influence value reduced by one for every tile between tile in question and the cultural producer with 0 being the minimum

                                                               i.      Cultural producer value – distance from producer = influence value of tile

c.       If multiple producers overlap, then value is their sum

                                                               i.      (Cultural producer 1 value – distance from producer 1) + (Cultural producer 2 value – distance from producer 2) = influence value of tile

d.      Influence bonus increases productivity of culture buildings (rounded up)

5.       Freighters traveling trade routes provide $ equal to the total value to the trade route (the sum of the $ earned at each end)

 

6.       Approval:

a.       Happiness / unhappiness = % approval

b.      For every 10?% approval, conquered planets resist for 1 turn

 

Planets:

  • Colonized by colony ships
  • Terraforming:

o   Green tiles = normal construction time (and thus cost)

o   Yellow tiles = requires soil improvement, 2x construction time (and thus cost)

§  Required to colonize planets with no green tiles

o   Red tiles = requires habitat improvement, 3x construction time (and thus cost)

o   (yellow and red tiles are always yellow and red, no building to improve them; you simply need the prerequisite tech to build on them)

  • Special Planets:

o   Aquatic: requires the ?(moderately cheap) tech to colonize

o   Toxic: requires the ?(moderately cheap) tech to colonize

o   Radioactive: requires the ?(moderately expensive) tech to colonize

o   Heavy Gravity: requires the ?(moderately expensive) tech to colonize

o   Barren: requires the ?(very expensive) tech to colonize

  • Construction does not require production

o   When ordered, you pay $x for 5? turns

o   Development bonus reduces $x cost

o   Can build multiple at same time, if you have the income or savings to support it

o   When you upgrade a building, the old one is instantly decommissioned and you are refunded ½ it’s build cost

  • Planetary Bonuses

o   Bonuses are planet wide

o   Research:

§  Ancient Artifacts: +20?% research planet wide

§  Ancient Relics: +50?% research planet wide

§  Precursor Library: +100?% research planet wide

o   Production:

§  Mineral Deposits: +20?% production planet wide

§  Rich Mineral Deposits: +50?% production planet wide

§  Precursor Mine: +100?% production planet wide

o   Trade:

§  Gemstones: +20?% trade route yield planet wide

§  ? :+50?% trade route yield planet wide

§  Precursor Bank?:+100?% trade route yield planet wide

o   Population:

§  Fertile: +20?% population

§  Rich ecology: +50?% population

§  Precursor Garden: +100?% population

o   Influence:

§  Ancient Ruins: +20?% influence

§  ? : +50?% influence

§  Precursor City: +100?% influence

  • Homeworld starts at 10g, 10y, 10r

o   Homeworlds never have planetary bonuses

1.       Each buildings takes up 1 space

a.       Civilization Capital (+4x food, +4x trade route yield, +4x production, +4x research, +4x influence, 1 free on homeworld instead of Planetary capital, requires no space)

                                                               i.      12b food w/ basic tech?

                                                             ii.      $60b trade yield w/ basic tech?

                                                            iii.      $120b to 120 production w/ basic tech?

                                                           iv.      $120b to 120 research w/ basic tech?

                                                             v.      4x influence w/ basic tech?

b.      Planetary capital (+x food, 1 free per planet)

                                                               i.      3b food w/ basic tech?

c.       Arcology (+x food)

                                                               i.      3b food for basic?

d.      Market (+x trade yield)

                                                               i.      $15b trade yield for basic?

e.      Factory (converts $x to x production)

                                                               i.      $30b to 30 production for basic?

f.        Power Planet (+x% production rate)? (Personally, I don’t like this and think that this function is better filled by economic starbases)

g.       Lab (converts $x to x research)

                                                               i.      $30b to 30 research for basic?

h.      Research Corporation (+x% research rate)? (Personally, I don’t like this and think that this function is better filled by economic starbases)

i.         Museum (+x influence)

 

Technology:

  • You assign research for your civilization
  • Labs produce research
  • Research is saved and when you have enough for the tech you aimed at, you get it

o   Switching tech has no penalty

o   Overflow research is saved

 

Starbases:

  • Built by constructers
  • Can’t be built in another’s radius
  • Require a constructer ship to add a module

o   Extra fees may apply

  • 10? hp for every module

1.       General:

a.       Stellar Wake

                                                               i.      All ships that start turn in starbase effect radius get +x movement

b.      Warp Disrupter

                                                               i.      All enemy (at war) ships that start turn in starbase effect radius get -x movement

c.       Perimeter Scanner

                                                               i.      +x sight radius

2.       Military:

3.       Influence:

4.       Economic:

a.       Space Factory

b.      Merchant Docks

 

Ships:

  • Built using production

o   Production bonus reduces ship cost

  • Can be purchased with money around any world

o   the cost of buying is x (10?) times the build cost of the ship

o   no limit to how many ships can be bought, even around one world

  • Each component costs x Production, adds 1 size, and adds 1 hp

o   Some components may be larger and so have 100?x cost, 1x size, and 1x hp

o   Hulls do not count as components and are completely free

  • When you upgrade a ship, the cost is the cost of the new one – ½ the cost of the ship being upgraded
  • Class sizes

o   Tiny

§  1-10 size range

o   Small

§  11-20 size range

o   Medium

§  21-50 size range

o   Large

§  51-100 size range

o   Huge

§  101-200 size range

1.       Beam Weapon (+5x energy attack)

2.       Mass Driver (+5x mass attack)

3.       Missile (+5x missile attack)

4.       Shield (+3x energy defense, +x mass defense, +x missile defense)

5.       Armor (+3x mass defense, +x missile defense, +x energy defense)

6.       Point Defense (+3x missile defense, +x energy defense, +x mass defense)

7.       Engines (+x speed)

8.       Sensors (+x sight)

9.       Colony Module (allows colonization, can move population)

10.   Constructor module (can build or add a module to a starbase)

11.   Lander (can invade planets)

12.   Abilities (free, but each ship can only have 1)?

a.       Tracking Laser

                                                               i.      +100% attack and defense when targeting tiny ships

b.       

                                                               i.      +100% attack and defense when targeting small ships

c.        

                                                               i.      +100% attack and defense when targeting medium ships

d.       

                                                               i.      +100% attack and defense when targeting large ships

e.      Targeting Scanner

                                                               i.      +100% attack and defense when targeting huge ships

f.        Tactical Uplink

                                                               i.      +50% attack and defense when orbiting a planet

g.       Illumination Ray

                                                               i.      +50% attack and defense when in nebula

 

Combat:

  • When combat is entered 1 ship from each fleet is randomly chosen to be attacked; if/when it is destroyed, then another is randomly chosen

o   This way combat is more interesting and there is no penalty to having different defenses on each class; you could even have ships with all defenses and no weapons and hope that they are targeted and vice versa

  • A number is randomly chosen from 1 to the attacking ship’s weapon attack + the defending ship’s corresponding defense.

o   Probability of damage = attack / attack + defense

o   Damage ratio = attack1/(attack1+defence2) : attack2/(attack2+defence1)

  • If the number is less than or equal to the attacking ship’s weapon attack, then 1 damage is dealt.
  • If the number is more than the attacking ship’s weapon attack, then 0 damage is dealt.

 

Fleet:

  • Defined as any tile with a ship/ships in it

o   May be as small as one ship

  • Maximum allowed is 1000 total size
  • Movement = total speed / total size (rounded up)
  • W/ combat system, would allow for a swarm strategy: have hundreds of specialized ships, each of which is only 1 component and a hull and have them move and attack as one

 

Planetary invasion:

  • Requires ships with landing craft

o   Landing craft do not reduce population

  • Each landing craft provides 1 division for attack

o   Multiple transports can attack simultaneously

o   A transport takes 1 hp of damage for each of its division(s) that is lost

§  If it is only landing craft, it can be destroyed in an invasion

  • Each building provides 1 division for defense

o   Planetary can never be destroyed

o   Civilization capital provides 20 divisions and can never be destroyed

  • This way warfare is not always galactic genocide, but you can still destroy Arcologies with mass drivers, etc.

1.       Tactics:

a.       Traditional Warfare

b.      Information Warfare

                                                               i.      % chance

c.       Mass Drivers

                                                               i.      (large)% chance for each building to be replaced with fallout

                                                             ii.      Costs $(small)

                                                            iii.      (large)% of defending divisions destroyed

d.      Core Detonation

                                                               i.      (small)% chance for each building to be replaced with fallout

                                                             ii.      Costs $(medium)

                                                            iii.      (medium)% of defending divisions destroyed

e.      Tidal Disruption

                                                               i.      (large)% chance for each building to be destroyed

                                                             ii.      Costs $(medium)

                                                            iii.      (medium)% of defending divisions destroyed

f.        Mini Solders

                                                               i.      (small)% chance for each building to be destroyed

                                                             ii.      Costs $(large)

                                                            iii.      (medium)% of defending divisions destroyed

 

Interface:

  • Flat on the tile under a fleet would be a ring that fills from transparent to solid as the total size of the fleet grows

o   The % of the ring that is filled = total size/1000

  • If there are too many ships in a fleet to fit on the little display, they are organized by class

o   Double clicking a class shows you the all the ships in it

 

?Government:

1.       Traditional: no bonus

2.       Imperial: + production

3.       Republic: + research

4.       Democracy: + population

5.       Federation: + trade

 

Ethics:

  • Every x turns a planet is randomly selected and if you own it you are confronted with an ethical dilemma and must choose between 3 solutions

o   Good = 1 utopia point

o   Neutral = a small permanent bonus

o   Evil = a large temporary or instantaneous bonus

  • The choice you made most often is your alignment (if there is a tie, then it is the more recent)

o   Each alignment provides additional bonuses that grow with the number of civilizations with that alignment

  • Each race starts with their first one chosen for them

o   Alterians start with 1 utopia point

o   Arceans start with a random permanent bonus

o   Drengine start with a random temporary bonus

  • As the game progresses, neutral bonuses get better and evil bonuses get worse to accommodate the approaching end of the game

 

Victory:

  • Conquest: capture every homeworld
  • Technological: research transcendence
  • Diplomatic: ally with every surviving major civilization
  • Cultural: extend your culture over x% of map
  • Ethical: amass x utopia points
10,179 views 7 replies
Reply #1 Top

Interesting ideas you have here. I'll need more time to review them but two things stand out:

1. I can't say how glad I am to see that for once one of these threads isn't saying that the game needs tactical combat. Without attacking the concept in general, it seems to me that games with tactical battles always become all about the tactics. GalCiv isn't about tactics and I want it to stay that way.

2. 

No inherent abilities for default races, they should be simply examples and should be fully duplicate able

From my point of view, this is a terrible idea. My single biggest problem with the original GalCiv 2 was that the races were more or less indistinguishable. The backstory information on this site helped, but it wasn't really until Twilight and its unique tech trees came out that the races felt like more then just different masks over the same opponent. Making it possible to completely duplicate one of the stock races does away with that uniqueness, which is immensely important for both gameplay and immersion.

Reply #2 Top

1) Agree with qrtxian.

-Range limitations and colony maintenance are both designed to slow the rush, and in general I find to be good things.
-A specific number of stars and planets makes the game too easy to plan for.  Variety is the spice of life.
-I don't see the point of altering the population growth rate when you have it as a racial ability.
-GC1 was 1 month per turn.  That feels better to me personally.
-Basing population growth on food capacity is a very bad idea-you could land with 1M colonists, rush buy a big farm, and get ridiculous growth.
-You're suggesting the removal of the sqrt() term from the tax equation, which I would agree with, considering morale already accounts for increased population-twice, in fact.
-Setting tax and spending per planet would be nice but requires extensive micromanaging.
-I like your trade changes, but I think it still needs a ship.
-Trade bonuses affecting stock markets means a double effect on your economy rather than a single; it's fine as is.
-Nothing in GC2 is ever rounded up, and there is not reason to expect it will be in GC3 either.  It's simpler to truncate.
-Why remove habitat improvement?
-Multiple terraforming projects per turn makes marginal sense.
-Multiple building constructions per turn would be nice, if there is sufficient production for it, but might be too complicated, and conflicts with your theory of not having social production.
-Decommissioning a building while you upgrade it means you lose that building's production for the turn while the upgrade is building.  Bad idea.  If you mean rush buy upgrade, there is already a mechanic in place whereby the rush buy upgrade cost is based on production cost of new building minus production cost of old building, which is essentially a 100% refund for the old building.  However, this alters the cost of the new building, which is the old building when you upgrade next.  In essence, you only get one layer of discount, from the last building on the tile.
-It's possible the bonus tiles currently give too much bonus, but lowering them that much may make them give too little.
-More types is good.
-If you're suggesting HWs should not have bonus tiles, then the civilization capital should be more productive.
-Similarly, the initial colony should be less productive.
-You can't have markets give +x, they need to give +x%.  Otherwise you earn money regardless of population.
-Not everyone uses economic starbases.  The % production/research buildings can be invaluable.
-Saving research is interesting, but not realistic in the slightest.
-Not being able to build SBs in another's influence makes influence SBs useless, and it makes military SBs much less useful.
-The current limit of one ship per turn is fine, I think.  It encourages strategic thinking.
-Having all components be equal size means you can fit entirely too much on a ship.  The miniaturization scheme would have to be entirely redone, as well as hull capacity.  You would likely also need to limit each ship to one engine per ship-which is one thing I would be in favor of.
-Hulls being free means you could build a blank for free.  Bad idea.
-Ship upgrade cost currently attempts to take component similarity into account, which is good.  It does a bad job of it, but it's a start.
-Ship abilities should not be free.  Not every ship should have one.
-The current combat system works well enough; although it is open to some abuse, it does not need drastic changes.
-Altering it in the way that you propose would make it impossible to protect non-armed, non-defended ships such as transports, constructors, colony ships, et al.
-You don't need to have attack lower the amount of damage received.  The defenses already do that.
-Reducing damage to 1 per shot doesn't appear to serve any purpose with the amount of rounds fleet combat takes, and wouldn't be the right way to accomplish what you're trying to do even if combat rounds were much more limited, as ships could no longer destroy each other in a single encounter regardless of how much more powerful they were.
-Conquering homeworlds is far too easy without something akin to Sins of a Solar Empire's spacelanes.

-I like your fleet system over the current logistics system.
-I like your invasion changes.
-I like your ethics changes.

Reply #3 Top

Suggestion 1:

I believe that when a planet flips to your empire, this planet should remain its racial entity.   For example if an Iconian flips to the Terran alliance, they are still Iconians.  This way would give us access to the Iconian tech tree but only the population that is Iconian can research tech tree elements that are specific to the Iconians.

This would enable a civilization to choose which race he wants to populate a new world with and will give them an technological advantage over a civilization that only has one race in it.

Another way that a civilization would keep its racial identity.  If for example you invade and you use Information warfare.  You have race members revolting against the current regime. 

Example:

If I convert a scout vessel to a troop module without an engine and I invade a world that has a low approval rating using information warfare.  The bulk of my troops will be of that member race (my converted ship only has one troop).  They don't automatically become human just because I invaded the planet.

This means that research assignment could be by member race.

Another way to get members from other races would be to trade for colony ships / troop modules. 

 

Suggestion 2:

As a follow up of Suggestion 1, you could have worlds that can be colonized by certain races but not by others.  For example if you have a race that can breathe methane and not oxygen, you could use that race to populate certain worlds. 

 

Suggestion 3: You can only send a spy for a race if you have population representing that race, or if the race you wish to spy has members of one of the races you have in its population.

 

Suggestion 4:

Planet counters:  You could have multiple races on a single planet, but you would need a counter for every race so that the population increment would affect each race individually.

Reply #4 Top

I agree with you guys but here is a list of things I thought would be nice

 

General

Game timer should be in months

Scrap Colony Maintenance

An in game encyclopaedia like the one in civilisation

A few unique abilities for all races

A few more points to add for race bonuses

 

Civilisation

Non aggression pack that prevents other races colonising planets within your sphere of influence

 

Economy

When morale is 95% on all planets income and production is increased by 5%

 

Influence

The higher your influence the happier races is with you

 

Planets

Depending on your race the planet has a reduced tile area due to environment

Low = 7, Medium = 15, High = 25

Toxic = Machine – medium, Humanoid – low

Radioactive = Machine – High, Humanoid - low

Heavy Gravity = Machine – low, Humanoid – medium

Barren = Machine – medium, Humanoid – Medium

Earth like = Machine – Medium, Humanoid - High

Aquatic = Machine – medium, Humanoid – medium

Planet bonuses = Low - 0%, Medium – 3 to 5% on 2 random stats, High – 10% on 2 random stats

Random stats = Research, Energy(Machine)/Food(Humanoid), Production, Influence, Income

 

Technology

You can research 3 technologies at once and research points is divided among the 3. Any leftover research points from one project is divided between the remaining projects.

 

Spaceports

Factories no longer effect ship building. You only need to build a spaceport outside your planet however you need to upgrade it to level 5. Each level doubles your build capacity to a maximum of 5. Eg level 1 = 1000, 2=2000, 3=4000, 4=8000, 5=16000

 

Starbases

Need to be a lot more stronger in terms of survivability. All ships within the area gets +10% accuracy and there is a mine field protecting the starbase.

 

Weapons

Only certain races can have either type of beam, projectile and gun based weapon. Explosive yield for beam, projectile and guns are different. Rating is group based.

2 beam types with medium fire rate. Type 1 particle beam, 100% hit rate, damage level 4 out of 5. Type 2 plasma beam, 75% hit rate, damage level 5 out of 5.

2 Projectile types with slow fire rate. Type 1 torpedo 50% hit rate, damage level 5 out of 5. Type 2 missile with slow fire rate, 75% hit rate, damage 4 out of 5.

2 gun types with fast fire rate. Type 1 rail gun with 50% hit rate, damage level 3 out of 5. Type 2 chain gun with 50% hit rate, damage 3 out of 5.

 

Defences

Shields absorb 50% damage

Point defence absorb 50% damage

Armour absorb 50% damage

 

For each level the defence is above the weapon an extra 5% absorption rate applies and same for weapons.

 

Ships

Space for weapons, defences and components are double.

Build time per eg. Tiny – 1000, small – 2000, medium – 4000, large 6500, huge – 10000

 

Combat

When a ships hull drops below 25% offensive and defensive capability is decreased by 25%

Cannot capture enemy ships because different environment and controls do not work across races

Can retreat from a battle but all your ships will take a 25% damage penity

Before each turn you have 3 options, 1) choose which formation to assemble your ships – loose, tight or small groups, 2) chose which ship or group of ships to attack first and second. Clicking play will apply default combat options or previously applied options. Default options are loose formation and closest ship. Option to save battles and replay them later. Can even upload them for others to watch.

 

Fleets

100 logistic points default

Tiny – 1 point, small – 2 points, medium – 5 points, large 7 points, huge 10 points.

 

Planet invasion

All defending planets have a 25% offence and defence ability

Battle options = traditional – land troops. Information tradition plus 10% offence and defence creates a rebellion 5% buildings lost. Mass driver 50% population dead, 25% buildings dead, planet receives 50% offence and defence. Saturation 100% population dead and 100% buildings dead, planet becomes uninhabited for 1 year for every 6 tiles on planet.

 

Government

Traditional – 0% bonuses. Imperial – 10% production bonus. Republic – 10% research bonus. Democracy – 10% population growth, capacity and happiness. Federation – 10% trade bonus.

 

Ethic

Every year a problem occurs for you to choose good, neutral or evil.

 

Victory

Conquest plus Origin mode

After 1000 years a fleet emerges from the centre of the galaxy to wipe everyone out. If you are capable of destroying the fleet you get an artefact allowing you to open the doorway in the centre of the galaxy or close it. I’m sure Stardock can make a creative video of what fate lies beyond the portal for you.

Reply #5 Top

I would suggest an unlimited map based on how much memorynyou have. I do think the araces should have abilities, but I should be able to customize the same abilities. For instance the krynn could have a 80% morale bonus. I don't have a problem with starports, but I would like to be able to build multiple's. This would at least help to put the small races on par with the main races.

No point system is dumb. Lets not make the game to easy. That would also take away the individualization of the races, also this would make it harder for the AI to keep up. The concept of a game is to make it challenging. Stop trying to make the game to easy. Havn't you learned your lesson from Dark Avatar about ruining a game.

I would like to see better starbases. 2 things about combat first I don'r know why the AI doesn't attack transports off the bat. Otherwise I like the way the current game does it. Why would you not attack the strongest ship first.

I know would like to add we need more races. Having a maximum of 31 instead of 10 would be nice, also up the small races. Maybe make it like sins of a solar empire where they get a decent fleet. We need signifigantly more races than whats playing on the game, maybe instead of 5/6 we should 1/2 1/3 or more to make it more different.

Pirates on the game suck. I like sins of a solar empire better. Would like to see some increase in skill not just hit points when you level up like the anti matter abilities on sins of a solar empire. I also think they have a better selection of solar objects. I would like like to see the Vesari either as a race or on the customisation.

I would also like the AI to stop trading away their planets. That is really annoying. They should stop making stupid races, and have a more equal colonization of AI planets. If the game suggest 100 in research, in economy, and in military this should also be a standard the AI is followind.

I would like to see a randomizing of the homeworlds class and types of starting races. If you started out with a toxic homeworld of class 1-54. You wouldn't have terran world colonization. You would have both basic and advanced tovxic world colonization with an option toresearch basic and advanced terran world colinization. With randomizing the colonizable homeworlds in the system.

I like the fleet logistics the way they are. There should be a maximum number of ships though. The only thing I don't like about some ideas though is. If we do them make sure the AI on the game can play them good.

 

Reply #6 Top

If you're going to throw out a big list of change ideas, summarise the intent behind them.  I know that you mean well, it's just that the natural reaction to a long list is 'this is too long!' and having some kind of nutshell version at the very beginning will help to get your point across better.

Reply #7 Top

I have some ideas for general stuff:

1. star system orbiting

2. Binary and Trinary star systems

3. Black holes(emit gravity, over time, they could possibly cause a minor disaster where a star system is destroyed by one.[would require major game-play changes])

4. Solar flares and radiation storms(no damage to class 6+ planets, class 5-1 planets have a 15% chance of dropping by 1-3 planet class and loosing some improvements and massive amounts of population.)

5. disaster events on worlds.

6. Monarchy government type.