[quote who="Schaefespeare" reply="8" id="3808226"] i generally don't like Ghosts, Ghouls and Vampires with their Horror overtones and the back-catalogue of Hammer Films associations. Re-reading your proposal i can see the intention of creating something that isn't corporeal and has a more religious / spiritual / even philosophical existence. But then it gets confusing by having two different types of being, one being somehow more corporeal to actually exist in the Humano
tid242
[quote who="Schaefespeare" reply="6" id="3808206"] interesting thoughts except for the "Ghost / Ghoul" offering. the first is a rework of the Yor. Sorry no ideas myself, its so difficult to be creative and original so Kudos tid242 for making a start. [/quote] hah, thanks for the input. I actually like the PN quite a bit myself as I feel like their internal consistency is pretty good and their mechanic is thus far unique. The general idea is based on t
Additional race ideas: Incubating ideas on the following. Something Locust and planet-hopping based “buildings” are upgradeable
Proposed Race #4 Race name : The Crystal Mandate Abbreviation : CM Ship call sign : CM <strong
Proposed Race #3 Race name : Planeshift Ghost Nomads Abbreviation : PN Ship call sign : PN <st
Proposed Race #2 Race name : Kairetsu Saoma Traders. Abbreviation :KSt Ship call sign :KSt Base ship names derived
Proposed Race #1 Race name : Sentinel Minders Abbreviation : SM Ship call sign : SM <p style="margin-bottom: 0in;
[quote who="shayvaan" reply="2" id="3808069"] TBH I don't think this is necessarily one or the other. Why not both? Most of your scientists would be happily plugging along with whatever "normal" system they have, but the player has the option of building (a possibly expensive) building (or station or district) where the more -reality challenged, shall we say- scientists can congregate. This option would probably be slower, expensive and with the scientis
[quote who="Taslios" reply="1" id="3807970"] .... so now we get political... [e digicons];)[/e] Shouldn't the pie slices be rotated 45 degrees? if you were going all in pure authoritarian for example you wouldn't be mixing collectivist and individualist to do it... [/quote] It's already been mentioned that the above system is already slated for an overhaul, so you may get your pure-Authoritarian dreams after all.. We'll see!</p
Some type of Blue Sky research mechanic is something I've always thought would be a nice addition to the GC franchise. I'd always thought of it being implemented as a "research whatever you want" button on the research screen rather than building a separate type of lab infrastructure like that of Skunkworks from Armada (the devs there loved Lockheed Martin or something?). But building a set a alternative/parallel labs is an idea that gets around the balance problem of just resea
[quote who="AdamMG" reply="18" id="3807906"] Space Monsters are basically pirates in GC3. I'd love to see them as actual space-borne entities which have an agenda. [/quote] Related to this, I would also like to see different "not alien" factions, instead of them all being on the same "pirate" team. Like even different pirate factions where the "Blade Pirate Faction" is fighting the "Sky Hawk Pirate Faction" whenever they see them. And Space m
[quote who="Publius of NV" reply="8" id="3807904"] Quoting DivineWrath, reply 7 Being given a small list of techs that I can research does not appeal to me. I like having the whole tech tree being open for me to research. Seconded [/quote] I really want to see how it plays before
[quote who="Hartdo03" reply="35" id="3807104"] For me, I'd say less reliance on mining. One of my issues with recent strategy games - and one reason why I've played them a lot less - is because they're starting to feel like mining simulators. Like, I respect Stellaris for many reasons, but I've never actually finished a game. Partly that's because I feel like they've made it over complicated, but partly it's because I feel like I spend all of my time building mines and waiting
[quote who="NelsMonsterX2" reply="11" id="3807106"] I also find it weird to have population abstracted into single people instead of millions, billions or what have you. I love the idea of characters, but I'd like to think more than a handful of people live on my planets. [/quote] I mean, you really have to realize that this really is a default form of governance and social relations. For example, an English king really didn't do much inter
Alright, so I'm going to change this thread up and make it something that I don't feel bad about spamming up. Any/all feedback is welcome and appreciated - this is the reason I'm making a thread about it. Obviously the game mechanics of GC4 are unclear at this point, so these ideas are basically just that, ideas. But it's been a fun project to think about and dabble with during my free time.. Per request there are no humanoid races - although humans are really bori
[reserves a space] This'll be an interesting thread, I'll think about this a while before posting anything coherent. Several thoughts that strike me as compelling: A race that lives off-planet (starbase/ship only) and destroys planets for resources. Sort of nomadic/locust type of characteristic. To avoid the ideology/assimilation problem written about by John Hall - it would make sense for them to be either synths or zealots (or
[quote who="ForgottenSlayer" reply="6" id="3806940"] I really like the direction citizens are going. However I too echo the sentiment that it won’t feel that I am shepherding an empire but controlling a bunch of characters. Not having a population feels weird to me. Maybe I am just struck in the past. [/quote] If you were in control of a country, the only people you'd be interacting with would be various heads of state, department heads, appointed offici
Yea these are definitely cool ideas that hadn't really occurred to me before. Are you proposing text or audio "chatter", or some combination of the two? I feel like audio would be a pretty big undertaking, but would seem the most appropriate for battle dialogues especially: "I've lost flight controls, we're bleeding out!" etc. As for the empire-wide chatter I agree that it would be interesting if a lot of it were integrated into an Espionage system where you could get so
[quote who="ForgottenSlayer" reply="23" id="3806706"] My third request. Please make trade financially matter because in 3 it just never seemed to make much of a difference in Civ 5 sometimes I make decisions of who I’m going to attack based on their trade profitability that is a thought complex I NEVER experienced in the hundreds of hours I played in Gal Civ 3. Diplomatically I would embargo certain players to improve relations but the financial aspect of this just never cros
Alright, I'll throw a question up here: This was attributed to me on Discord by Schism, but someone else had actually mentioned it prior (although we could probably do the Monty Python bit about who thought of it first..)... Question: There's been some demand/requests for more animated aliens for doing custom races. We realize that doing animations is time-consuming and expensive, however there was a question as to whether a reasonab
[quote who="Intrepidation" reply="8" id="3806359"] As mentioned above, it's gmail. [/quote] It's actually not. I was unable to sign up with a private domain name with firefox, but worked fine with opera.
[quote quoting="post"] What are you looking forward to most? [/quote] Ah, but getting back to this question. I suspect that most of the things that I'm excited about are going to be pushed pretty hard by others also, so I probably don't need to mention them. With one exception... MULTIPLAYER! I'm looking forward to a solid multiplayer experience. MP in GC3 is a blast, but usually requires a bug-induced resta
[quote who="Sirthrax" reply="7" id="3806050"] I have over 2,000 hours in Galactic Civ 3. The ship builder and civilization creator provided endless variety to that game. Being able to run a game that emulated popular science fiction stories or write my own drastically improved the replayability of the game and set it apart from other 4x space games. I'm most excited to see how these improve. [/quote] An end of game monologue with
Sectors vs "open space". So it's occurred to me than then sectors could have attributes unique to that sector. Bonus research, extra food, different resources, etc. Which would be a neat strategic overlay to the metagame of there being sectors that everyone wants for bonus resources in addition to their strategic locations and base resources (planets etc). Also there could be sectors where certain weapons don't work as well or ships do
Nice writeup Frog.. https://explorminate.co/brad-wardell-on-the-galactic-civilizations-series/