Galactic Civilizations II. game concepts by PLAYERS

Hi all fans of GC !

First: I have to thank all guys who work on GC and create real diamond among PC games nowadays. They give me many hours of wonderfull fun, which I lastly enjoy with jewels like Civ I, Col, RailTy and of course MoO I etc. So Bratt & company: THANK YOU VERY MUCH, YOU'VE DONE EXCELLENT JOB ! i am looking forward GC II!

Second: I create this post as reaction on post "GC II concept" {from stardock team}, because I think that many players might have interesting ideas about gameplay etc. for GC II. And maybe that some ideas posted here inspire developers from stardock and they than implement idea to game.

Third: I look forward Your suggestions & ideas.
Fourth: Sorry about my english-NOT native speaker:-)
Fifth: Some minor ideas for GC II.

- Military conquest way to victory:

Definitely, I think, that this way of conquest the other civilizations SHOULD be the MOST hardest way. Like in reality. Creation of powerfull army of thousands of men in arms, ships etc. is VERY expensive. It weights not only goverment pocket, but industry and especially food industry ! Because of that - long term war conflicts make people angry, 'cause they CAN NOT buy their "favourite popcorn" (because goverment must feed the army), they have to work harder because goverment needs to FUND war, they have to pay more for usual things, and last but not least their freedom is usually cuted down a little bit, because of strengthening of internal security against enemy attacks. And these reasons make people more and more angry due the long term wars and this leads to slowing production and to fact that people spend less money for fun or consumption and this lead to situation that goverment gets less money per head. So from year to year it's HARDER to maintain huge war campaigns...

As i read throught the forum threads & guides, i realize that many players enjoy this way to victory. Nice! I suggest: LET'S MAKE THEM ENJOY WAR CONFLICT :-) When player begins war against other civilization, let make him feel all the hell :-), which is connected with it.

- improve logistics & war management:

- player have to deal with supplying of army ( he can choose which planets should contribute and how much, to what fleet -> only really GREAT planets with huge population should be able to handle this-of course it should lead to lowering MORALE and PRODUCTION on that planet)

- add TECHs and IMPROVEMENTS, which give BONUSES to LOGISTIC( and lower the maintaining and supply costs )

- add TECH tree covering "HOW TO MANAGE WAR CONFLICTS + WAR TACTICS", player SHOULD first LEARN HOW TO FIGHT WITH ALIENS IN GALACTIC range of view.Through that player could improve all abbilities connected with managing wars (ATTACK,DEFENSE,LOGISTIC etc.)

- give player possibility to fund war propaganda (might be simmilar to propaganda slider on planet screen),which give bonuses to pop. morale ( should be extremely expensive and could be improved with victories or great sector battles)

- create possibility of riots on planets supplying the army -> it might be realized through the EVENTS system: give player possibility to manage with riot in some ways ( lower taxes for planet, send half of inhibitants for long awaited holiday to Eden planets:-) or someting similar) but when player do nothing about it, it than could lead to loosing star system -> creating rebel fraction of player civilization, which than could be hired
like mecenaries by enemy nation:-) to fight against player.

- give penalties to trade galaxy-wide and give penalties for pop. growth ( because if there is uncertain future, parents refuse to bring "new life" to this world ).

- need of reason for war! give player diplomacy penalties galaxy-wide, force player to explain reasons for starting this conflict to OTHER MAJOR CIVILIZATIONS through UP council.And give GAME AI possibility to manage with players explanation ( for example pacifist TORIAN party will definitely NOT support improving of
Trade and Social relationship with player, when he start war just for fun )

- Add pirates guild( war creates rebels,unsatisfied people on both sides ), who could destroy unarmed war supply convoys, destroy trade routes,finding ways to get richer and richer.But there might be the way ( through EVENT maybe ),through wich player can contact Pirate guild and than convince(money,money,money...:-)) them to fight for him.


Okay, other ideas later...:-) Thanks for replies, discussion, ideas etc. Have a nice day!
(best with GC:AP :-))
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Reply #1 Top
Here is a quote from another post regarding the more efficient use of your spending cash.

This is what I would like to see...

If I had one planet with the capability to spend 100 bc on construction per turn but I chose to allocate 200 bc from the economics screen, then the planet would build faster but would lose a certain percentage to inneficiency...I really hope they sort that out in GC2 (hint hint nudge nudge)
End of quote


:HOT:
Reply #2 Top
Another thing I mentioned on the GC2 web forum was a little feature that has been lost in todays games.

Zooming into your colony...
Civilization had it,
Moo2 had it,
Colonization had it...

and then, nothing.

You could zoom into your colony and see the buildings it had built on a pretty backdrop relating to the class of the planet.
Its a small feature but it really adds a little personality to the game and your colonies.
Its fun to see your colony grow...

I'd like to see that come back.
:HOT:
Reply #3 Top
Hi citizen MarekDeMalek !

Excellent two improvements-thank You for contributing!

- to building faster: thought about penalties to inefficiency is GREAT!

There might be althought some penalties to PQ, wich could rise from turn to turn ( when the player boost production like You mentioned ) and if number of turns with production boosted step over certain number ( formula might be based on PQ,POP.,PRODUCTION "Strength",etc. ) than it leads to lowering PQ by 1 point due to unreversible destruction of planetary nature & enviroment. That will force player to think twice about boosting production and he than use it only when he really NEEDS IT.

-To planet colonies: I agree, It is wonderfull , when You can see your planets grow. I think that STARDOCK team work on some things like this for GC II :-)

Nice day!
Reply #4 Top
A small question: why haven't you used the thread started by Draginol since some players have posted suggestions in it?
Reply #5 Top
Hi diplomat Peace Phoenix !

Thanks for contributing. Answer to Your question is simple:

- GC II. concepts thread started by Draginol is about game concepts implemented directly by STARDOCK TEAM to GC II. STARDOCK decided to create this thread to inform players about what they're going to do. They wanted players to discuss their thougths. And I do not want to interfere with their concepts - I wanted to leave that thread "clean", dedicated to what purpose was it created by Draginol.

Hope You're satisfied with my answer:-)
Enjoy day !
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Reply #6 Top
Perhaps a temporary depletion in PQ after about ten turns or whatever and then after another ten the depletion becomes permanant

Just like a little warning,
:HOT:
Reply #7 Top
Hi everyone!

First: Thank you again MarekDeMalek for contributing:-)! I definitely agree with your sugestion about make PQ penalties as temporarily warnings...

Second: I would like to discuss goverment types in GC I.

It's excellent idea that player can research different types of "how to rule". And it gives player some bonuses to ECON, PROD etc. Wonderfull!

Now! I think that every game is so good how player can FEEL that he's "INSIDE", that he is in CONTROL of situation in every moment of game. And what is more important - that player CAN SEE reaction of his action (no matter if action was "small" or "large"). I think this gives game "life". Than player feel himself inside of game.And this is definitely the reason why player plays it again and again, because there is much to try, much to feel and much to enjoy.

It might be amazing, when changing of gov. type would have more significant "REACTIONS". Changing of goverment type is always huge CHANGE (in real):-)!

- I think there should be advisors ( something like ministers in real cabinet( For econ(all together),production(mil+soc),society(morale)etc. )

Because this is usually provided by game engine, it may show some usefull prognosis to future( some advices to speed up production, to lower polution on planet X, suggestion about how to solve lowering morale problem on planet Y), based on player game strategy ( counted from previous player turns ). Game engine should learn the player way much more than in GC I. Only through that it would be possible to advise well. It might be difficult to create but "player feel inside" and "alien AI" would be both profiting from it.

When developing this, it is VERY IMPORTANT to create REAL breathing advisors, not just dead statistical info window with some foto of unknown man(like in other games (MoO3)). Advisors must help player, must inspire player. Player must feel that advisors are just real like himself:-).

- There might be some mechanism which should reflect the goverment changes. For example when I change it from republic to star federation it is clear that as a leader ( e.g. prime minister or president ) I loose much POWER and that my ( + advisors cabinet ) decisions are much more difficult to vote through!

First because of matter of federation. Every planet has its own parliament ( house of representatives ) which take care of every aspect of life, production, security etc. on that planet. And above this planet goverment there is federal goverment, which make decisions on major problems : National security, national production direction, national foreign affairs etc. So i think player should feel that he is loosign power in some "micro-management"(planetary man.) and gaining power in macro-management ( bonuses to ECO,TRADE,DIPL etc.). Maybe there could be some game engine choices. For e.g.:

When player turns goverment to star fed. than each nation-wide decision (e.g. production decision)should pass through each planet parliament ( or there might be posibility to declare referendum on major player decisions ) and game engine decide ( based on how much citizens here like their leader (player), or on actual needs of planet ( when planet needs improve morale and it is building Virtual reality center, than planet parliament will not vote for nation-wide(federal=player decision) shipyard building :-)).

With improving this, player than feel the power of his "vassals" - feel planets breathing with life of billions of living souls. He realize, that he is not always in control of situation. And he although realize, that the way to vote through his decisions is to convince his "vassals" to vote for him:-)(like in real).

Than morale and loyalty modifier ( bonuses and penalties ) gain much more importance for him. And he start to think about his decisions other way than he do in GC I.

-give game engine posibility to influence (some concepts in text above) players planets in some ways. ( based on gover. type player uses )

-posibility of game engine to simulate breathing population ( maybe through events or some new in-game dialogs or through the whole new panel ( planetary management panel)).

It add much more personification ( like MarekDeMalek speaks about, when he mentions absence of planet colony screen ) to players planets. When he sometimes gets the message, that there were big intergalactic galaconcert with all the stars from one end of galaxy to another on X, and that this concert could honor You as favourite galactic leader of humans. ( generating +5Eco, +5Morale to planet and adding points to Favourite planet rating among others ). Or something like: Our leader, peoples on Z would want to reduce work time per week from 40 to 20,(lowering production of planet by 50%) what is your sugestion ? ( not always decision ! because player might (because of goverment type) not be in full control of planet decisions.

-possibility of riots against current ruler ( but not just like now in GC I. - that player looses planet, but there might be possibility to convince( money, tax down, building a wonder etc.) people on planet to not rebel against player and join another empire.

-in one word: Player could feel that he rule to billions of living beings, which are going to kick his ass, when he do not care for their needs.

Ok. Must go now.Time to work:-)
As usual...I am looking forward your ideas,suggestions and concepts...
Hope that You are not thinking about me like about some kind of mad anomaly in GC universe :-)
Enjoy day!
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Reply #8 Top
that there were big intergalactic galaconcert with all the stars from one end of galaxy to another on X
End of quote


What cool ideas you have!!! :D

I agree about adding personality to the governors of the planets,
but I think this may be a bit of a tall order for GalCiv 2.

Maybe if they can start to implement some of this stuff, like events according to planet morale etc. and more personalised governors.

But the full effect we may only see in GalCiv 3
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