ctiberius

ctiberius

Joined Member # 695854
7 Posts 47 Replies 283 Reputation

Sorry. Maybe I missed this in the bazillion forum posts that would take galciv weeks to read. Was there like an email or something for founders to download the alpha or find out that it was released or know what the serial was or something or anything? In my constant watching over the past few days did I somehow miss the mail that apparently everyone else got? #craving also perhaps just somehow stupider than everyone else.

5 Replies 3,775 Views

[quote who="Tridus" reply="45" id="3410859"] Quoting Farplane, reply 23 There's a reason why the Civilization style more or less linear tech tree is in so many games: it works. Just because a feature is functional doesn't mean it is interesting or particularly useful.

121 Replies 378,675 Views

On the flip side of this, I kind of liked how Moo3 showed you the race/species that populated your planets. Let you build a true multi-ethnic empire

13 Replies 62,987 Views

There doesn't really seem to be a concept of 'territory' in Galciv like you find in EuropaUniversalis or Civ. Might add interesting gameplay.

141 Replies 494,528 Views

I routinely play the game well past the end of the tech tree. I destroy all the research centers on all my planets and replace with financial or industrial buildings. The tech tree for me was always like, ok I've finished it, now what. It just kind of ended. I guess at a certain point a race stops pursuing knowledge or something. Seems like technology would always continue to evolve, but I guess for practical reasons the developers had to cut it off. So, yeah, I'm in favor of a much l

21 Replies 105,199 Views

Multiple colony selection (e.g. shift+click) and/or drag-a-box-around-colonies-to-select-them. I'd find this useful for setting rally points for a specific grouping of planets or setting mass production queue changes, etc. While I'm on rally points for a second, why not some kind of optional interface lines to show on the main map which rally point a planet is pointing to?

73 Replies 269,267 Views

I mean, I get the concept of how it works. I'm just wondering about how believable that is (to the extent any of this is). If I was building a starbase in the Galciv fictional universe, I'd think I'd have materials delivered via transport ships from my planets and assembled on site by construction bees.

30 Replies 67,905 Views

The diplomacy system in Europa Universalis IV, while pretty complex, has some good points to recommend. The idea that the AI can be influenced in their decision making at a pretty granular level depending on how much they like or dislike you (and even their like or dislike of you can be directly affected). It also has the idea of strategic goals for the AI. What is the grand strategy for Race X? Can we align our goals with theirs and work together? In GCII it was never really cl

28 Replies 131,299 Views

Agreed on the tedium as well as the multiple types of starbases. Would ideally like more. Unarmed sensor outposts? Quasi-colony starbases that could produce things on their own? Research labs? When I think of the micromanaged upgrades and whatnot, I keep thinking that in a fictional universe like this there would be private contractors and other private industries that would be available for construction work. Are we saying that only the central government can build things and only af

30 Replies 67,905 Views

[quote who="Seleuceia" reply="5" id="3404997"] The issue for me was simply the amount of micro-management...SBs were tedious and UP in the late game (at least militarily), making it more effort than it was worth...an overhaul may be necessary, but even a simple reduction in the total number of weapon and defense upgrades and sensor upgrades would make a huge difference....[/quote] I'd spend hours watching hundreds of constructors inch across the map to the ral

30 Replies 67,905 Views

[quote who="Brainsucker" reply="3" id="3408614"] it is logical for Galciv to not having carriers. Because there is no need for it.[/quote] The logical extension of that statement then is that we really only have need for 1 ship type. I'm for carriers because I think it would add flavor and fun to the game. Not because I think a space fleet HAS to have fighters.

15 Replies 75,652 Views

anomalies, nebulae, asteroid belts, etc. should be turned into effective sensor interference barriers. There's also potential sensor countermeasures that could be deployed on a vessel.

12 Replies 22,672 Views

[quote who="Cikomyr" reply="30" id="3408054"] Obviously, the game's combat mechanic will have to be revamped entirely. You are 100% right; the old system favored bigger ships. I think one big problem is the trope named "critical existence failure"; where a starship would still perform and fight at 100% capacity even when down to its last hit point. When I think of it; I believe the solution would be to have a ship's system failure occur much, much be

43 Replies 160,374 Views

Always felt that it seemed odd for the entire game to play out over just a couple years in many cases. Entire universe mapped and colonized in just a few months or years. Is there a better way to scale the timeline so that it doesn't take eons to travel between stars with a hyperdrive but at the same time you don't go from pre-spaceflight to evolved ethereal non-physical energy being in a couple years?

4 Replies 21,066 Views

It'd be useful and interesting if the races / species also changed and evolved over time throughout the game either based on events or decisions.

5 Replies 21,795 Views

If I'm honest I'm not sure I want to micromanage an invasion force or a fleet in tactical combat. That being said, it just isn't enough to sit and 'watch' a battle take place. There has to be some in-between. Maybe the option of auto-battle vs hands on manual control of every move. If tactical control is in, however, I think it should be real-time like in TotalWar. Perhaps that battle model is a good one to emulate.

411 Replies 1,950,170 Views