I think the tile is discriptive enough.
But for those of you who like to be specific ....
What new features do you want to see in Gal Civ 3?
Is there something that you want to see from Gal Civ 1 or Gal Civ 2, only you want it to be better?
Do you want it to have Real-Time, Control Your Warships, Space Battles?
Etc.....
So please respond.
ROCK ON!!!
Duplicate post. Please delete.
Expanding on the new culture metrics I came up with, which I have renamed "cultural facets" because it sounds cool.
EXTREME VERBOSITY WARNING
Scientific vs. Spiritual: You would change this through random events like the "religious cult" one (supporting the leader person would move you toward spiritual, discreaditing him/her would push you towards scientific) as well as researching certain techs, OR attempting to win a tech victory to move to scientific or ascension victory to move towards spiritual. Also, being pragmatic would increase your Science rating a little. Being scientific would give you a research bonus (duh!), as well as allowing you to build unique research and manu improvements (not accessible otherwise), gaining restricted teschs in the research part of the tech tree, making the Neutral alignment have more powerful bonuses for you, and getting a diplo boost with other Scientific or Neutral races. Being spiritual would be pretty simelar, but the bonus would be in morale, luck, courage, etc., the improvements and techs would be morale and culture, and the diplo boost would be with fellow Spiritualists and civs in geneal that share your ethical alignment.
Capitalist vs. Socialist: This would be changed through events, political parties, special improvements, and techs. Also, increased taxes and government spending would push you VERY SLOWLY towards Socialist, while low taxes and small government would nudge you towards Capitalist. As a socialist, you would be able to push the spending slider much higher (but, there would be a MINIMUM limit, too), and tax your citizens a lot before they would start to complain. Production would increase, but economic activity would drop a lot, too. Trade would be less profitible, but enemies could not cut a trade route by destroying the little minifreighters. Capitalists would be unable to push spending very high, and people would get very angry ovwer relatively small increases in taxation. Production would go down, and freighters would automatically go to a planet chosen by AI, instead of you being able to direct them. But, sometimes improvements would be built by private companies: i.e. they would appear w/o any effort on your part, sort of like techs with creativity. Economic output would soar, and you would get a BIG war-profiteering and trade bonus.It would cost way less to purchase something directly, and aliens would buy stuff on the trade screen for penuts. Both sides would have a totally different economic branch of the tech tree, and of course different improvements.
Collectivist vs. Individualist: I am actually going to get rid of this one: it's too close to capitalist/socialist.
Idealistic vs. Pragmatic: Idealism is built up by being Good, choosing certain options in some random events, building labs, cultural stuff, and morale things, being Spiritual, choosing the right political parties, giving things to AIs for free on the diplomacy screen, and attempting to pursue a cultural/diplomatic victory path. Idealists are great with morale, courage, and creativity, and are well-liked by other civs. They are better at getting others to go to war with civs that attack them, getting AIs to give them things, and have a very high recruitment (see another post in this forum). Pragmatism is developed by building up your military, pursuing a conquest or tech victoy, bieng Neutral or Evil, and selling stuff to AIs on the diplo screen, along with the usual techs, imps, and random events. Pragmatists can cut better deals with AIs, are better-liked by neutral civs regardless of their own alignment, and get more votes in the UP. They get bonuses in logistics, sodiering, manufacturing, research, and repair, but are not very creative or influential.
Active vs. Manipulative: Being active is achieved through a militaristic stance, being Good and/or idealistic, and and the regular mix of techs, imps, and events. Active civs have military and courage bonuses, but are worse at esbionage and war profiteering. Being militarily weak, making a lot of diplomatic deals, and doing a lot of spying will increase your Manipulative rating. This will give you bonuses in war profiteering, esbionage, diplomacy, and logistics, but your courage will go down and other civs won't like you terribly much.
Here is one of the biggest issues I find in GC2... it's not a gamebreaking issue or anything like that, but it is a replayability issue. Because if a game does not stay challenging, then people will not continue to play it.
Knowing that you are going to win 1/8th way through the game (or less).
This is almost ALWAYS the case, and it comes down to 'how fast do I think I can actually destroy everyone else, so I waste as little of my time as possible'. I always 'know' if I am going to win after the first year (immense maps), the colony rush is done or finishing and then it is very easy to manipulate most AI's to your will... then economy picks up and starts flowing by year 2 and that's it. Game over, everyone gets blasted by you for the rest of the game.
I often refer to Civ3 (I still like 3 better than 4), because I see it as quite an epic... granted the AI cheated huge, and diplomatically you could not quite 'take advantage' of the AI as you can in GC2... but on difficulties in Civ3 that are comparable to Suicidal in GC2, Civ3 games were much much tougher, I felt like it was a struggle to stay in the game, and the difference (or the 'gap') was never soooo wide that it made the game feel like your just 'mowing everyone down'.
Granted, in the end if you start conquering others, it becomes like this, but not right after the colony rush (and never after year 2). GC2 develops in a strange way during it's games, you almost have to be 'lucky' and hope the AI does some intelligent things to have a good game. My current suicidal game, out of every single civ, only me, the Korath and Drengin have any respectable weapons, the rest are just pathetically out of sync tech-wise. It's like they are grass and we are the lawn-mowers. And even Korath and Drengin - sometimes they quit building EVERYTHING for months at a time (including ships). <-- posted that problem somewhere on the forums, you won't notice unless you check their planets every turn to make sure they are actually still playing (they basically will do a 'set the overall production slider to Zero).
I post to forums more than play the game anymore, I may not even finish Suicidal and just go up another difficulty level in hopes of something. But doing this just requires that I take advantage of various AI shortcomings more until that 'special' 2nd year hits when I am guarenteed the win.
What do you think GC3 could add to make the game feel more of an EPIC struggle, than just a runaway blowout?
It's so sane.......
That it will work no matter how you slice it!
Im quoting myself here , and answering my own question... GC3 needs to make their tech tree in a way to FORCE AI opponents to stay militarily on par to an extent. Right now the AI has soooo many decisions to choose from, they don't know what to do. Military should be #1 for all civ's... if they are behind, research military... if they are on par, research something else, if they fall behind again, research military.
The AI needs to be FORCED to do this, because Stardock (or any company) is not going to dump resources into making AI smart enough to know to do these types of things.
I think Stardock may have opened a can of worms on the whole 'AI will adapt it's defenses and weapons to it's enemies' thing. It doesn't do anything of the sort... here's the reason that idea does not work that well in GC2:
1. Researching down a new weapon tree costs ALOT more than the first tree, Takes too long to make this a way to counter another civ's defenses with something else.
2. Defenses are soooo cheap to research, that the AI should be able to put up some better resistance, but they don't do it anyways. (If you play with Auto-ship design ON, which is probably what the AI uses, you would see why, most all of those ships aren't that great).
3. As said before (i think by Sole Soul, among others), AI will not change it's research priorities, and it is very hard for the AI to do so.
4. Game Military Tactics in GC2 rely SOLELY on what weapons and defenses ships have on them, NOTHING ELSE. There are no other tactics in GC2, and since the AI has a hard time doing this very well, I believe that this is what creates the situation of the game feeling like it is often a runaway blowout instead of an epic. (This is the reason they NEED to add 'space terrain' in order for the game to have a better military tactical feel).
Why? I certainly don't.
Unless someone actually forces me to, by threatening me and having a military to back it up, I generally don't research military until I have research a lot of mainstream tech: manufacturing, at least up through level 2 of these, tax buildings, etc.
I use Diplomacy, a few fake ships, and trade to keep people from turning their eyes to me. Occassionally, I pay someone to go to war with someone who's close to threatening me, so that they will be too busy to bother with me.
See, military ships don't get better with time. Money does. Accumulated money and accumulated production infrastructure have a geometric effect on your total ability to function in the game. Or, to put it another way, the fastest way to an effective military is to have an effective economy first.
In GalCiv2, the AI is treated as part of the game's rules rather than an opponent; that's why Diplomacy actually affects them. Because of that, the player can (relatively) easily game the AI and make it do something stupid.
What GC3's AI needs to be is an actual opponent, not merely a designed obstacle.
Because you (and people in general) are smart enough to do it on their own. Companies generally don't dump that many resources or money into developing AI because they don't see a return from that investment. Generally they make AI in a way that appears to act in a 'real human fasion' but is actually do to the fact that the AI has to do certain things (to make sure it stays competitive with the much more intelligent player).
If they do that, that would be great, otherwise I would prefer they limit the AI's ability to choose to do w/e it wants, and make it research military if it is falling way behind. If they did, it would not be 'noticable' and most would praise the AI for being smart enough to keep up. In many of my GC2 games, some AI opponents didn't research a single weapon or defense tech (Thalan did so in my suicide game) and the game was 3 years in.
True, but all that money does the AI no good at all when they are dead. So making the AI research military will keep it from getting trampled. Something like: IF (AI-Military "sucks", Research "military") ELSE (Research "Something Else") . That's all I'm trying to get at. After all, research allows the AI to use it's economic and production infrastructure to it's fullest potential. And a strong military will keep that potential from being crushed.
Part of that is the rules, part is the AI not taking advantage of the rules.
The AI in GC2 was always designed to play the game a certain way. The way it was likely intended to be played. Unfortunately, GC2's rules tell actual players to play the game another way. Because of the generally wide selection of choices, it is easy for an AI to choose poorly. Or, to put it another way, the AI wasn't designed to play the game itself very well.
Add to this the fact that GC2's tech-tree is pretty front-loaded. It is easy to charge down a branch of the tree and pick up strong econ and production buildings early. Someone who gets ahead economically will stay there, and there is nothing that an economically inferior player can do about it once you "turn the corner", transforming that economy into military might. Economic advantages translate very easily into military advantages.
In a Civ-style game, economy and military are fairly separate. Yes, an economically strong power can have more units. But you can have better units. And while your better units cost more than their inferior units, they are usually disproportionately better than your enemy's units. This acts as a balancing agent, keeping two people who are relatively close together tech-wise in relative balance overall.
The closest GC2 gets are getting bigger hulls. The problem there is the huge cost difference with larger and larger hulled ships. You can't field a big enough army to make up for how much you spent. Sure, cost-for-cost, bigger hulls are a win, but they aren't enough of a win to matter to the economic powerhouse.
The other problem is GC2's ships. The attacker always has the advantage in GC2. Not necessarily because of First Strike, but because the same ships you use to attack, you use to defend. So if you have a strong attacking military, you also have a strong defensive military. A ship is only "defensive" if you use it defensively. Because stationing ships in planetary orbit offers no benefits, a slow "defensive" ship is not very useful. So a big military is a big military: carbon copies of the same ship.
Contrast this to Civ-style units. There is a clear deliniation between offensive and defensive units. Even in CivIV, where they unified the attack/defense values, they gave defensive units abilities that are only useful defensively. Units in cities get a defense bonus, and units that are stationary (fortified) gain a defense bonus. The defender in Civ has an advantage, not the attacker.
Plus, there's the issue of terrain. In Civ, even though the defender has an advantage, you can't just sit holed up in your city all day. The enemy will just rampage across the countryside, tearing up your carefully manicured terrain. That hurts your city almost as much as being taken. There is no similar mechanic in GC2 that allows an enemy to damage a city without capturing it. The most you can do is take out some mines or stations, which are generally not as critical to the city.
What that means is that, if your enemy skimps on defenses in Civ, they have a weakness you can exploit. If they skimped on defensive units in favor of squeezing out a few more offensive ones, that is an advantage that you can really exploit. In GC2, a powerful military is powerful offensively and defensively; there's just one dimension. So there is no weakness to exploit unless they position their units stupidly.
Lastly, there's GC2's basic economic structure: money wins. Money translates to social production, military production, and research equally. Money translates to econ starbases that boost all of those at reduced cost. So, assuming two players are fairly even in terms of how many tiles and planets they have, the one who's getting more money is better at everything than the opponent.
In Civ, you can have incredible production across many of your cities. But that means nothing for how much research you have. Or how big your cities are. Or how much money you have. Spending effort to be good in one thing makes you good in that one thing. It means didly squat for your being good at anything else. Well, research usually pays off in terms of everything, as does growth. But a city with terrain optimized for growth will be... big. It'll get more commerce than most, but that's about it. Unless you optimize the terrain for production, it will only be mid-grade in that department.
GC2's rules make it very difficult to create epic clashes of titans. Not that they can't, of course. But it'd be easier if there weren't one path that was incredibly rewarding surrounded by a number of paths that lead to suck-ville.
That doesn't work. Mere "research" is not going to deal with the fact that the other guy has 5x the ships you have, because while you were busy researching, they were busy using their 5x better economy to build a larger military.
The fundamental problem with the AI isn't it's high-level decision making: what techs to research and who to attack. It's high-level strategic decision making is probably the best in the genre. The problem is that the AI doesn't know how to build its cities. It hasn't got a clue what to do with a PQ-15 planet. Or a PQ-7. It has no idea how to properly optimize its empire. And since economy is so decisive in this game, that is a fatal flaw in the AI.
Granted, there's also the minor issue that the game is actually quite terrible at estimating things. For example, I've never had a military that is numerically strong. That is, my military rating always sucks. Even when I'm rolling over someone with ships 2 hull sizes larger than their best, my military is crap compared to theirs. The computer really believes those rating numbers, so it often falls into situations where it attacks someone (me) that it really shouldn't have.
Alfonse: I agree that the Economy is the foundation of GC2, and from it all else flows. But at the end there, when you start talking about balancing and weaknesses with respect to production, offense vs. defense, etc... I start to get a little squirrelly. I'm all for abstraction to a certain extent, but I wouldn't want the game to abstract away the economy to Just Another Stat. Economy SHOULD be the foundation of a civilization. What's needed, IMHO, is a refresher course for the AI in how to build a strong one. Also? More options for attacking or undermining someone else's economy (short of outright war).
I also agree that the second layer in this game is Technology. But I also think this needs to stay. I think the real problem is once you're ahead, it gets EASIER and not HARDER to get even more ahead. Maybe there should be some kind of "first B#%!ES" premium to pay, where the first civ to chase a tech has to pay more than each successive civ's attempt. This, in a way, lets the other civs ride the tech leaders' wake and makes it more difficult to declare "I will be the Einstein of this galaxy" and then get away with it.
To make that really pay dividends, though, the other civs need to be a lot more aggressive towards the player. It needs to assume the player is The Real Enemy, or at least impose some relevant penalties toward outright filthy betrayal. Case in point, my current game the Torians were rated #1 and I was trailing #2. They'd built lots of trade routes with me and really liked me, so when our UP meeting came up with the prison colony vote, they actually voted for me to host the prison colony. Hey, BFF mirite? That very turn I attacked them and conquered their homeworld. No penalties.
Which goes on to the larger problem that it is simply too easy to manipulate the other civs. Like you said, bribe up a war. It's got to be way harder than that. Up the rewards a little, but up the risks A LOT. I should not be able to start 20 wars in two turns while convincing everyone to like me, I don't care how much money I've got. But this points back to the 17 page diplomacy post I made earlier in this thread.
So playing Suicidal, this should put the human player at an enormous disadvantage (which it in theory does), but since the AI does not take advantage of this, it does not. Often the AI economic bonus on high difficulties is so big, that they don't need to build economic buildings (and often don't), and they still reap in the BC. They often bring in more BC on 1 of their planets with no econ buildings than 1 of my planets stock full of them.
The Drath in my Suicidal game had something like 350,000 BC sitting in their bank, but militarily they are putting out ships with Laser 2 while me, Korath, and Drengin have Phasors. The Gap is so big, that anyone of us could crush them in a matter of a few months at most. If they actually researched military to stay par (or even somewhat on par), the human player, ME in this instance, wouldn't be able to 'abuse' them so much into doing my every wish. <-- or even the Korath, who make half the civ's pay tribute to avoid war. This in itself would create a more Epic feel. Epic being 'it's going to take ALOT in order to win'. Most of the minors had more than Laser 2 at that point. And I'm sure you've seen this yourself, it's not something that happens just every now and then.
The thing that made Civ feel Epic, was the fact that in order to take ONE CITY, even if you were a military powerhouse, you had to make sure your territory was well defended and you had to pretty much dump a large portion of your military into taking and 'holding' the 1 enemy city, and then continue bringing in reinforcements to keep going. As the enemy would often through a whole LOT at you, and if you were not prepared, you would lose that city, and it would turn into a war of attrition if you are not careful.
Exactly, the military tactics of the game are one dimension, being that ships can have weapons and defense and are good for Everything. This wouldn't be so bad if the AI kept up to par (or attempted to) with the rest of the galaxy. But they do not do it. I'm sure GC3 will rectify this situation... But they do indeed need a better tactical layout than this, to make a GalCiv that wishes to win via other methods can do so without becoming an absolute military jaugernaut also. Space terrain, as I mentioned, is one of the ways this could be done, and making certain ships better at defense and others better at offense, some good at attacking other 'types' of ships and so forth, would add a whole new dimension that is badly needed.
Good point, to make a similar mechanic in a space setting is not practical. Sure you could have some space solar panels sitting about, but I would be against going that route. On the terrain side though, there are many creative ways to create all kinds of tactical scenarios, but they would have to program the AI to be able to use these to some degree, otherwise it would make the human player much to powerful.
Categorically false. Ships in orbit get a 25% boost to attack.
You can argue that it's not enough to make "defensive" ships worthwhile, and I'd agree with you, but don't deny it's there.
The other issue of fleets not being worthwhile is relevant, but if that were solved, the problem of orbiting ships not being fleetable was recently negated for us with the orbital command center.
This has more to do with how military might is calculated than anything else, which has been complained about before.
The biggest issue in this, in my mind, is that the military might calculation fails to take into account what military techs you have, and therefore what ships you can build-it only counts what ships you have built.
Whereas, e.g., civ3 implemented the 'corruption' idea to make larger civ's harder to handle and manage (although this was a highly contreversial topic, and it almost made people not want to expand or conquer to far out), Civ 4 did a much better job (i think, haven't played it in a while) but Galciv has no model to make HUGE civ's harder to manage. Thus, just as you said, huge civ's will begin a runaway win on the rest of the galaxy. Huge AI civ's will also do this, with only the human opponent to stand in their way. And this is another reason why you can almost predict a win based solely off the initial colony expansion phase. The reason some players play only if they get the worst starting postion possible.
Some type of model needs to be implemented to make having HUGE empires slightly less effecient than having just 5 planets. EDIT: for example, the Research Coordination Center 'coordinates research on that planet'.... Different Planets though, would have a much tougher time coordinating research being lightyears apart, therefore your research should be less effecient than the actual number of research units you are bringing in.
Tech's that have been researched already and are owned by many civs, should go down in research price. This idea is a good one, and has been used before in similar games. It makes it so civ's that are behind still retain the ability to keep up to an extent (since those tech's are older and somewhat 'known', their scientists don't have the trouble researching them as the ones did that made the breakthrough).
Have you ever noticed, that the Torians tend to be #1 even when they suck overall at everything? I've seen them rated around 5th and 6th or higher in every individual category, yet overall they are #1. Given from what Alfonse said "The computer really believes those rating numbers, so it often falls into situations where it attacks someone (me) that it really shouldn't have." , this probably makes the Torians as well as the rest of the AI feel that they are more powerful than they really are.
This is probably (my guess) related to determining what the score would be for any given civ at that point in time-and due to the fact that the Torians have an overwhelming lead in population growth and hence population, their social score is much higher than anyone else's-so much higher so that they are deemed the overall leader.
I think so, too, judging from the population line graph. Although in this game it really was more a question of:
The Torians had like 100 ships with 3-5 mass driver attack scores. Because I researched the tech and sold it to them. And because the scoring system didn't take into account that I had researched up the entire mass driver defense tree beforehand... Right. The scoring system is busted, and I pay no attention to the rankings, myself.
IN the neither here nor there range - is there anythnig more fun than being in the lead tech wise, with no ship, and having the Drengin, Korath or Krynn try to extort money, fail, declare war,
and turn around and push out 40 ships so far ahead of them the war is over before half of them have seen combat?
It is a beautiful thing - {G}. Although, arguably, the AI ought to have some concept of "What is his military? What is his military potential?". But I don't care, because it's *fun* to watch a single ship wipe out AI fleets!
Jonnan
Ok, a few things to improve 'epic playability' in the game then, compiled from posts so far:
1. AI needs to be is an actual opponent, not merely a designed obstacle. AI should actively see other players as opponents, and should actively pursue a victory condition that they see they can most likely achieve.
2. AI should not be push-overs in diplomacy. Make it much harder to manipulate and bribe AI's to do your every wish. Example: get rid of trading influence points (adds nothing but abuse to the game), keep trades fair, but add elements of 'difference'... such as Friendly civ's will trade more fairly with you, civ's that don't like you will want more for less... depending on how a civ 'feels' at the current moment, it may be more giving or less giving... just to randomize things up a bit, make it tougher to make AI's go to war with everyone, taking whole 'PLANETS' and 'STAR SYSTEMS' from the AI for crappy techs.
3. A "Corruption" Model. To avoid runaway games, some sort of small penalty should apply to having excessive amounts of planets, although nothing as extreme as Civ3 was. In reality, research would be slightly slowed due to planets lightyears apart needing to coordinate their efforts on a single goal. Fraud and corruption are real things, and economics should see a slight decrease when empires become very large. Production, though I would say should stay as is, since workers don't slack off because they live in a large powerful empire, although perhaps an ever so slight decrease due to the logistics needed for transportation of supplies throughout an empire.
4. Enhance AI's ability to build social improvements in a more intelligent manner. If each AI assigned itself a long-term goal, say every 20 turns or less, on what victory condition it felt it was best able to achieve, it could follow a planet building / re-building scheme appropriate to best achieve that goal. If it is research, AI builds more labs. If it is military, it builds more factories. If it is diplomacy, it builds better relations. If it is influence, more culture centers. If the AI is running low on funds, build more econ buildings. This would make an enormous difference in gameplay. I'm confident that Stardock will take care of this though. Probably doesn't even need to be mentioned.
5. Tech's that become known by more civilizations, become cheaper to research. If all civ's know a tech except for one, then it would be a relatively cheap tech to research. If you are the first civ to research a tech, then research time is full price.
6. Enhance AI's ability to create better units. Perhaps base it on an algorithm that states: a Civ's high production planets will produce best possible ships, mid production will produce good ships, low production will produce cheap ships. Simple, yet effective... and more human like, since I'm sure most players don't build ships on low production planets if it takes 168 turns to complete. AI could evaluate current and potential enemies, their weapons and defenses, and have the ability to more quickly change their designs.
7. Change the fact that the Attacker always has the advantage. If all things are equal, defenders should have the advantage, due to familiarity of their area, better tactics due to being in their space and developed defense plans, better logistical support.... If they add ship classes to the game, where various classes have different advantages, some specialize in defense, others in offense, and the AI builds them appropriately, it would create more of an epic feel. Taking a planet would be "Finally! I took Epsilon Eridani III! Tough, but worth it!" other than how it is now "Took another planet, only 56 planets in the universe left".
8. Having 'Ship Classes' would emphasis the tactical use of ships of all hull-sizes (many ideas have been given about this, and are all terrific ideas). Making a small-hull a Fighter class would give it an attack advantage. Small-hulls that are Defender class get defense bonus. Corvette class would be a mix of both and specialize against Fighter class. Assist class Medium hulls can assist other ships speed, weapons and defense. Escort class get improved offense and defense when escorting certain types of ships. Similar to how many games of this type are... it would add a great amount of tactical variety to the game.
9. Add various Space Terrain... after all it is a galaxy, which would include nebula, matter outflows, globule's, clusters, various galactic medium, debris discs, stellar bands rings and trails, voids, magnetic fields, radiation fields, filaments, walls, stellar winds, galactic bubbles, nova, jets. Probably wouldn't need too many, so the map isn't clustered, but these can give benefits or penalties to ships that enter them. Bonuses and Penalties could apply to Offensive weaponry, defenses, sensors, speed, damage to the ship, and could also give various other bonuses (similar to how anamolies do now) at random. This would add more tactics to come into play, and would make flying through space a little more interesting.
10. Tech tree research priorities. Don't even need to mention it, tech tree will most likely be massively overhauled by Stardock anyway for GC3. Hopefully they optimize the whole system, to keep play a little more balanced between all civ's in the game. If the AI can research tech's that it needs to survives, this would improve play ten-fold. This way, it can actually be the 'best' player that wins.
11. Enhanced AI ability to estimate it's opponents abilities and act accordingly.
12. Disrupt opponent's Economics, Research, and Production. In most similar games (civ4 for example) you can disrupt a city's production by destroying improvements. This cannot be done in GC3 to any extent that really makes a difference. Only spies can actually do this and cause big problems. I agree with hairlessOrphan, More options are needed for attacking or undermining someone else's economy, research and production, in and out of war. Space bombardment has said it will never be used, so planetary bombardment is out of the question.
13. Make it harder for the player who is far ahead. Once your ahead, it gets EASIER to get way way ahead. I agree, and something should be implemented to make this not so easy. Numbers 3 and 5 in this list are a couple ways to help accomplish this. Also, all civ's should become more way more aggressive towards the civ that has a large lead. Of course this will only happen if they make the AI an opponent, and not simply an obstacle.
13. More realisitc diplomacy. More realistic actions from the AI due to breaking alliances, surprise attacks, and betrayal. AI's should become untrusting of anyone who 'screws them over' for a while at least.
14. Well, that's it for now If GC3 has alot of these things implemented to some extent, it would make beating Tough difficulty seem like Suicidal is now!
It's not about abstraction but game design. And I'm not suggesting any particular course of action; all I'm doing is explaining what the effects of a one-dimensional economic and combat model are.
Well... I wouldn't say that.
For example, one easily rectified problem is making planets easier to defend. That is, make me want to put my fleets in orbit around them and let you come to me. Give me a big defense bonus, fleet together all of my ships (no logistics), and allow the planet itself to build things that buff its defenses.
That would create some of the effects of terrain. A planet could become a neigh-impregniable fortress, one you could use to launch attacks against nearby worlds while always having a safe place to retreat to.
You're never going to replicate terrain in a space game. But you can replicate some of the effects of it. And create a few unique effects of your own.
While yes, they do get a boost, they also get a massive penalty: no fleets. 25% attack strength is nothing compared to the enemy with even a 10 Logistics fleet bearing down on a colony. All that does is give my enemies free XP.
I don't know about that one. It seems too arbitrary of a rule.
It isn't so much about making it easier for an opponent to catch up. It should be more about both slowing a big player down, so that the effect of his size does not 1:1 translate to his effectiveness, but also about providing exploitable weaknesses for an enemy.
For example, one thing I was thinking of is a "repurposing" of research. Right now, research learns stuff. But what if you could allocate some percentage of research to buildings something that has a global civ-wide effect? The big civilization would get a boost out of it, but they have to sacrifice research to do it. That gives the smaller guy time to gain tech pairity.
Also, the attack/defense thing was meant to be kind of an equalizer. That is, you could bring attack ships that your opponent's defenses were weak to, thus bringing down a mighty empire. Even with huge research, they couldn't correct the problem fast enough to stop you. However, the equations for combat make defenses fairly meaningless overall, and by the time you get hulls big enough to bother with them, you can probably just out-produce your opponent in ships.
That should be fixed. The combat model needs to be changed so that you have to build ships with exploitable weaknesses. It should also allow you to mix weaknesses in a fleet, so that if you research several lines of tech, you can put together a fleet that is not going to be outright owned by one particular tactic.
What else do I want in 3? ExtremePlanetTypes.xml!
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and...
That's not arbitrary at all. Technology and science have always follow this rule.
Which has to be built. You must research the tech for it and build it.
That assumes that the two societies in question intercourse frequently. That's not usually the case for inter-stellar societies.
Now, that might be an interesting side-benefit of trade. Instead of trading techs specifically, you agree to share tech, such that the research cost for techs the other guy has is lowered by some percentage.
Every other bit of logistics needs to be researched as well, why should this be any different? The building part I'd happily do without, though. Human players simply seek the enemy's OCC and take that planet first, then take the rest of the enemy ships one at a time; the enemy can't build another OCC. The effect should have been linked to the tech itself, rather than the building.
#5 seems pretty reasonable, actually. Half the battle in research is knowing that something CAN be done. The more people you see doing it should provide a few clues as to how to go about doing it yourself.
No, what we really need is blind alley research. Impulse Engines III unlocks three separate techs, only one of which leads to Warp Engines. The other two wouldn't QUITE be completely worthless (maybe 1% miniaturization or something) but they wouldn't give you warp tech. The duds are complete dead ends, and you would have to select another of the possible follow-on techs to try to get to Warp Engines. These multiple possibilities would be randomized each game, so Warp Engines are not always behind door #2.
Some sort of system would need to be in place to prevent illegal time travel from letting the player always pick the correct choice, of course. And the number of blind alleys could be adjusted as other civs investigate the alternate possibilities. A game has 5 civs, there are 5 choices. One is taken away as each civ succeeds at researching, so the last civ to get there doesn't have to waste time guessing, they know which path to take.
Agreed, although aganist weak civ's it's almost annoying taking the OCC (by accident) and then having to deal with tons of weak little ships all over the place 1 at a time. The tech should give the ability that the OCC does, as you said... and perhaps the OCC building itself should just give orbiting ships must greater bonuses (Of course not many would build it then, since there is no point to ever build defensive structures with the current model).
If they had tech's that gave civ-wide planetary defense bonuses, those would be worth-while. For example, right now the 'defensive soldiering tech's' apply to soldiering on the offense also. If they had some additional tech's that offered 'additional hitpoints for orbiting ships' or 'additional offense/defense', these would be good for the AI to use.
But since I have yet to date, actually have to fend off a planetary invasion, I am assuming the human player would have no need for those. Actually, most players have probably never lost a planet (except for in the circumstance where a civ surrenders to you, and someone takes one of those planets).
To give the defender the advantage. That's what we're talking about here.
A player who is defending worlds must defend each world individually with different ships. And in a game like GC2, where an enemy has relatively easy access to any planet, you would have to put multiple ships at all of your worlds to take advantage of this.
As it stands now, there's no point in even trying that. There is no inate bonus to defending, so you may as well just use your attacking army as mobile defense.
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