Ok, I built a great, simple map this weekend. Gigantic, 125 planets and 50 factions. I purposely made it for a long, slow game. My ideology choices made me benevolent. I have a relationship with 3 benevolent races. I have shared tech, given gifts, traded, professed my support and so on. Eventually, all 3 "benevolent" races threatened me, and 2 declared war. Why? Because I choose not to build any ships in the early game. I choose to play as a trading, benevolent race and was atacked by me benevolent friends.
My questions are these: Is this game all about conflict? Is it arm or be destroyed? I want to play as a Civ builder from time to time, but that seems impossible. I like the option of simply exploring and establishing trade. Eventually, I want to conquer, or fight off EVIL races, but what is up with BENEVOLENT races acting like the Borg?
Do I have some setting wrong? Can anyone make a suggestion?
Thanks. I love this game, but I don't want it to ONLY be "Risk with eye candy."
How many succesful, long lasting and prosperous nations without any armed forces or other deterrent have there been during our history? I'll give you a hint: not many. A nation that seeks conflict and assets of others through conflict isnt necessarily outright evil, no matter how much propaganda you consume. Perhaps your neighbours felt that your benevolence was lacking? Or that they could take you over without bloodshed since you seemed like a pacifistic nation and thus acquire your wealth easily. I've found that this game does offer you other choices than outright conquest, but to be able to choose those choices you must first safeguard your own nation.
tl,dr: Secure your borders before you try anything else.
You could try increasing your Diplomacy, which would improve your relations with other races.
I appreciate your advice. I do recognize the need to build some ships, as a deterrent. However, I think your missing my concern. What is the point of ideologies if "Benevolent" acts no different than "Evil?" You ask if my neighbors felt my "benevolence was lacking?" I checked every game box possible: gave tech, said yes to requests, (which get ridiculous by the way,) traded, opened borders, and professed continuing support in these trying times. All to no avail. Inevitably, they each began with the "You realize we eventually plan to consume you?" message followed by the "Your planets would look better under our leadership."
(Note to game editors); at one point, they even reported "despite our differing ideologies..." and we had the SAME benevolent ideology.
Is Ideology and Diplomacy functioning?
By the way Rectunator, I have to politely disagree. If we chose to take anything from Mexico or Canada, you would have to consider us "evil," propaganda notwithstanding.
Thank you Tung. Are you referring through the various techs? I hadn't chosen that path. I always pick "trade modifiers."
You can start with the Likeable trait, research the Diplomacy techs, build Embassies, and Cultural Starbases with Diplomatic Outposts to raise DIplomacy. The higher your Diplomacy.
"You" being the USA I assume? I'd propably consider you pragmatic and realists if you absolutely needed something only Mexico or Canada could provide. If on the other hand you invaded for the hell of it and started chugging Pedros into the oven then yes, I would consider you evil. But I agree, the diplomatic aspect of the ideologies are a bit lacking at the moment.
Hello,
You can build embassies. Like 10 or 12.
In my current game (insane map, abundant planets), I have build 10 embassies and every factions I meet has been ally with me as soon as they can.
I did not build a single ship with weapon.
I will culture flip them... in the long run!
Sorry for my English, I'm not a native speaker.
Thank you Tung and Ghislain! I never build embassies and I never build Cultural star bases. Based on the style I'm attempting to play, that seems very foolish of me. I really had no idea embassies elevated your diplomacy rating. Thank you both!
Thanks for your take Rectun, I follow you. I think you understand my frustration. I simply want to try playing as a CIV building game for a change, and as you said, the diplomacy seems a bit off. I'm going to try the other guys' suggestions, coupled with building a few boarder patrols, and see if I can't avoid being attacked by my friends, lol.
I want to point out that the us has bren to war with mexico and canada over land actually.
Admiral, I concede the War with Mexico. It was clearly about land. When did we ever go to war with Canada? Aside from the War of 1812, when they were British colonies and not recognized as a country, we've never been to war with them. Furthermore, the War of 1812 was not about land acquisition. Care to clarify?
Something to keep in mind about most games, and certainly GC, is that while we the players try to roleplay, the game's objective and design is not generally focused on that.
The game is much more object/resource based, than action based. Which is classic for any strategy game, IE will you build research stations or factories? That is a strategy, and to GC diplomacy is no different. Will you spend X resources building out embassies?
The game does not care about your "actions" nearly as much. To GCs credit, it does have a framework for this, it cares about ongoing wars and such, but the level your asking for isn't there.
Your benevolent if you pick those traits, or spend resources on benevolence buildings, there is no "action" that makes you benevolent or not. Which to be fair, lets you roleplay as you see fit, and rationalize your behavior however you want, in one way its limiting in another its freeing.
I actually think it would be far more relevantt if your ideology was reflected in your play.
Playing malevolent? Peacetime should have a negative modifier to your empire. Vote in the UP to help a benevolent race? subtract malevolent, add benevolent.
pPlaying benevolent? Starting a war should give you some sort of negative modifier. And possibly negative benevolent and positive malevolent points.
the game has too few ways to gain ideology - and arguably you should be able to lose it too!
not sure how to handle pragmatic, but currently pragmatic empires hate benevolent empires as much as malevolent ones, which isn't very pragmatic!
the ideology system needs work
Gauntlet, if what you say is true, why does the game have those options? Why does it actually keep a running checklist as to why a race likes or dislikes your race? When you check status, it actually has pluses next to factors like "gave us a gift," "Same ideology," "open boarders." Why do this if they don't matter? Why bother with that aspect when, in the next turn, the same race says, "you realize we're going to eventually enslave you?"
I think you misunderstood my frustration. I don't want to role play. I want to play a style other than Risk. I'm hopeful that I'm simply playing in an ignorant fashion to my goals. Tung and Ghislain pointed out some tangible ideas I will try. Maybe by using the game mechanics I've been neglecting I will find a little of the balance I'm seeking. LMAO, I sound like the narrator at the end of "The Last Samurai."
Question...Is influence diplomacy? If embassies help relations, and they are influence buildings...is influence tied to diplomacy?
I always play pragmatic. Didn`t know pragmatic empires hated benevolent ones. That really does make little sense. Shouldn`t they have a neutral attitude?
As for diplomacy work on those diplomacy inventions like crazy and choose the (I think pragmatic) option that stops Empires declaring war with you for 50 turns. that should keep peace for a while.
Pragmatic is not intended to be "Neutral". It is intended to be something closer to "opportunistic" The devs have said they were deliberately avoiding the good vs evil dichotomy. They are after an unstable three-fold balance of ideologies, all of which are aggressively competing against the others in any way they can. The ideologies seem to want to be the basis of both alliances and conflicts. Right now, they are mostly about conflicts and I expect that will be balanced. Many players keep conflating "Good" with "Benevolent" and "Evil" with "Malevolent". That is an error. It is not a three point spectrum, it is three opposing points on a triangle, and they don't like each other much at all.
So, opportunistically benevolent and opportunistically malevolent.
That doesnt sound lke a triangle to me
I believe they will restructure power lvls that the ai uses to determine when to go to war to include economic and diplomatic strength. I do not think it builds this into it now but It will be soon.
This would go a long way to playing a war-free game in Gal Civ III. The 'power' level used by the ai currently weighs military power pretty strong. If it would give research or trade power a bit more equal footing, I think the threats and DOW's would slow down or stop.
Gauntlet is correct. The Ai plays to win within some parameters and does not care about your actions. Again the ability for the ai to do so is in there, but it has not been brought about yet.
Those things do matter, just not as much as you would like. As Naselus would point out, your relationship system is on a very small scale, and many factors deemed important add +3 per turn, spamming even 4 embassies has a large effect, the occasional gift barely registers because it doesn't really last for very long.
At any rate, I think your right, I misunderstood. I thought you were confused as to why doing "benevloent" things didn't make you benevolent and affect relationships, but now it sounds like you just want to know how to win without a superior military, which others are advising you on well enough.
"The devs have said they were deliberately avoiding the good vs evil dichotomy."
I'm surprised that the devs seriously thought this (and if they did, I'd have to disagree with their execution). GC3 has a simplistic conception of morality. It is a hard triangle with essentially "Generous" "Greedy but not Murderous" and "Greedy AND Murderous" points. That middle option really isn't great.
Two of which (because pragmatism is not very well developed) are basically following a formula of morality better suited to Lord of the Rings, or Loony Toons. That is not to detract, these things hold great value, its fun, playful, and provides necessary formulas for conflict in GC3. But its definitely a good vs evil dichotomy with a enforced "gray area" that is poorly defined in comparison to the other two, and shoehorned in simply to provide a third point on their conflict triangle.
Civ Beyond Earth for example, while still a hard and somewhat contrived triangle, has much more nuanced ideas behind the three philosophies (authenticity VS harmony VS dominance).
It also works well in Civ because all of the players are human and share a common ancestry of thought and psychology. Morality to various aliens will undoubtedly take many forms. Some races may be very "benevolent", but so focused on long or short term results, that to the average human, their immediate actions are quite malevolent, or for that matter, maybe that proves them to be too utilitarian for human tastes? GC3 assumes that all sentient life agrees that there is a universal morality spectrum, they disagree about where its right to land on that spectrum, but nobody really questions the limits of the spectrum itself.
In ideal circumstances, I'd probably break down the ideology sections into five competing themes, and every decision would up/down a pair of these. Being extreme in any one could cause issues. You'd find that these five would likely work well if they corresponded to personality analysis tools like DISC or Myer's Briggs assessments and the like.
But hey! THAT might not actually be any fun. Now if you will excuse me, I have a death furnace ribbon cutting ceremony to attend.
I would really like to thank everyone who contributed on this post. I followed much of the advice on here in my latest game. Gigantic map, 50 factions: I'm on turn 300+, and its been a blast. I'm running 1st, 2nd or 3rd most of the game. I haven't had any unusual declarations of war. I've been in 2 actual wars of my choosing, 2 forced upon me. This is such an improvement. All I did was concentrate on Diplomacy and Influence. Oh yeah, I have also kept a healthy fleet, Lmao.
Thanks all.
How the hell do you run a 50-race game succesfully? I'm running this on a pretty good rig and my game creation starts ctd'ng on insane maps with 15-20 races.
Simple, I created a custom map. Gigantic, but with only 125 habitable planets. The feel is an awesome, slow paced game. There are ships everywhere, but my rig is not dragging at all!
I'm surprised that the devs seriously thought this (and if they did, I'd have to disagree with their execution). GC3 has a simplistic conception of morality. It is a hard triangle with essentially "Generous" "Greedy but not Murderous" and "Greedy AND Murderous" points. That middle option really isn't great.Two of which (because pragmatism is not very well developed) are basically following a formula of morality better suited to Lord of the Rings, or Loony Toons. That is not to detract, these things hold great value, its fun, playful, and provides necessary formulas for conflict in GC3. But its definitely a good vs evil dichotomy with a enforced "gray area" that is poorly defined in comparison to the other two, and shoehorned in simply to provide a third point on their conflict triangle.
I'd agree with this; the reason many players think 'benevolent' races mean 'good' is because every dictionary in the world will tell you that 'benevolent' is a synonym for 'good'. And most will use the word 'evil' in the definition for malevolent, too.
If they wanted to escape from moralism, then there were plenty of alternatives that would move away from the simplistic good vs neutral vs evil paradigm of the previous games. Pragmatic was a good choice - it doesn't mean 'neutral' but rather suggests political flexibility. Malevolent could have instead been changed to 'militaristic' and benevolent to 'utopian' or 'egalitarian' or 'jurisprudence' or whatever; things which you may or may not regard as being actually good or evil, but are actually neutral terms that can be used for either.
One thing that might be interesting for modding is to see is if we can lock out specific lines of ideology when a different one is picked. If malevolent row 2 was mutually exclusive with benevolent and pragmatic row 2, you could convert the different rows into 'policy types' - so like row 1 economic, row 2 diplomatic etc - and then have different policy types dependent on the ideologies. Consider:
Row 1 becomes the 'foreign policy' row. Malevolent has militarism and is all about frightening other races and buffing ship performance, benevolent has diplomacy and so is good for bringing people onto your side in a war and building treaties etc and pragmatic has trade and is all about making stonking great wads of cash and having hundreds of trade routes. Once you pick one set to follow, the other two are permanently locked out.
Row 2 becomes 'economic policy'. Malevolent is planned economy, pragmatic is free market and benevolent is welfare state.
Row 3 becomes domestic policy. Malevolent gets police state, pragmatic takes rule of law and benevolent takes individual freedom.
And row 4 becomes political structure, with malevolent getting authoritarianism, pragmatic taking oligarchy and benevolent picking up democracy.
Then ditch escalating costs, because no-one can ever have more than 20 ideology traits anyway due to the lockouts. This allows you to sketch out the social structure of your empire without dumping morale judgements onto it - some people think a individual freedoms go too far, others think police states are automatically bad (myself included), some people think free markets are the best thing ever. It wasn't that long ago that most human beings thought democracy was a bad idea - it was a borderline curseword in the USA right up until the 1830s, which is why it's never used in the constitution. People can design the empire in line with their own politics, rather than having to think 'do I want to be nice or nasty?'. No-one wakes up and decides 'I'm gonna be a total git today'; even Stalin probably thought he was trying to do more or less the right thing most of the time (Hitler was definitely convinced. Syphilis does that).
Even if we know that some things just won't work with human beings, alien races might be happy with military dictatorships (the Drengin), or some kind of anarcho-democracy of small councils (Iconians maybe?) or a rigorously planned economy (Thalans all over).
Perfectly great ideas.
Alternatively, could simply have 3 categories instead of Benevolent/Malevolent/Pragmatic, replace them with "Economics, Military, Culture" and change the events to suit. This would work even if you can't make each line mutually exclusive, and the different lines for each category simply are different flavors of varying morality. Making sure the more advanced traits come with downsides would also help, again, assuming we can't disable choosing certain traits based on choices/etc.
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