I remember creating a human offshoot in Galciv 2 kind of like this. They were an evil splinter faction with black ships and the super annihilator trait and Nemesis was their home star.
bornloser
I want to explain my trade ideas in more detail because I think they would make the economic side of the game a lot more fun. Having trade routes with other civs could give you a lot of options. You could, of course, trade in a mutually beneficial way and compete with the other civilizations. However you could also sacrifice revenue to flood another civ's market with cheap goods, damaging their manufacturing industries and morale. Trade routes could be used to plan
Instead of zigzagging from hex to hex the ships should follow a bezier curve from point A to point B (with point be being the furthest hex they can reach that turn or whatever enemies they run into on the way)
[quote who="satoru1" reply="31" id="3451583"] Quoting bornloser, reply 30 The solution is that big empires should have internal problems that smaller factions don't have. Corruption on planets far from the capital, rebels from defeated factions, attempted military coups, etc. This would also give you a chance to catch up if you're lagging behind another player because his home system was close to a a green resource or whatever. . <br
Galciv3's AI needs to learn how to do that shit
The solution is that big empires should have internal problems that smaller factions don't have. Corruption on planets far from the capital, rebels from defeated factions, attempted military coups, etc. This would also give you a chance to catch up if you're lagging behind another player because his home system was close to a a green resource or whatever. Basically the kind of instability you get when you try to build an empire in Crusader Kings.
Huh, guess that's what I get for always building cultural starbases.
Randomly generated enemy races. They'd have a randomly selected ship style (possibly pulled from the internet, a random portrait (also possible pulled from images submitted to a stardock database) and random traits. You'll never know what to expect when you explore the galaxy.
I hope there's more "primitives" this time around. I felt limited by the ship editor in Galciv2 because all the parts looked like they were for specific purposes (and races)
I never understood the purpose of starbases in Galciv 2. There are no chokepoints in space so I just built one or 2 on trade routes and rarely upgraded them. From the sounds f things hopefully I can use them as poor man's planets now.
Is DL Bradley's flagship going to be named "The Vindicator?"
I don't know how lore-friendly this would be, but Torian holdouts.
2-axis alignment system (good/evil, law/chaos) that would make the factions more unique (even though the torians are dead, apparently) Rainbow worlds (full of resources but weird stuff tends to happen if you colonize them) Completely overhauled spying system (someone suggested spy ships) including the ability to frame other factions alpha centauri style. you could also research new types of espionage like hacking/viruses or psychic stuff depending on your tech tree.