Cityscape

I am new to this forum, so hallo everyone!

I have discovered Galciv1 quite a while ago - it was mentioned on moo3 forum, and after the disappointment moo3 i was very glad to discover Galciv being a really fine game - thank you Stardock. Since moo2 it is in my opinion the best space 4x game out there.

And now just one idea/question:
For me it was always really exciting to see how the cityscape changed as the game went on - in Civilisation it was very nice to look at a late game city - with all the buildings and Wonders. The same goes for moo2, i felt i ... accomplished something as i looked at a world bristling with activity and remembered the first turns and the sole biosphere standing there.

The omitment of this screen was a great disappointment for me in alpha centauri and one of so many in moo3. Galciv 1 had at least building schemes in the social production screen - it was far better than just to choose a plain text string.

Now to my question: am i the only one feeling this way?
And with tiles we are bound to see the buildings onscreen, but with about 30 tiles per planet the buildings won't be much more than symbols - wouldn't do them justice - especially for wonders. And also if let's say i have 15 tiles throughout the planet on a standard planet in mid/endgame... it just wouldn't feel like big metropoles on an important planet.
Maybe less but bigger tiles? or an extra cityscape screen?
Maybe i am the only one who cares about it? hope not
The same goes for research archive - very well done in moo2 in my opinion.
It was fun to go through all the inventions and see the pictures again - again imo. Any chance we'll see such things in Galciv2?
Please don't take it as rant - i enjoy galciv1 and i'm sure i'll enjoy Galciv 2 but i just wanted to suggest a little something.

Thanks for reading and what do you all think?
8,228 views 6 replies
Reply #1 Top
Maybe an idea would be to have the tiles guild up as population rises, and tile improvements are built. I too liked the effect, but it's hardly a game breaker. It just looks better, and feels more right than a Development ring or graph or whatever. It feels more organic.
Reply #2 Top
It's something I like too, Moo2's research holograms were one of my favourite little touches. I agree the cityscapes look nice, but I always thought they tend to look quite generic, one city/colony looking much like another. I dunno, just my opinion.

It's all something I'm sure stardock would like to put in, but I 'm not sure that we're going to see it in GCII, due to budget and time constraints. GCIII however.....
Reply #3 Top
Maybe an idea would be to have the tiles guild up as population rises


How about something like this:


Maybe the numbers thing might not be a good way to go, what do you think? I'm just wondering what happens when I have less food than people, or more buildings than people. (Or more people than buildings).
Reply #4 Top
The above isn't needed. Stats such as underemployed or starving (if they even exist in this game) would reside at a planetary level, not for a particular tile. We don't need any more micro management.
Reply #5 Top
I think I get your post. An eye candy view of your world whichever one you happen to have selected. Or maybe, an "Orbital View" what a ship would see of your colony as it orbits the planet ?
Reply #6 Top
Yeah, basically, something you can ooh, and aah at, and then get to work. Something that adds a little beauty of form to the already present form fitting function. It'll give the game a more organic, living feel, so that players feel welcome.