Ship design main interest in Galciv is that you have to chose which weapon and defense you want from a kind of rock-paper-scissors system. It forces you to make some decisions, such as adapting you fleet against a given enemy. The previous system(GC1) had little or no diversity in terms of ships, making fights and military research a bit silly. You just had to find the better tech or you'd be beaten. Modding couldn't change much except by creating big defensive ships. The only available diversity was the missiles, of which there was ONE (the AMM). To me, getting Dreadnought tech (AMM) ment winning the game. That was a bit of a pity.
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BTW, unless this changes from Beta 1, you can fit multiple types of weapons on a ship. It's just a question of whether you have the space on the ship design to do so, and whether you've done the right research into that branch of defense/offense to have good enough stuff to bother building. It's not all-or-nothing where you must pick one type of weapon and one type of defense.
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First, I have to admit, that after having the GalCiv (I) for a couple of weeks, I got bored with it and sold it. The way it presented the galactic environment did not quite suit me. As for the GalCiv (II), the first 3 features on that site will definitely enhance the game:
- ship design
- new unique planets
- new map system
Each planet having its own map has been already implemented in Emperor of the fading Suns. Quite nice idea. From screenshots I noticed it will be kinda Mercator view. There might be found some better graphical way to do it, but I have no idea now how to do it. Ascendancy maybe had something like that too, if I remember correctly, but it was a perspective grid with planet in background. Galciv is better here.
Planets on actual map, that is what I like maybe the most. After all, star systems occupy the same space as stars. It was weird like in Master of Orion, that planets were like "hidden" inside stars.
And one more remark. Probably the thing, which I did not like the most in GalCiv (I) was that special events were not unique at all. There was quite limited number of them, and I were getting many of them numerous times during the same game - it was killing uniqueness of them. If there are some unique animals in the Galaxy, it is strange that I see the same animals in many distant from each other places. If (II) might attend that issue, that would be great.
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Each planet having its own map has been already implemented in Emperor of the fading Suns. Quite nice idea. From screenshots I noticed it will be kinda Mercator view
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as for the special events- I think that people could design extra ones on the net and taht you could have downloaded them from his site.
However, they could get repetitive as you stated- if you've ever tried out nationstates.net, then you know that there are only a limited number of issues that arise when governing a nation.
I really suggest that Mr. Wardell looks at Nationstates and plays if for a while to get an idea of a broader group of issues to include in his game.-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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I agree with the previous comment on "molding" ships. compelling, but draws a fine line between adding to the game and making it too complex. If I am on a Gigantic Map, I dont have time to determine how I mod every single Corvette, even if features are included to make it less tedious, it takes away from the "global" parts of the game that made GalCiv good (trade, diplo, subterfuge).
I hope certain segments of the game are improved:
The beginning - always a bum rush to settle (same manner every time, less variety than in normal Civ)
Constructors - good concept. not enough done to reign is runaway growth though. Constructors->more production->more constructors. Yes you have to reign in your financial outlays eventually, but you get the point.Citizen of the Apolyton team in the ISDG
Currently known as Senor Rubris in the PTW DG team
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Originally posted by CiverDan
I agree with the previous comment on "molding" ships. compelling, but draws a fine line between adding to the game and making it too complex. If I am on a Gigantic Map, I dont have time to determine how I mod every single Corvette, even if features are included to make it less tedious, it takes away from the "global" parts of the game that made GalCiv good (trade, diplo, subterfuge).
So you could play a game designing tons of different ships with which to have a varied fleet, but you could also stick to designing only a few mainstays at a time.
Originally posted by CiverDan
The beginning - always a bum rush to settle (same manner every time, less variety than in normal Civ)
Originally posted by CiverDan
Constructors - good concept. not enough done to reign is runaway growth though. Constructors->more production->more constructors. Yes you have to reign in your financial outlays eventually, but you get the point.
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It would be nice if there was more strategic diversity. How about certain ship upgrades which depend on proximity to the nearest star? For example, solar arrays which give improved performance when the ship is close to a star. Or a cloaking device which only works in the depths of interstellar space.
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