The GalCiv3 Comprehensive Idea List: Revised.

"The list is life." ;-)

By on July 20, 2014 11:27:21 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

DARCA1213

Join Date 01/2014
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THIS IS VERSION 4.3: currently under reconstruction.* (or I may have forgotten...)

There have been numerous good ideas for this game that have been read. Sadly because we are human, some may have been forgotten or discarded. I am sure Stardock has a great creative process to remember good ones, but this list is a courtesy as there are currently 14 pages with about fifty posts on each one.

Alpha game ideas are welcome, not bug reports or what's absent (duh ). Features already in game or planned to be will be removed from the list as they are added and announced to the alpha/beta.

Here is a easy to read list of all the ideas I have found.


UNITS, COMBAT, AND RELATED FACTORS:

1. A enhanced ship leveling system.

2. Ship promotions: a system that gives more than HP as a reward.

3. A way to easily upgrade multiple ships at once.

4. Star base docking and joint tile defense with fleets.

5. Total planetary bombardment and super weapons. (or the ability to modd it.)

6. Some kind of late game super weapon.

7. Heros/admirals/commanders/crews.

8. Logistics influencing ship range.

9. Logistics impacts planetary defense and invasion.

10. Capturing ships/star bases.

11. Require colonization ability of a planet type before allowing that type to be invaded.

12. Q-ships; appearing as other vessels to the AI.

13. Putting firing arcs on weapons so weapons can't fire in all directions.

14. Ability to coordinate joint attacks/defense with allies in the same battles.

15. Unmarked ships for raiding planets for resources and planets.

 

 

MODULES, SHIPYARD, AND THE EPIC SHIP DESIGNER:

1. Science vessels. A module that adds a set amount of research.

2. Starbase population modules.

3. Different laser beam colors.

4. Over clocking components. To increase the size of a component for increased effects. The same for under clocking applies.

5. Old galciv2 design imports.

6. Starbase designer.

7. Fire control modules; fire on multiple ships at once per round.

8. Customizable hull stats; points allocated into basic categories to make up a custom variant of ship hulls.

9. Sensor Arrays with variable angles of visibility.

10. Sensor pods to create a sensor net along your boarder.

12. Continuous build button for a shipyard.

 

 

CIVICS, CIVS, AND IDEOLOGY:

1. Civics and ideology that influence the probably of rebellion.

2. More ways to make and prevent planetary rebellion.

3. More playable civilizations.

4. Multiple leaders per civilization.

 

 

IMPROVEMENTS:

1. "Dyson Ring" orbital Power Stations.

2. Improvement modules that increase output and efficiency, like; larger living quarters in factories=more output.

3. On/off switch for improvements to reduce maintenance in hard economic times.

4. Clear all button for improvements in the build queue.

5. Selective update of improvements; specify what category of improvement is upgraded first.

 

 

COLONIZATION, FEATURES, AND GALAXY SETUP:

1. Custom planets for custom races; a way to customize your home system at the game setup.

2. Partly random race selections in game setup.

3. Blind tech advancement.

4. Pocket universes; a area that is accessible from one tile. (Also a large. Area initially out of reach of colonization was wanted to. Like a mirror universe.)

5. Chosen completed tech branches.

6. Optional tech branch speeds;

7. Different race life forms; be like the Yor as robots, or organic, or something in between.

8. Partly Randomized tech tree cost.

9. Partly Randomized improvement cost.

10. Custom civ traits that can define your play style. Example: +% in laser damage, or +% armor.

11. Rainbow worlds: full of resources but weird stuff tends to happen if you colonize them.

12. A minimum threshold of habitability/colonization for the AI.

13. A way to have homeless players in games, including the player.

14. Selectable landing zones for colonies.

 

 

DIPLOMACY AND TRADE:

1. Special dialogue between allies, and specific tasks.

2. More relation factors.

3. More treaties to give.

4. Defensive pacts.

5. Add Morgan Freemen's voice as a valuable diplomatic resource for the game.

6. Closed/open borders agreements.

7. Ships can get range a increases in allied territory. (for a fee possibly)

8. Civ credit ratings.

9. Request allies to research techs. And joint tech research.

10. Trade routes can yield production, research, or minor morale boosts.

11. Ultimatums and time dead lines for demands.

12. Planet liberation. (return the planet to the original owner, and you get all surviving troops and transport.)

13. The ability to loan/rent starports, or other things.

14. The use of collateral for trades.

15. Third party deals; have someone make a deal for you or with someone.

16. The ability to surrender to a faction becoming a vassal state; Doing so may result in losing your super ability or other bonuses.

18. Option to give credits per turn in diplomacy.

19. Population trading.

20. Federations; A very strong alliance that merges two civs into one.

 

 

INFLUENCE:

1. Improve the way influence is calculated; economy, and morale can be factors.

2. Grant visibility within friendly borders.

3. Influence can help go to grow population.

4. Options when someone violates your closed borders agreement; destroying the single ship instead of a automatic conflict.

5. Planet influence tile limits; so a super planet can't go over a sector or a entire small map.

6. civs cannot colonize planets in your influence.

 

 

R.E.P AND POPULATION:

1. Asteroids that give research or economics if chosen.

2. Two populations; one civilian and one military.

 

 

TECHNOLOGY:

1. Researching multiple techs at once. (you may have to research this ability. Lol  )

2.  Research points can be dispersed and spent if you have multiple techs at the same time.

3. Unending technology research. tech branches become more potent the second time being researched.

4. Enable race research bonuses in specific tech areas. Example: Drengin get double the research points when researching Warfare tech.

5. Let Research Treaties allow techs either civs couldn't do alone.

6. Object based requirements for techs. (ships, starbases, and treaties)

7. Ability to capture and reverse engineer ships to learn technologies.

 

 

VICTORY:

1. Allow Vassal states in conquest victories. (So everyone doesn't have to die.)

2. Capital victory. (conquer all enemy home worlds.)

3. Espionage victory. (Advanced intelligence on all civs, and spies on X% worlds for X turns.)

4. Economic victory. (be the richest and or most influential civ.)

5. Domination victory. (like the influence victory but with population)

6. Super technology victory. research all techs to win, (possibly twice or more) and build the winning super project.

7. No victory conditions selected. (for when you just want to play forever.)

 

 

AI, UI, PROGRAMMING, AND MODDING:

1. AI can declare war on first encounter with you in real games.

2. Applying to ALL game aspects, may there ALWAYS be a defense or a way to lessen negative effects via strategy.

3. In game editors. (like in civ)

4. Smarter automated scouting and way points.

5. Computer generated opponents.

6. Ship auto pilot UI is reverted to one color like galciv2.

8. Support for scripting languages that could allow players to add new game play mechanics.

9. Fully adjustable AI; Have one slider decide how much help you or the AI gets with production, research, and economy. And the old AI intelligence/algorithm slider to make a game with a more customizable difficultly.

10. Animated leader reactions/movement when given proposed deals.

11. Non-humanoid aliens.

12. Customizable ship launch directions.

 

 

 

EVENTS:

1. Civil wars. A group of planets rebelling at the same time for independence.

2. Auto trigger events button that isn't a cheat code. like the disaster button in SimCity.

3. Race specific random events. Like Drengin declaring war if your Torian or machines Rebelling if your the Iconian.

4. An event were special abilities can stop working when they are needed. i.e Altarians not getting help in wars.

5. Random event missions for ships and your empire. (explore X sector or improve relations with X empire or be first to complete X tech for a reward.

6. Planetary events don't always have to be ideological.

7. A in game Slider for impact level of events. (to turn off game wrecking events leaving in flavor, minor, and/or challenging events.)

8. A difficulty tag on events for easy modding or in game selection of controversial events. (1=easy 2=medium 3=hard and could be turned off with the proposed slider.)

 

 

 

ESPIONAGE:

1. Make spies easier to train; a flat rate to create.

2. Spy costs scale with the amount active; when a spy is lost the cost scales with the amount active, so the price isn't exponential if you loose spies. (if 1. is ignored.)

3. Spy interrogation; find out what civ sent the spy.

4. If you place a spy in a research lab, instead of nullifying the lab you can steal research points from the lab each turn. Or steal a tech easier.

5. Missions against planets that can increase the probability of revolt and loss of assets.

6. Spies are not detected the first turn of infiltration, unless your espionage score is high enough.

7. Ability to intercept communications of deals and interactions between other civs via espionage.

 

 

 

 

 

If you have a idea write it in a similar format and in as short as possible in a post and I'll add it. Keep it simple though, long paragraphs and riddled words belong as a legitimate post to express it properly. So don't waste your time writing hear when you can descriptively express your idea in a separate post.

Thanks and remember, this is to make ideas easy to read, track, and most importantly remember until the game is released and maybe beyond that, V.s every forum and post made being independent. So post a abbreviated version of whatever forum you've made here if you can, to help make a better more intuitive community!

SF

 

 

DARCA

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July 20, 2014 11:48:59 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

From the old list too this one it is half the size and crap. There are still some typos so let me know about those if (when) you see them!

Over all its just less insanity and moar good relevant ideas...mostly. :3

 

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July 21, 2014 8:53:10 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Does Stardock have a list of what's planned to be in the game, but isn't yet?  That way I won't list things that are on the way.

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July 21, 2014 3:53:50 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Yes! http://forums.galciv3.com/452909/page/1/#3463582

It has never been mentioned that there is a official list of player ideas though.

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July 21, 2014 4:08:04 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Thanks for compiling this list. I am sure there are other ideas floating out there that have not been commented on yet, but let's see what a Dev's response is first.

 

Quoting DARCA1213,


Does Stardock have a list of what's planned to be in the game, but isn't yet?  That way I won't list things that are on the way.

Yes! http://forums.galciv3.com/452909/page/1/#3463582

 

That is just the approximate timeline. I think what is being asked is if they have released a full feature set of what to expect and/or what is being considered.

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July 21, 2014 4:47:14 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

No such list exist to my knowledge and I'm a forum stalker.

The only other list I have ever heard of was the dev bug list they keep. So enough talk and more ideas! Think of this like Noahs ark or DARCAs ark!

 

DARCA. ; )

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July 21, 2014 8:12:27 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

It would be nice to know (in detail) what's planned, so I don't complain about missing features that are on the way.

 

For instance, is 'huge' going to be the largest galaxy size in the release game?  It's the largest I see listed in galaxy setup.

Also, will there be many more options for game setup in general?  There's seem to be many more options overall in GC2...

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July 21, 2014 8:18:04 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

I made a similar remark in another post...

 

Quoting Caveat_deErinyes,

The problem I have with this type of speculation is that we have NO idea what is being added or removed for features or functions. Unless it references an issue one of us is having (like a note earlier today that stated the Devs are making any AI moves instant that are covered by FoW), the information given to us on upcoming changes is non-existent.

 

We know that some things are changing, some removed completely or incorporated into another function/ability, but no indications of what, when, how, or why.

 

As an Investor (which is what this Founder's program really is, just with future Xpacs and DLC's instead of monetary return), I would expect a bit more transparency with the test group to know where to focus our efforts and what to ignore.

 

./endrant

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July 21, 2014 10:05:49 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

OK, here's one for the request list:

 

User able to Pick Launch Direction from Shipyard / Planet / Starbase

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July 21, 2014 10:10:11 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Quoting Caveat_deErinyes,

OK, here's one for the request list:

 

User able to Pick Launch Direction from Shipyard / Planet / Starbase

 

I believe they covered launch direction in one of the latest podcasts.

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July 21, 2014 10:28:35 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Quoting charon2112,
I believe they covered launch direction in one of the latest podcasts.

TEXT!!! I (we?) WANT IT IN TEXT! Confirmable and quotable text!

I despise watching infomercials, and podcast's in general right after them. Nothing personal intended, I just never subscribed to the YouTube/podcast generation propaganda machine.

 

 

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July 21, 2014 10:59:34 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Quoting Caveat_deErinyes,

OK, here's one for the request list:

 

User able to Pick Launch Direction from Shipyard / Planet / Starbase

THANKS! its under the programming section.

if anyone has a question about the way SD tracks player ideas then start a forum about it! I don't know!

 

DARCA.

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July 21, 2014 11:29:52 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

That's a good list. A good resource for people wanting to express an idea that may have been suggested already.

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July 22, 2014 12:45:25 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

I want to be able to assign my ships to patrols by specifying waypoints.

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July 22, 2014 2:30:56 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Quoting Intrepidation,

I want to be able to assign my ships to patrols by specifying waypoints.

AI, UI, PROGRAMMING, AND MODDING: 4. already present.

Although I had already pressed the edit post button before I remembered it was on already! Silly me

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July 22, 2014 4:14:49 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Under ship modules:

 

Fire Control improvement - up the number of shots a ship can take each round. Instead of dividing all the ship's firepower into 1 or 2 shots, able to target only a single opponent each round, each FC modules would add one new target possible, and further divide the firepower.

 

Thus, you have a 100-damage ship that would be taking 2 50-damage shots per round at a single target, good primarily for anti-capital ship use, or one with several FC modules (or one upgraded FC module) able to make 5 20-damage shots are 5 different targets, good primarily as a "flak" or anti-fighter AA ship.

 

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July 22, 2014 5:04:00 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Wtf man that's not even coherent, even if I was drunk I could write better than that! I am not a scribe! Write briefly and clearly or start a actually post on this. ^^this makes me have to think and write it all for you...which I still will because I'm nice, its 7.

PS I wrote this earlier:

 

"If you have a idea write it in a similar format and in as short as possible in a post and I'll add it. Keep it simple though, long paragraphs and riddled words belong as a legitimate post to express it properly. So don't waste your time writing hear when you can descriptively express your idea in a separate post."

Do you know if this is possible though? You should start a post on this to explain and introduce it properly and I'll add it here on my end. Ok? Good. Done.

 

DARCA.

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July 22, 2014 7:54:59 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Actually i thought it was very coherent and definately worth its own thread, as for the single line description

under combat units and related factors 

the ability to attack multiple targets per round

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July 22, 2014 7:56:39 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Quoting trims2u,

Fire Control improvement - up the number of shots a ship can take each round. Instead of dividing all the ship's firepower into 1 or 2 shots, able to target only a single opponent each round, each FC modules would add one new target possible, and further divide the firepower.

Combat in GalCiv 2 already worked that way without requiring an additional ship module. I don't think, that the devs are going to change that.

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July 22, 2014 7:59:00 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Did it? I think starbases were single shot but i never really payed attention to the individual ships

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July 22, 2014 8:11:40 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Quoting androshalforc,
Did it? I think starbases were single shot but i never really payed attention to the individual ships

Yes, starbases were single-shot, but ships had as many shots as they had weapons. As long as they didn't require all shots to destroy one ship, they could attack multiple enemies (up to the total amount of weapons they had).

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July 22, 2014 10:18:08 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

You should add making of Federations to the list. Was a interesting idea from Stardrive. Basically a stronger bond between civs then a alliance, where you get control of the other civ. 

 

This way you can get full control of a other civ by either a surrender or a federation, and you can get partial control of a civ by either by making then a vassal or making a alliance. 

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July 22, 2014 12:28:20 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Quoting EleventhStar,

You should add making of Federations to the list. Was a interesting idea from Stardrive. Basically a stronger bond between civs then a alliance, where you get control of the other civ. 

 

This way you can get full control of a other civ by either a surrender or a federation, and you can get partial control of a civ by either by making then a vassal or making a alliance. 

 

There was a comment about some changes to the Diplomacy tree that may have some of the functions you are thinking of. But I think we'll have to wait until beta to see what the diplomacy tree changes will be.

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July 22, 2014 12:45:51 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Quoting EleventhStar,

You should add making of Federations to the list. Was a interesting idea from Stardrive. Basically a stronger bond between civs then a alliance, where you get control of the other civ. 

 

This way you can get full control of a other civ by either a surrender or a federation, and you can get partial control of a civ by either by making then a vassal or making a alliance. 

meh, its 20. In diplomacy.

 

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July 22, 2014 12:51:06 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Require colonization ability of Planet Type before allowing that type to be invaded.

Also, only allow bombardment of planets (if researched) that are not meeting the above requirement. Available bombardment types would be further restricted to targeting population and/or structures using the same research restrictions.

Further, Keep bombardment without invasion as an option. This would add a dynamic to hamper or even eradicate colonies without requiring the "invader" to take control of the target.

Drawback: Additional development may be required for ships on auto attack to limit or prevent bombardment of hostile planets.

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July 22, 2014 1:39:51 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

You realize I'm only going to use the first sentence you wrote.

Combat 11.

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