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Optimization
AI
Balance
Improvements/Bugs Fixes
If you want to read my Dev Diary full of me complaining and whining and how I worked on the update visit here: https://forums.galciv3.com/480761/ and here: https://forums.galciv3.com/480723
1.9 Single Player Feedback
Frogboy, great patch, overall! I immediately noticed the shorter load times and turn times. Lots of great changes. Below are some constructive criticisms.
Influence victory obsolete--but creates an opportunity: As others have mentioned, I feel that an influence victory is no longer realistic without significant starbase spamming. Played a couple hundred turns on a new game last night and my ZOC around my home planet is minimal (granted, I wasn't focused on influence--and perhaps this would be an opportunity to make the influence victory option obtainable only if focused on by the player (i.e., if influence-generating buildings were strengthened to accomodate for the changes, this could make it impossible to "accidentally" achieve an influence victory and require actual effort, which I'd personally see as a stronger game dynamic)).
Research moves too fast (maybe): Also, research feels incredibly quick--which isn't a big deal to me since this is true across the board. The only issue I have is that all the techs will be researched much more quickly... and something about that feels, well, unsatisfying. I don't think I had a single tech take more than 8 turns (and I had the spending wheel centered).
Coercion a minimal disincentive: And speaking of the spending wheel... I'm not sure what to think of the changes there. The penalty for moving off center seems minimal--by a hundred turns, I'd have to push into manufacturing/research a total of about 90-95% before I was losing money, and even then, coercion was at 12%... if the idea is to disincentivize focusing in on one area of spending, the disincentive isn't strong enough. I'm not sure what the planned direction is for how spending will be handled in the expansion, but I'm still not sold on the model as is.
Resources not balanced: A couple other minor balance issues: by a couple hundred turns on an insane map, I had found several of every resource except thulium and elerium--I had found a single thulium early on and much later found 2 elerium in a nebula. That said, I believe I had nebulas and black holes set to uncommon and asteroids set to rare. Resources were set either to rare or uncommon (I can check if this matters).
AI not colonizing well: So the map I played was insane size with most things set to rare--planets are few and far between. By a couple hundred turns in, I had about 20 planets, but most AI had only a few. I was playing against gifted AI, which pre-patch usually had me doubled in points until later in the game; in this case the 4 AI I had met had half as many points as me, or less. I believe this is almost 100% related to their lack of securing planets.
Fog of war not always removed: Okay, so this has nothing to do with the patch--but it's been a big nuissance (to me at least) for some time. Occassionally, as a ship travels across the galaxy, the fog of war is removed in chunks, leaving seemingly unexplored sections... the sections will be revealed upon reloading the game or upon a ship's sensor range coming into contact with the edge of the explored-but-as-yet-unrevealed section...
MP map building = same, nothing changed, however does Stardock cap data transfer to 1mbps? It is getting more common for Internet service to have 2-5 mbps upload and this can be several minutes on larger maps maybe think about changing cap if there is one, could just be one of our connections as well...
We don't limit the transfer rates.
Ok I was wrong. I checked with our engineers and it turns out we limit the download speed to offset problems with dropped packets. Its something we can revisit again down the road.
Good stuff.
So regarding influence, you are definitely seeing a partially implemented solution.
The answer is that we have to heavily buff influence starbases and other culture features. Previously, it was pretty effortless to cover the galaxy in your color.
Will 1.9 be the only update before Crusade, or will this open up a can of worms that lead to more updates?
About research speed:
I would say the current speed is appropriate for a 'fast' or even 'faster' setting. But since we are talking about these settings: In the current implementation they do next to nothing, because they only count like a planet improvement in that they are additive with them and not multiplicative. If someone finds the time, it would be great if they could be implemented in a more useful way. For example by affecting the tech inflation exponents.
Ship sizes:
I think the difference between large and medium hulls in usefulness is too large. Large hulls can be researched as early as your 13th tech (Iconians earlier I believe), which is very early in the game. There is basicly no reason to build medium ships now.
Starbases and Administration:
On an interesting tangent, I think this together with the intention of opening up more strategies may offset bad luck with the galaxy generation to some degree. I like this. It means I can look at my - only one colonizable planet outside my home system start - and say "hmm, means I will play a different strategy" then instead of "hmm, I am gonna have to fight an uphill battle".
Question: Administration could ultimatley be highly correlated to management effort a player has to invest in each turn for optimum play. Will there be a game settings to how much Administration there is in the round? Will it be tied to galaxy size?
- Asteroid groups get created. -> Number of groups is independent of rarity setting, but number of asteroids per group depends on the setting- Each asteroid group has a chance to contain one (and no more) strategic ressource (there can be more with events though)
this means for durantium any setting above 'none' should give the same (averaged over many games) yield of durantium.
Here's where I get more into the realm of guesswork:
- In difference to asteroids thulium and promethon spawn from planets, more specificly from dead planets in a near star orbit and gas giants respectively. The planet rarity (and star rarity?) effects how many planets there are and therefore how many chances on generating a strat ressource of this kind there will be. More planets -> more promethion and thulium.
-> I think that's the reason for thulium being very rare sometimes, because dead worlds in the near star orbit are so rare-> Or it is intentional by SD. with data archives and jamming fleet boosters, it gives access to, are some of the strongest elements in the game.
Anti-matter and Elerium depend on black hole and nebula frequency respectively. I had no problem with Elerium in my last games, since I have nebula on abundant allways.
Is the bug that breaks your game if you add 'Cheat' to launch options though steam back/not been fixed?Before I updated to the new beta the game would work by typing 'Cheat' in the steam Launch Options window but now it dosnt? It seems the wiki says "dont use it though steam or it breaks your game and u need to download" however it was working for me before the update..----[I was going to post a separate post with the "bug" except the wiki says dont do it? so here is what i was going to post]In Launch Options you add the word Cheat and it adds itself to GalCiv's executable file durin launch. However that dosnt work anymore.I know the command is -cheat, but the '-' is already added by steam. Likewise even if i change it to -cheat it has the same error.Image 1 Is the Launch Options windowImage 2 is the error Im getting each time i press "Ok" to continue. instead of opening the game it is just bringing up the error again but with an extra "cheat" at the end. So Error "Cheat" becomes "Cheat Cheat" to "Cheat Cheat Cheat" ect.In case its related during startup after the update Avast said it was scanning the game for the first time before it would start (which found no errors) but im not sure if thats related. Even disabling Avast completely wont let the game run.
(Imdur is iffy lately so also added the URLs)
Image 1 - http://imgur.com/zmILO5l
Image 2 - http://imgur.com/DtFjVZm
Console commands wiki (showing do not use)
http://galciv3.gamepedia.com/Console_commands
How to add Launch Options
http://galciv3.gamepedia.com/Launch_options
You can probably ignore me as im sure the answer is just 'Dont do it as we said dont' I just found it odd that it worked for me before so thought i would bring it up
It seems like 1.83 had more habitual planets to me.
Some additional feedback on 1.9 and observations (Normal AI 92 factions in game on Insane map). Slider is set to 39% Research/Manufacturing 22% Economy.
Long story short it appears the AI is not prepared for war when they are declaring war and will just roll over and play dead.
100% agree--and that is what I was driving at in my post. I think an influence victory shouldn't be a given but something to work toward.
@zuPloed - thanks for the info. I was aware of most of that, but the setup *felt* different this time around. Guessing that has to do with my setup and the following change:
I'll revisit how I have this configured.
I also wanted to say that while I stated in my previous post that the AI seemed to be functioning on a much lower level, I hadn't met everyone... and the issue may or may not be colonization related. I met the Drengin and Krynn somewhere around turn 230...
Within about 30 turns, their power ratings (particularly the Drengin's) skyrocketed.
I also met the Yor in the meantime, and their rating was likewise pretty high, relative to everyone else's.
I'm not sure what specifically caused the disparity, but having AI of the same difficulty ranging in power rankings from 152 (Iridium) to 20,675 (Drengin) by turn 280 seems a bit... extreme. I can also attest that the Drengin did not appear to have used either of the ship-granting ideology perks. (I used the Pragmatic "Cautious" perk and pushed my power rating from about 1,000 to about 9,000 in the span of a turn, so my first thought was that must've been what the Drengin did--but that appears not to be so.)
Again, this may simply be a function of the number and placement of the available habitable planets... but there was definitely a lot less disparity in AI power ratings before this patch, so I assume it is related to the AI changes.
I think there is some disparity, as I am noticing certain AI factions like the Thalens or Arcaens consistently underperforming in all of my games, but the factions like Drengin seeming to explode in power. I cannot put my thumb on the exactly what causes this, but I'm starting to believe that there may need to be some more balancing needed.
I am impressed that Stardock is continuing to patch this game a year-and-a-half after release. Thanks for demonstrating a commitment to quality and customer service that is sorely lacking in most video game companies today.
I played two games on 1.90, both as the Terrans. My first game was on a medium map at normal difficulty and I achieved a technological victory. My second game was on a large map at gifted difficulty and I stopped playing once my victory was inevitable and the AI no longer posed any threat.
Here is my feedback based on those two games….
As others have mentioned, cultural growth has been nerfed too badly. In previous versions, it was too easy to win a cultural victory, even without specifically trying to do so -- all it took was building a cultural starbase to cover each planet, and then victory was almost assured. However, the fix in this patch has taken things too far. In my two games, I was unable to flip a single AI planet. In one case, an AI race colonized Mars, right next to my capital Earth. I covered Mars and Earth with two (2) cultural starbases, each kitted out with the latest cultural modules that I had researched, but Mars never flipped.
The AI declared war on me a couple times but completely failed to prepare its military before doing so. They sent several single ships into my territory, but no fleets. The AI should not declare an unprovoked war unless it has some fleets and transports ready to invade enemy territory. They also left many of their planets completely undefended, not garrisoned by even a single ship. I configured some troop transport ships with a bunch of engines for speed and captured a big chunk of the enemy’s empire in a single turn.
Research time is too fast, and the human player quickly outpaces the AI as soon as the human builds out some research-focused planets. I was discovering two, and sometimes even three, techs in a single turn by going into the tech tree and selecting a tech several iterations beyond my current state. To try to compensate for this, prior to beginning my second game, I manually doubled all Terran tech costs in the Age of War and quadrupled them in Age of Ascencion, but that made little difference. Once my research focused planets were up-and-running I could still discover most techs in 1-2 turns. Too summarize, in the late game the AI falls hopelessly behind in research. Maybe research buildings are overpowered and should be toned down because the human probably makes better use of them than the AI does. Or maybe the Player should only be allowed to discover a maximum of one tech per turn. Excess research over the cost of the current tech being researched would still carry over towards the next tech in the tech tree, but the carryover would be capped at 99% of the cost of the next tech.
It is prohibitively expensive to upgrade ships, so much so that I scrapped all old ships and built new ones rather than paying for upgrades. In past games, my modus operandi was to build a bunch of obsolete ships and keep them stacked at the central point of my empire. As soon as I went to war, I would immediately upgrade all of the obsolete hulls to the latest technology. Thus, after a one-turn delay to await the upgrades, I could send a large, fully modernized fleet straight into battle. I suppose that was an exploit to be corrected, but the fix and gone too far and upgrades are now too costly.
On my medium map game, I do not recall seeing any Elerium anywhere the entire galaxy. I did not have any Elerium mines myself, and my scout ships could not locate any Elerium whatsoever. Resources should be scarce to make them strategically relevant and worth fighting over, and since this is a strategy game, the Player should have to make tough choices about how to best utilize his resources. That being said, resources are too scarce now.
The new functionality notifying the Player that a starbase can be upgraded is a good concept but you need to add a ‘skip’ or ‘ignore’ button. I often leave constructors sitting in my starbases awaiting a technology that I will research at some point in the future. This is particularly true for Xeno and Mining starbases. If, in the meantime, I research say a shield technology, I do not want to have to eject the ship from the starbase and hit the space bar to end that ship’s turn, then move that ship back into the starbase the next turn. As currently designed, namely without a ‘skip’ option, this new functionality has made the starbase micromanagement problem worse rather than better.
Regarding AI ship deployment and design….
The AI should deploy its ships in fleets rather than sending individual ships into battle alone to get annihilated piecemeal.
Later in the game, the AI should put two (or maybe even three) engines on its ships so they can move faster. When a fleet on a large+ size map is moving at say 5 hexes per turn, that fleet becomes strategically irrelevant.
Once average planet population has achieved a certain threshold, the AI should begin configuring its troop transport ships with two invasion pods instead of the standard one. In other words, each troops transport would carry 6 soldiers instead of only 3. Often, a single pod of 3 soldiers is not enough to conquer a planet, whereas in most cases six seems to be enough.
The AI should escort its troop transports. Several times the AI sent slow (one engine) unescorted troop transports towards my planets and I wiped them out easily.
Like I already mentioned above, the AI should garrison its planets with ships to deter invasions.
Other general comments….
Regarding the Player Achievement buildings of which only one per Player is allowed, the AI seems to be able to build multiple instances of them. For example, an AI planet might have three (3) Citadels of Revenue and another planet might have two (2) Manufacturing Capitals.
The Benevolent Ideological Trait ‘’Enticing’’ (Prominence III) does not flip starbases. When I selected that trait, none of the AI starbases within my cultural sphere of influence converted to my ownership.
I read in several places on the forums that the Shield Punch technology does not work. I have not verified this myself but if it is an issue then maybe it could be fixed in the next patch.
The functionality for a Player to partially automate starbase modules construction was released in a prior patch IIRC. The procedure is that the Player would click on the starbase and select the desired module, whereby an order would be placed at a shipyard for a constructor, then the constructor would be built and would travel to the starbase and build the requested module. This is great and was meant to reduce tedious starbase micromanagement. However, when I try to upgrade my starbases, it seems like the constructors are being sent with only a single construction module, and since they were moving very slowly I assume they had only one, obsolete engine. The Star Trek mod by Horemvore handles constructors very well because they move fast and carry multiple construction modules.
I've felt upgrades for the most part have been too costly as I rarely upgrade my ships in the game just not worth it. When I have manufacturing planets that can bump out the best ship I can build in 1-3 turns or upgrade a run down ship many tech upgrades behind for 13k credits, I'll scrap it and go with new every time. This was in the old and new versions though...
In the star base screen you can toggle which constructor you want the star base to auto order. This will only apply to future modules in which you que up. You can also click on the star-circle thing at the end and have it auto change all star bases to match your current selection. Hope this helps.
I feel that the cost of 'upgrading' ships is too high. I also think this is something that hurts the ai.
Using Civ VI as an example, the ai there did not upgrade due to costs or lack of resources (iron for swordsman). The cost was adjusted down and the resource requirement was lowered to needing just one. This allowed the ai in Civ VI to upgrade its units (most of the time).
I am not sure if it would help here but it surely cannot hurt to lower the upgrade cost across the board.
We also need a system like we did in GCII where we can upgrade all our fleets at a various cost strung out over many many turns so we do not have to go bankrupt doing so.
- power rating is very easily dominated by fleets. In my first test round I had about 500 points (~turn 120) when an AI declared war on me. It increased to 1300 with the first two ships I built. Granted, they had singularity drivers and all kinetic boosters and fleet boosters.
- Some factions seem stornger than others simply due to fleet value. In otehr cases it is, that the generalist AI, doesn't work well for them. For Thalans in particular it is devastating, since the thalan AIs use of hives is abyssmal. The balance on the non-custom factions (safe for yor) is actually reasonably well. The Thalans can totally compete with some tweaks to the AI.
They allready have everything they need in the engine:
<!--Each time you research a tech in any tree the cost of all techs are raised by this exponent--> <TechInflationExponent_All>1.01</TechInflationExponent_All> <!--Each time you research a tech in any tree all techs cost is increesed by this multipyer.--> <TechInflationMultiplier_All>0.05</TechInflationMultiplier_All> <!--These values allow us to further inflate techs on a per tree basis, this is to discourage the player from drilling down a single branch of the tree too quickly, and over specializing. I have removed the exponent, and have only a small multiplier, since it is added to the overall inflation settings.--> <TechInflationExponent_Tree>1.01</TechInflationExponent_Tree> <TechInflationMultiplier_Tree>0.05</TechInflationMultiplier_Tree> <!--These are used to make sure specializations in same branch inflate each time once is chosen. Since we have moved to making specializations expulsive, I have flattened these values to nothing.--> <TechInflationExponent_Specialization>1.0</TechInflationExponent_Specialization> <TechInflationMultiplier_Specialization>0.0</TechInflationMultiplier_Specialization>
From the GalCiv3GlobalDefs.xmlMake the research pacing settings change those values. Use the current values for fast or faster and this will be fine.
Started a new game to see what changes the update to the opt-in added. Research speed seems better now, but I have few planets due to playing with rare planet setting. I will see how it goes.
One observation: I play a new game with anomalies on "uncommon" or "rare" (can't remember, where can you see this when game has started?) and haven't found a single one 125 turns into the game ...
Observation III on 1.9 SP game...
To be cont...
Nah, admin has not been implemented yet. In the second update for the opt-in P.Shaw said they reset the starbase spacing until they implement admin.
Great observations! I also noticed the AI ignoring relics.
Must have missed that reply from PShaw... Thanks though.
I have noticed the same thing. I have anomalies set to rare, They are there to find, but you have to have a lot of faith about that. For a long while in the start of the current game, the only ones I found were precursor anomalies. My Ysengard Mercenary ship had nothing to do except find planets. Somebody looked up the word "rare" in the dictionary and decided to take it seriously. I approve of the change, but it was an extreme culture shock, and I may back off that setting in the future. Still, it was good to see "rare" really mean "rare".
Now only if Abundant actually meant "abundant"
The Change to Influence growth is really a bit harsh... Playing Krynn 151 turns in on a loose cluster map and none of my planets have enough influence to even make a territory...
Yes, the improvements are more powerful, but the net effect is still massively stunted influence growth...How is anyone supposed to planet flip if the influence never grows even when playing an influence race?
One thought on the Planet specialization wheel, currently I very rarely use the Bureau of Labor but maybe as a bonus, since your adding more coercion, the building could reduce it somewhat.
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