igncom1

igncom1

Joined Member # 3398374
3 Posts 35 Replies 11,510 Reputation

"Events have always been one of my favorite aspects of the game. You will be playing along thinking you have the game wrapped up and wham, “the Jagged Knife” pops up and half the galaxy is suddenly at war with you. Events of all kinds – simple to crazy and game-changing – are some of the most fun elements of Galactic Civilizations to design." That is the sole reason I cannot play with

18 Replies 122,933 Views

I am torn on this. What about a system where players can only trade tech for tech, and this would be comparing the cost of the techs themselves, possibly allowing players to pay some of their turns tech points to cover the difference between 2 techs that don't have the same cost. So like a 130 RP tech for a 100 RP tech, with a fund of an extra 30 RP to the player to cover the difference?

18 Replies 87,913 Views

I think it could be interesting to have the campaign from 2 different approaches: Homeworld style: The stuff you do in one mission affects the next, more population means more colony-ships in the next area, techs are limited but the ones you research are saved and fully researched for the next mission, possibly even ships that have levelled up could be transferred to give players a starting fleet and an opportunity to keep the action up from the go.

20 Replies 79,680 Views

I feel like tactics like being the "Arcians?" and going full glass cannon were very gimmicky, along with going glass cannons in general just makes me feel bad for fighting the AI who can't stop me because I know what I am doing. If we can iron out stuff like that so that the best ships are properly thought out and are less missile buses (Not to remove them entirely, but to give reasons to use them along side more balanced ships) and more space ironclads I will be ha

411 Replies 1,950,143 Views

If I might make a suggestion that is based on mechanics from Endless space? Why not have new colony's slowly build up the influence thy emit over a small period of time? Making them more susceptible to enemy home-worlds when they are first colonized, but over like 10 turns they return to their default influence generation? That way players would have to be more cautions when colonizing near high influence areas due to rebellion problems, givin

52 Replies 93,143 Views