[Suggestions] Even MORE Fun If.... (IMHO)

Hi, all!

I'm relatively new to GalCivII(UE), and after playing several games I'd like to make three suggestions for the new GalCivIII...as I very much think GalCivII would be "more balanced" and/or more fun to play if incorporating these three changes...so I'm hoping they might be considered for inclusion in GalCivIII, if it's not "too late."

First, IMHO, it would be financially helpful and add to the "strategic" fun if planets have one or more resources that, for a modest investment (and with little or no research being needed), can be mined for bc/money (unlike asteroid fields that can only be mined for increased productive capacity).

Second, if players are sometimes faced with "ethical decisions" when colonizing a planet (as in GCIIUE), I think there should be some kind of positive benefit that comes from choosing all three options ("Good," Neutral," "Evil"), rather than the GCIIUE system whereby one is always rewarded the most by choosing the "Evil" option, less rewarded (or no reward) for choosing the "Neutral" option, and usually a penalty comes with choosing the "Good" option.  Ummm...I mean, why should only "evilness" be rewarded? What's the philosophy behind that? <Grin>

Third, ok...I know there's some "fun" to be had from the element of "surprise," but wouldn't you like to know what "bonus tiles" are on a planet before you "burn" a Colony Ship to colonize it?  Certainly, if we have the techs to travel to and colonize a planet, we should be able to know if portions of the planet are rich in minerals or exceptionally good for farming, etc., while in orbit and before "landing" the Colony Ship, yes?  (Perhaps the "ethical choice" question could remain the "surprise" element, discovered upon landing the Colony Ship.)

I'm still learning the ropes with GCII...so I've not yet "upgraded" to playing the GCIII beta, yet; so, actually, I don't know if the three suggestions I'm making are not already part of GCIII...or if they just wouldn't fit in with GCIII in some way or for some reason; but, for game play and other reasons, I wish GCII had these suggestions incorporated into it...so I'm hoping they'll be considered for GCIII, if not already a part of it.  

GCII is Great fun!

...Can't wait to "move up" to GCIII! 



3,277 views 5 replies
Reply #1 Top

There is no direct mining for BC (money) in GCIII but you can mine econ relics, which increase your gross income. Tourist income may be a new source of credits in GCIII. I don't recall if it was in II.

I understood your first suggestion was to have an improvement hex that represented gold or some other commodity that you could build an improvement on and get a per turn return. Not a bad idea, but it is not in the game per sec, and it will not make it this go around.

LOL, your second idea is, if I understand correctly, to reward you for making an evil decision and penalize you for taking the goody two shoes option. It doesn't work exactly like that, but I think you will like the ideology feature in GCIII.

I have seen your third idea before and I get it, It is likely that we would have surveyed the planet and would be aware of most benefits before colonizing. The way I see it is, the bonus tiles are indeed a nice surprise when you colonize a planet, but they actually have little to do with my decision to colonize the planet. My decision, and the way most strategize, is based purely on the planet quality. In GCII I never colonized a planet with less than 8 PQ. I would leave it for the AI and flip it later. It is a little different in III with the way shipyards work, but the planet is still the thing and I would never pass up a nice planet because it didn't have enough bonus hexes. That's just my opinion and as I said I have known others that wanted a peek.

You are going to like GCIII. I hope you get it soon.

Reply #2 Top

Thanks for your response and the insight.

Tourist income is part of GCII, but perhaps it works differently in GCIII.

As to ethical rewards...just to clarify, no I'm not suggesting "evil" be rewarded...that's my "complaint" about GCII, where "evil" is rewarded the most, "neutral" hardly at all/ever, "good" is penalized.  I was suggesting this not be the case with GCIII. <Grin>

 

Reply #3 Top

The ideology feature in GCIII does give rewards (and some penalties) in all three categories, It is quite different from the GCII system and I think you will enjoy it.

Okay, I had forgotten that tourist income was in II. It has been forever since I have played.

Reply #4 Top


I'm still learning the ropes with GCII...so I've not yet "upgraded" to playing the GCIII beta, yet; so, actually, I don't know if the three suggestions I'm making are not already part of GCIII...or if they just wouldn't fit in with GCIII in some way or for some reason; but, for game play and other reasons, I wish GCII had these suggestions incorporated into it...so I'm hoping they'll be considered for GCIII, if not already a part of it.

GCII is Great fun!
End of quote

If you like GC2 you are gonna LOVE GC3. Do not buy it yet if you want to keep playing GC2 because once you start with 3 you will not want to back :) .

GC3 is still a bit buggy and needs some tweaks but it is moving very fast now

Reply #5 Top



First, IMHO, it would be financially helpful and add to the "strategic" fun if planets have one or more resources that, for a modest investment (and with little or no research being needed), can be mined for bc/money (unlike asteroid fields that can only be mined for increased productive capacity).

End of quote

I thought civilization was better at this to, but to be honest this is a moot point. For the most part requiring cities to raise income through resources was the intent of civilization. In Galactic civilizations, and most R.P.G.'s the idea is different it is done primarily through taxes. I think including this way may throw off the game. Maybe instead trade able goods.



Second, if players are sometimes faced with "ethical decisions" when colonizing a planet (as in GCIIUE), I think there should be some kind of positive benefit that comes from choosing all three options ("Good," Neutral," "Evil"), rather than the GCIIUE system whereby one is always rewarded the most by choosing the "Evil" option, less rewarded (or no reward) for choosing the "Neutral" option, and usually a penalty comes with choosing the "Good" option.  Ummm...I mean, why should only "evilness" be rewarded? What's the philosophy behind that? <Grin>

End of quote

I agree that there could be three different benefits that are relatively equal to each other. The new way is good will be about equal to evil while neutral will be less. Only time will tell how well this will be implemented. If neutral is weaker I will be complaining in four. So they are attempting to fix this.



Third, ok...I know there's some "fun" to be had from the element of "surprise," but wouldn't you like to know what "bonus tiles" are on a planet before you "burn" a Colony Ship to colonize it?  Certainly, if we have the techs to travel to and colonize a planet, we should be able to know if portions of the planet are rich in minerals or exceptionally good for farming, etc., while in orbit and before "landing" the Colony Ship, yes?  (Perhaps the "ethical choice" question could remain the "surprise" element, discovered upon landing the Colony Ship.)

End of quote

Under our current technology all we could do is find the best colony placement. Your idea seems a little unrealistic, but who knows maybe in the future we can do this.



I'm still learning the ropes with GCII

End of quote

I guess it is really good for you they just patched the game. As far as Galactic civilizations you can't call a game buggy until it is done. Remember the real intent of this game is to be an upgrade to Galactic civilizations 2.