[quote who="Cikomyr" reply="23" id="3409065"]Except that BSG was a relatively empty galaxy.[/quote] In the original, they were constantly running into inhabited worlds. [quote who="Cikomyr" reply="23" id="3409065"]GalCiv's games usually end up with a heavily filled-up galaxy, with every free planets being up for grab.[/quote] See some of the posts above. There are perfectly viable ways for nomads to live in a crowded galaxy. In fact, a crowded galaxy me
1xador
[quote who="chaverinou" reply="16" id="3408711"]if they leave solar systems, others will colonize them and they won't be able to come back[/quote] They could still be able take resources from the uninhabitable planets if the civ does not use the its military to stop them. [quote who="chaverinou" reply="16" id="3408711"]at the end of the game there will be no more available solar systems (or the galaxy is enough big and impossible to colonize at 100%)[/quote] I see
[quote who="chuck1es" reply="18" id="3408964"]Well, you can have the nomad civilization be able to enter populated territories and be able to extract percentages of materials from it (civilian/corp trade and such) and resultantly expand the host civ's economy or some such.[/quote] Not a bad idea. This was done by the Romans, though it did not turn out too well for them in the end. The strengths of a nomadic civilization I see are: No high valued target
[quote who="Cikomyr" reply="17" id="3408773"] I find the idea of a nomad civilization a bit silly in a universe similar to GalCiv2.[/quote] How so? I could easily see the humans with the Patriot fleet going nomad as they get pushed off of the colonies, kind of Battlestar Galactica esque.
[quote who="nomotog" reply="20" id="3408065"]leaders all being actual units you can move around.[/quote] There was a big backlash to this in Elemental. [quote who="nomotog" reply="20" id="3408065"]The hard part about letting the player react to an espionage victory is the espionage. It's all about being secret.[/quote] This is why I like causing revolutions. It gives you a reasonable amount of time to react.
[quote who="nomotog" reply="18" id="3408060"] If they included something like a king unit, then you could have an espionage victory from successfully assassinating every race's leader before they can elect a new one. Causing the universe to descend into chaos.[/quote] GalCiv usually gives the players time to react to the victory conditions. A coordinated assassination would be hard to react to.
Thought of another victory condition. Foment revolutions in each faction. Each turn more planets/ships will join the revolts. Once the revolutions start you have X number of turns to cause all units/planets to join the revolution.
[quote who="Jedistinger" reply="15" id="3408050"] When you research the last espionage tech in the tree, you win an espionage victory. [/quote] How is this different from a research victory? The espionage victory conditions I have come up with are: Corrupt X% of all production in the galaxy for Y turns or Setup puppet governments for each faction. This would be controlling enough votes to always win a vote. I am not sure how this woul
I am not sure you need an espionage victory condition if you make it powerful enough that it can allow you to achieve the other victory conditions Espionage should allows you to: destroy (no one gains), copy/replicate (both side gain), or steal (you gain and the other doesn't) research production, social/military production, or credit production disable, destroy, or convert ships or planetary forces hide the location, makeup, quality, and quantit
If you want a full civilization, I would not think of them as pirates. Instead, think of them as nomads with the traditional nomad economic model of raiding boarding lands. Besides raiding, they would specialize in rapid construction of building and extraction of resources but their buildings would degrade over time. They would like also develop techniques to extract resources from planets that other races could never hope to colonize. The nomads could have specializ
I would rather take the randomness out of a hero system entirely. I would rather have a resource system that would allow you train and recruit heroes in a predictable manner. You would have complete control of the quality, specialties, and number of heroes you posses.
It would be interesting to have a semi-random event system where you could negotiate with individual heroes if negotiations with the parent government failed. For example I could see a general negotiating a cease fire with a player if negotiations with the parent government fail. This would take a portion of the fleet out of the war with you. The reverse could also happen. The general may refuse to accept the cease fire and continue attacking. I can als
If they are added, I would like to see them incorporated into the game more than most other games do. I could image them having significant impacts on diplomacy and espionage. Being able to steal a hero and possibly what ever resource the hero governs would have significant implications for the diplomacy/espionage systems.
Nomads, pirates, mercenaries, independent space bases, and organic trade routes are on my wish list for a "living" galaxy.
I am not sure how you lack control in my proposed system. You define the amount of undirected research and it gives an incremental bonus, say +1%, to each known tech once a threshold of research points is reached. You have complete control of what you are getting.
I think the idea of having directed research for big projects and undirected research for incremental improvements is an interesting one. This would mean that directed research would go to "fundamental" project like lasers and shield and there would be fewer incremental techs, like laser 2 and 3, because the undirected research would provide the benefits instead. The tradeoffs could be interesting. Depending on your research allocation, the old tech with the incremental impr
Since each race will have its own tech tree, I would like to see branches or subtrees for interactions between races. The races have very different mindsets than each other so it is likely that new and bizarre tech would come out of their interactions. There could be specialized tech if two races had matching border, one race conquered another, and negotiated tech projects between races.
IMO, government is all about centralization of power. Where power is concentrated and how it is used defines the government. In practice, true democracies or absolute dictatorships do not exist. There are always complex systems of power relations withing the society. So instead of defining a system of government, I would like to see a system of multiple fundamental belief systems like Civilization uses, or a system where you can give up control/power for some benefit