<?xml version="1.0" encoding="utf-8"?><rss xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" version="2.0"><channel><title>GalCiv II Forums » RSS Feed » Game Ideas Posts</title><link>https://feeds.feedburner.com/Stardock/GalCiv2/forum/130</link><copyright>© 2006 - 2026 Stardock Corporation. All rights reserved.</copyright><description>Recent Posts In Game Ideas</description><language>en-us</language><pubDate>Wed, 29 Apr 2026 9:46:46 AM -0400</pubDate><lastBuildDate>Wed, 29 Apr 2026 9:46:46 AM -0400</lastBuildDate><docs>http://cyber.law.harvard.edu/rss/rss.html</docs><generator>Stardock Rss Generator v1.0</generator><managingEditor>info@stardock.com</managingEditor><webMaster>kwilas@stardock.com</webMaster><item><author>admiralWillyWilber</author><comments>https://forums.galciv2.com/473981</comments><description><![CDATA[I tried downloading freeciv for my kindle fire 2, and at this point I can&#39;t make it work. Please help I don&#39;t think I can for the kindle can someone code it for the kindle. In my search I noticed that there is civilization 4 warlords. Can some one also, &nbsp;code that for the kindle. There is a German app for stardock can someone code that in English.  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/473981</guid><link>https://forums.galciv2.com/473981</link><pubDate>Sat, 12 Dec 2015 1:29:59 PM -0500</pubDate><pubDateParsed>2015-12-12T13:29:59-05:00</pubDateParsed><title>Freciv on kindle fire 2</title></item><item><author>NorseDude</author><comments>https://forums.galciv2.com/135382</comments><description><![CDATA[Let's face it. No matter how great GalCiv2 is, it can get better with some fundamental changes. Don't get me wrong, it really rocks. I know it's a long shot, but there are a few things I really want for GalCiv3.  Groundbattles. I admit I haven't had the change to try everything in GalCiv2 just yet but still, there are always ways to improve it. I'm thinking some sort of RTS mode, although very limited and entirely optional. But basically, you recruit a bunch of "heroes" and try to send them to...]]></description><guid isPermaLink="True">https://forums.galciv2.com/135382</guid><link>https://forums.galciv2.com/135382</link><pubDate>Thu, 07 Jul 2011 6:50:36 AM -0400</pubDate><pubDateParsed>2011-07-07T06:50:36-04:00</pubDateParsed><title>Empire building going mental in GalCiv3</title></item><item><author>econundrum1</author><comments>https://forums.galciv2.com/169645</comments><description><![CDATA[First of all Galactic Civilization 2 is great and TA looks like it will make it even better. But one issue this sort of game has always had is making a visually distinct custom race, complete with diplomatic animations, etc is beyond the scope of most users requiring 3D rendering software.  Also Galactic Civilization 2 doesn’t show you a scientist of your race when presenting technology which would be nice. As would some more personalized invasion movies, etc. Obviously though Stardoc have lim...]]></description><guid isPermaLink="True">https://forums.galciv2.com/169645</guid><link>https://forums.galciv2.com/169645</link><pubDate>Tue, 13 Jul 2010 11:39:47 AM -0400</pubDate><pubDateParsed>2010-07-13T12:39:47</pubDateParsed><title>Galactic Civilization 3 spore like custom races</title></item><item><author>Cikomyr</author><comments>https://forums.galciv2.com/320202</comments><description><![CDATA[All right, I think everybody can agree here that GalCivII's AI engine is one the best around the video game industry. It's.. political, it thinks, and can sometime out-strategize you. Even if you have the edge more than often on tactical level, they can beat you soundly merely with general strategies.  However, it is not perfect. I am sure that AI development is extremely time- and energy-consuming for Stardock, and even if they have the best around, sometime it does something really stupid. N...]]></description><guid isPermaLink="True">https://forums.galciv2.com/320202</guid><link>https://forums.galciv2.com/320202</link><pubDate>Mon, 04 Aug 2008 5:46:15 AM -0400</pubDate><pubDateParsed>2008-08-04T05:46:15-04:00</pubDateParsed><title>Idea for AI in future game</title></item><item><author>whpsh</author><comments>https://forums.galciv2.com/308708</comments><description><![CDATA[I think it would be great if we could get some little addon that where we could build ships and not actually have to be in game.  A lot of times, I have an amazing idea based on a hull size or style that isn't available. Or if I'm busy (like at work) and just want something to do in those strange idle times, or at lunch, but it isn't really "game play". Let us have access to all the styles at the same time so we can mix and match accordingly and call it our own style (which DA does a bit I thi...]]></description><guid isPermaLink="True">https://forums.galciv2.com/308708</guid><link>https://forums.galciv2.com/308708</link><pubDate>Thu, 17 Apr 2008 7:55:23 PM -0400</pubDate><pubDateParsed>2008-04-17T19:55:23-04:00</pubDateParsed><title>Ship Builder ... outside the game?</title></item><item><author>whpsh</author><comments>https://forums.galciv2.com/308710</comments><description><![CDATA[I call them 'Mesh' buildings for lack of a better term. But I would like to see a building that would link either by choice (through a player option) or by some kind of range (like satelites) all the resources of one planet to those near it.  As the building improves, the efficiency or range or whatever, also improves.  Just frustrates me when you have planets that are, literally, 1/30th of the number of moves some of my ships have and for some reason my population is unable to move food fro...]]></description><guid isPermaLink="True">https://forums.galciv2.com/308710</guid><link>https://forums.galciv2.com/308710</link><pubDate>Thu, 17 Apr 2008 7:01:55 PM -0400</pubDate><pubDateParsed>2008-04-17T19:01:55-04:00</pubDateParsed><title>New "Mesh" buildings</title></item><item><author>Icecius</author><comments>https://forums.galciv2.com/128142</comments><description><![CDATA[How about a game that combines two or more styles of game play? Lets just call it "multiplexing". For example lets take Galactic Civilizations II, and instead of leaving the take over of planets as computer generated events… throw in some real time strategy play. It would be a combo of turn-based strat (as the main dialog of the game), with a little real time strat for planet acquisitioning. A multiplex game... with two distinct tastes. This way when you go to war on a planet you can feel a part...]]></description><guid isPermaLink="True">https://forums.galciv2.com/128142</guid><link>https://forums.galciv2.com/128142</link><pubDate>Sun, 13 Apr 2008 1:24:34 PM -0400</pubDate><pubDateParsed>2008-04-13T13:24:34-04:00</pubDateParsed><title>New Thought...</title></item><item><author>HeroOfSorts</author><comments>https://forums.galciv2.com/171595</comments><description><![CDATA[Why can't we decide what Terror Stars actually do, too? for example, instead of just destroying things, you could set it to hamper research in a wide area around itself. Or you could make it send out mini-ships to engage enemy traders, and so on. Naturally you'd also be able to choose to have it as a regular Terror Star... or perhaps if you really wanted to fund the project, what about combining this? and more!  There is so much you can do with these, please don't leave them as a pure thing.]]></description><guid isPermaLink="True">https://forums.galciv2.com/171595</guid><link>https://forums.galciv2.com/171595</link><pubDate>Sat, 12 Apr 2008 3:50:05 PM -0400</pubDate><pubDateParsed>2008-04-12T15:50:05-04:00</pubDateParsed><title>Terror Stars finished?</title></item><item><author>di55ec7ion</author><comments>https://forums.galciv2.com/306059</comments><description><![CDATA[It may be a bit late for TA, but i think the battles could look more dynamic. I want small fighters to look like little insects flying around the huge hulled motherships and i would like a camera, that orientates a bit better on the battle, not just one that circles around a ship in random fashion and loses all of the action. The "camera AI" could be a bit better, every camera position leaves me with the feeling of not really seeing the things i want to. I do not really know how to realize this ...]]></description><guid isPermaLink="True">https://forums.galciv2.com/306059</guid><link>https://forums.galciv2.com/306059</link><pubDate>Sat, 29 Mar 2008 9:36:33 AM -0400</pubDate><pubDateParsed>2008-03-29T09:36:33-04:00</pubDateParsed><title>Better Battle Sequences</title></item><item><author>Cikomyr</author><comments>https://forums.galciv2.com/302989</comments><description><![CDATA[This idea has been nagging in my head for years. I've played Age of Wonder II, I've played other Fantasy RTS games, and while I've enjoyed the experience a lot, there is something.. that lacks.  How it is that when you play the elves, you start at the same time than the humans. You start at the same level technologically / technically than the humans? It's not logical. in typical fantasy, elves have been around for MILLENIA when the first human kingdoms started cropping around. Same thing with...]]></description><guid isPermaLink="True">https://forums.galciv2.com/302989</guid><link>https://forums.galciv2.com/302989</link><pubDate>Fri, 28 Mar 2008 6:37:29 PM -0400</pubDate><pubDateParsed>2008-03-28T18:37:29-04:00</pubDateParsed><title>A (maybe..?) simple idea for Fantasy TBS game</title></item><item><author>madbad2k</author><comments>https://forums.galciv2.com/173409</comments><description><![CDATA[ Game Improvements - TA and Futre GalCiv3 By madbad2k Posted January 13, 2008 16:10:37 Yep I agree with you there, Alpha Centauri had a lot of good features and keyboard short cuts that GC2 would benefit from, particularly the "go to" destination.  There are few improvements i`d like to see in the interface and the game play, but i doubt we will see them in the TA update. Would be nice to see some of the non - agressive game play options beefed up, as it can get a little too Invade & conqu...]]></description><guid isPermaLink="True">https://forums.galciv2.com/173409</guid><link>https://forums.galciv2.com/173409</link><pubDate>Fri, 21 Mar 2008 8:32:45 AM -0400</pubDate><pubDateParsed>2008-03-21T08:32:45-04:00</pubDateParsed><title>GALCIV 3 - Improvements</title></item><item><author>shadrac1701</author><comments>https://forums.galciv2.com/175927</comments><description><![CDATA[Hey Guys,  I love GalCiv2, but as I play, I can't help but notice that there are some things I keep wishing for. For one thing, I wish that choosing good had some definite benefits and not all detriments. I mean let's randomize things, and make it so that choosing one alignment is more balanced.   I would love to see some or all of the following added to GalCiv2 in the future: a research-type starbase, medical-type starbase, entertainment/tourism/recreation-type starbase, in addition to th...]]></description><guid isPermaLink="True">https://forums.galciv2.com/175927</guid><link>https://forums.galciv2.com/175927</link><pubDate>Sun, 17 Feb 2008 3:17:35 AM -0500</pubDate><pubDateParsed>2008-02-17T03:17:35-05:00</pubDateParsed><title>Improvements for GalCiv 2</title></item><item><author>Zyxpsilon</author><comments>https://forums.galciv2.com/168248</comments><description><![CDATA[Would that make sense to some degree?  The multiple handicaps (events, losing election, customized "numbers") come from within play - afterwards, when your race's destiny has been sealed up.  Say, for example, a custom race has been defined with a --Minus 5%-- slot to its Economy at the config process. While calibrating the points pool, also; since the maximum is TEN, some negative abilities would actually have their effect(s) compounded to the remaining points. Thus, creating a very intere...]]></description><guid isPermaLink="True">https://forums.galciv2.com/168248</guid><link>https://forums.galciv2.com/168248</link><pubDate>Sun, 03 Feb 2008 2:23:36 AM -0500</pubDate><pubDateParsed>2008-02-03T02:23:36-05:00</pubDateParsed><title>(Negative) abilities.</title></item><item><author>cynic2005</author><comments>https://forums.galciv2.com/135247</comments><description><![CDATA[First of all, let me get this strait: Gal Civ 2 is a great game, and this is all thanks to great developers who work hard to meet the wants and needs of gamers. I do however, think that the game's design can greatly improve in certain ways, particularily when it comes to ship design. IMO, ship designing should be more in depth. I (honestly) feel that there is little tactical or strategic depth to slapping on weapons and armor or designing a fleet with small ships or a small fleet with large ship...]]></description><guid isPermaLink="True">https://forums.galciv2.com/135247</guid><link>https://forums.galciv2.com/135247</link><pubDate>Mon, 28 Jan 2008 8:25:57 AM -0500</pubDate><pubDateParsed>2008-01-28T08:25:57-05:00</pubDateParsed><title>What I'd Like to See in Gal Civ 3</title></item><item><author>zwiz8zad</author><comments>https://forums.galciv2.com/172966</comments><description><![CDATA[Yet Another list of ideas  Have been playing for awhile.. here are a couple things that I would like to see.   Better Starbase defenses.. its useless now and I have to waste a whole fleet to keep it from getting obliterated.   More space enviromental things to do   - like   - sorry if they have been mentioned before.      terraform class 0 world eventually into class 20      settle moons  ( like the mining asteroids fields- wish there more loyal though )      high level weapons that mig...]]></description><guid isPermaLink="True">https://forums.galciv2.com/172966</guid><link>https://forums.galciv2.com/172966</link><pubDate>Thu, 17 Jan 2008 4:21:53 AM -0500</pubDate><pubDateParsed>2008-01-17T04:21:53-05:00</pubDateParsed><title>YALI</title></item><item><author>scotgaymer</author><comments>https://forums.galciv2.com/172398</comments><description><![CDATA[Ok. I said this in the SMAC mod thread but I decided to post it here so it gets attention.  Id really like Stardock to obtain the rights to SMAC.  At least the engine and such like in any case.  I believe the rights to the engine belong to Big Huge Games and the name belongs to Firaxis. In any case Stardock would be a brilliant company to do a sequel.  What you guys think?]]></description><guid isPermaLink="True">https://forums.galciv2.com/172398</guid><link>https://forums.galciv2.com/172398</link><pubDate>Tue, 15 Jan 2008 7:11:43 PM -0500</pubDate><pubDateParsed>2008-01-15T19:11:43-05:00</pubDateParsed><title>SMAC like game</title></item><item><author>Peppe1</author><comments>https://forums.galciv2.com/172555</comments><description><![CDATA[ Can an indicator be added to the buildings that are limit one per empire and one per planet? Something in the name or a color?    Playing some of the new tech trees in TA there are a lot of buildings to learn...]]></description><guid isPermaLink="True">https://forums.galciv2.com/172555</guid><link>https://forums.galciv2.com/172555</link><pubDate>Sat, 12 Jan 2008 11:57:46 AM -0500</pubDate><pubDateParsed>2008-01-12T12:57:46</pubDateParsed><title>Indicator for building that are one per planet or per empire</title></item><item><author>DonAtreides</author><comments>https://forums.galciv2.com/171571</comments><description><![CDATA[I don't know about everyone else, but I think the scanning technologies to be the least useful (except for the ability to investigate anomalies). It would be nice if scanning gave you a significantly larger view than it does or some other (better) benefit.  One idea for starbases: Have adding Perimeter Scanners add range to their area of effect instead of just their visibility. It seems a waste of a constructor to improve the perimeter scanners. Alternatively (or additionally) instead of a con...]]></description><guid isPermaLink="True">https://forums.galciv2.com/171571</guid><link>https://forums.galciv2.com/171571</link><pubDate>Mon, 31 Dec 2007 1:12:50 PM -0500</pubDate><pubDateParsed>2007-12-31T13:12:50-05:00</pubDateParsed><title>Scanner Technologies</title></item><item><author>killer616</author><comments>https://forums.galciv2.com/168164</comments><description><![CDATA[I had a few ideas for makeing costom races.  1. When you make your costome race you should be able to say if your civ is a robotic race (yor) or Living. that way you can get the benifits of a robotic race or living one.   2. for people who whould realy like to costamize you chould have a section to make your own costome tec tree. you chould use the differint unique tec.  3.I don't know if they are going to keep super abilites in twilite of the arnor but youchould make one of your own.  T...]]></description><guid isPermaLink="True">https://forums.galciv2.com/168164</guid><link>https://forums.galciv2.com/168164</link><pubDate>Wed, 26 Dec 2007 12:51:02 PM -0500</pubDate><pubDateParsed>2007-12-26T09:51:02</pubDateParsed><title>Costome Race Ideas</title></item><item><author>Clawt</author><comments>https://forums.galciv2.com/169080</comments><description><![CDATA[I think i posted this before, but as good as the beta is getting for TA I think I need to post this so you guys have more reason to make a GalCiv 3.  Anyway, I would love to see 3-D maps. It could be simple like each sector be 3x3x3 cubes and a small map could be 3 x 3 sectors big, so you can move in any direction, to any bordering cube. It could make for some interesting trade routes, keeping your ships out of enemy airspace.   OR  You could go for the total grand scale.  Have the planets...]]></description><guid isPermaLink="True">https://forums.galciv2.com/169080</guid><link>https://forums.galciv2.com/169080</link><pubDate>Sun, 23 Dec 2007 8:31:18 AM -0500</pubDate><pubDateParsed>2007-12-23T08:31:18-05:00</pubDateParsed><title>Full 3d Maps</title></item><item><author>Striper1</author><comments>https://forums.galciv2.com/170499</comments><description><![CDATA[ Instead of sending dozens of constructors, how about making it possible to assign planets to spend their military production in starbase upgrades, working like asteroid assignment in DA now, so losing some of the production if starbase is very far away.]]></description><guid isPermaLink="True">https://forums.galciv2.com/170499</guid><link>https://forums.galciv2.com/170499</link><pubDate>Mon, 17 Dec 2007 1:28:33 AM -0500</pubDate><pubDateParsed>2007-12-17T01:28:33-05:00</pubDateParsed><title>Upgrading Starbases</title></item><item><author>ripsql</author><comments>https://forums.galciv2.com/169690</comments><description><![CDATA[Companies tend to make games on SciFi/Fantasy shows but really dont look too much into games from books unless some company makes a movie out of them. I sometimes wonder why since there are lots of stories with a wealth of background material and even some books with a good following of readers in which some are gamers too    .  There are two series which I believe can make a very good strategy game.  They have a wealth of background information and the setting is perfect for a X4 game.  Thou...]]></description><guid isPermaLink="True">https://forums.galciv2.com/169690</guid><link>https://forums.galciv2.com/169690</link><pubDate>Fri, 07 Dec 2007 5:47:11 PM -0500</pubDate><pubDateParsed>2007-12-07T17:47:11-05:00</pubDateParsed><title>Books that make good strategy games</title></item><item><author>Zyxpsilon</author><comments>https://forums.galciv2.com/168660</comments><description><![CDATA[Gimme a Governor/Type for automation of the entire tech-tree so i can concentrate on better things, please. I'm almost sure, somebody might have proposed this before. Let me add to the importance of it, then.  I found myself in pretty steady patterns when it comes to "intuitively" select the sequence of research projects. Here's the suggested list of features which would need to be considered before even attempting to devise the code necessary... along with some pro & cons.  1) Optional and...]]></description><guid isPermaLink="True">https://forums.galciv2.com/168660</guid><link>https://forums.galciv2.com/168660</link><pubDate>Sun, 25 Nov 2007 2:30:46 AM -0500</pubDate><pubDateParsed>2007-11-25T02:30:46-05:00</pubDateParsed><title>Techno pathways in variable init files.</title></item><item><author>Zyxpsilon</author><comments>https://forums.galciv2.com/167467</comments><description><![CDATA[** WARNING ** This suggestion would be for very high-end PCs only.  Space is multi-directional, isn't it? Well, then, how come GC2 has a one plane map structure were its stars are layed-out evenly and accessible through straight paths (NSEW, cardinal points) rather than experiencing gameplay within a true 3D interface?  Introducing the X'Y'Z primes where your enemy may come from underneath and right above!!    I know, this sounds quite extensive programming wise and would surely mean incr...]]></description><guid isPermaLink="True">https://forums.galciv2.com/167467</guid><link>https://forums.galciv2.com/167467</link><pubDate>Sun, 11 Nov 2007 2:54:52 PM -0500</pubDate><pubDateParsed>2007-11-11T14:54:52-05:00</pubDateParsed><title>Flat Space vs. Multi-level sectors.</title></item><item><author>CaptainYar</author><comments>https://forums.galciv2.com/166403</comments><description><![CDATA[Ok this is probvably a question for people who have played a lot of games. I'm never really sure what to use as my settings for the number of suns and planets at the beginning of a game. So i'm asking about the differences in the combinations of what you set your galaxy to.  Question:  What is the difference in the number of  planets between Abundant stars with only common planets AND common starts with abundant planets?  I figure that the "colonizable" planets just makes more of the planets n...]]></description><guid isPermaLink="True">https://forums.galciv2.com/166403</guid><link>https://forums.galciv2.com/166403</link><pubDate>Thu, 01 Nov 2007 5:46:42 PM -0400</pubDate><pubDateParsed>2007-11-01T17:46:42-04:00</pubDateParsed><title>Game settings...  abundant etc.</title></item></channel></rss>