Colony Rush Possible Fix

This is a long post, but I felt it was required to really explain my idea properly and the basis for my solutions. I'd like to know what you guys think and how you would improve it at all.

[The Problem]

The game more relies on the initial land grab than on the strategies used in conjunction with the varied and interesting abilities of the different races to achieve victory. Why have all these interesting abilities and attributes if in the end, all that really matters is how quickly you colonize and how many planets you have? It doesn't matter how good you are at research, construction, trade, politics, or military. If you only have 2 or 3 planets and your opponent has 6 right off the bat then you're not going to stand a chance. This introduces a rigged game from the start based on chance and luck.

Instead of just finances to afford the star ships and buy them outright at the start, there needs to be other obstacles to expansion. The obstacles are there but are very easy to bypass due to several factors. You can reach the goal (a winning advantage such as most colonies) without having to deal with the obstacles. The amount of colonies is ideally balanced at the start, just one. It is the ease and speed at which imbalance can be reached in the game that is the problem. I can tell what kind of game I'm in for within the first 10 or so turns of the game. This takes out the mystery and strategy and puts you into trench warfare mode right away, especially if you sent your ships to sectors that ended up having no habitable planets. If you were the lucky one, then you can expect an easy game.

The problem I see is that the goal is reached too soon without much effort or time involved. We seize the land quickly, do not have to worry about planetary invasion for a long time, and then sit back and build our new territory without having to worry about upkeep, order, or invasion.

[The Factors]

1. Too much starting money eliminating the reason for each race having their unique approach. This reduces the strategy.

2. Deficits are easy to come out of.

3. Planets are too easy to reach at the very start of the game. Can't reach a planet? No problem, just build a starbase or some cheap life support.

4. Lack of effect for having certain traits and abilities. It seems that number of colonies will determine the outcome more than intelligent play and strategy based on your abilities and available resources.

5. Planets are too easy to maintain and keep order.

6. No need to worry about Invasion for a long time after your colonies are established. If a civilization can build colony ships then they can build troop ships. These should go hand in hand. A colony and troop module should be one in the same practically.

7. No need to worry about aerial bombardment for a long time.

8. No noticeable effect on the home planet these colony ships are coming from. Production, morale, and taxes stay pretty much the same.

9. No noticeable morale effect when your population has an enemy fleet overhead or is invaded on the ground.

10. Fast population growth is achieved too quickly without the necessary techs or improvements. This eliminates the benefits of a fast reproductive race, further reducing strategy.

All these factors favour the initial Colony Ship search and expand mode.


[Ways to resolve the factors]

You should need to research, build, trade, use military force, influence and your political savvy, in order to reach these goals. That is the idea of the game but it is being implemented in an imbalanced way. The framework is there, and the game has some great ideas that make it fun. It just needs some thought and adjustment to balance it. This will bring strategy based on your civilizations government, attributes, and philosophy, to the forefront rather than as a bonus factor. Right now it's overshadowed by the ease of colony expansion and the consequent lack of usefulness of your abilities.

Everyone should be equal at the start like in a chess game. Each move you and your opponent make determines what kind of situation you will find yourself in. The game should be more about you and your opponents creating your situations based on your different strategies and focuses rather than working with a starting situation you have little control over and that negates the reason for having certain abilities.

The current setup is like finding yourself in a game where the pieces are set up randomly. You have more or less pieces than your opponent that had little to do with strategy. The one with the most pieces now has the ability to make his pieces stronger in less time than you no matter what strengths your empire might have inherently and the strategy you are using. Therefore each game is not starting even though it appears that it does; and each game is not so much affected by race attributes and governments though it appears that they are.

1. Limit the starting money or make colony ships more expensive.

2. Make deficits hard to come out of.

3. Limit the starting range of ships and make range extension more difficult to achieve. Perhaps you meet, trade, ally, and war, with a few nearby civs long before you meet the rest. As it is I meet everyone very quickly.

4. Make production and expansion more reliant on how well you take advantage of your particular race strengths, and minimize the weaknesses.

5. Make order harder to maintain and more penalties or events for ignoring morale. For example, a planet might revolt and become independent if you ignore it at low levels of morale for too long. It will then start to amass an army to defend itself and take things into its own hands. Perhaps it could start colonizing as well. That would be kind of interesting. You will then have to win it back somehow before someone else comes and takes it.

6. Invasion should be part of the equation from the start. Sure you can colonize as many planets as you are able and can afford to, but can you hold on to them? Right now it's not something that enters the picture. The aggressive expansionist approach wins out. No matter how good your race is in something the one with the larger territory can match or exceed your efforts since they have more to draw from.

7. Ships should be able to destroy industry and population right away. The larger your fleet the more damage they can do per turn.

8. The current scheme is alright it's just that population grows so quickly without the necessary techs that sending off huge colony ships loaded with colonists doesn't affect you. This amount is enough to get your new colony up and running quickly because of the high growth rate.

9. Bombardments should affect morale more severely as should invasions. Perhaps instead of sending in a massive army all at once you instead pick away at them to lower their morale and then come in with a smaller army later. Or, if you invaded them earlier, their morale should drop and influence the result of the second invasion. This would introduce more strategy. An orbiting enemy ship or fleet should automatically blockade the enemy planet. This would affect morale and trade. Knowing that an enemy ship hovers over you constantly would certainly damage morale to a great extent.

10. Make fast population growth only possible with the right tech, structures, morale, finances, and investment choices.



[What problems should be associated with Colonization?]

To answer that we need to look at what the individual colonist needs first to determine why we have upkeep costs in the first place:

1. Food

2. Shelter

3. Protection

4. Happiness

So now we know that these are the requirements and upkeep goes towards maintaining these requirements in better, more efficient ways.


[What determines upkeep costs?]

Formulas are fine for certain things, but let's try and figure out what creates the upkeep in the first place.


1. Food:

This is not part of the game, but I'll explain how the present farm structures could be enhanced to make it part of the game. In turn it will help alleviate this problem of unhindered early over-expansion. Presently, farming only serves to increase the population cap and does not affect the maintenance of keeping your population alive. So you can have a colony with 10 billion people and not have a single food producing structure. It would have been a better way to keep population growth and expansion in check. To make your population grow you need to be able to sustain them and this is where upkeep comes into play. I think this is the root of the problem and fixing this would help to make expansion more realistic. Farms are already in the game so it's just a matter of expanding their purpose and capabilities.

Let's say that each .1 Billion (100 Million colonists) require .1 Billion food units per turn. A number will indicate how much food you are making each turn on this planet. Perhaps the more you invest in social work the more food that is created based on the number of farms on the planet. A green number with a + next to this could represent the amount of surplus you are making. A red number with a - would indicate the deficit on the planet.

A new colony without the food structure should automatically start in the negative and require external support till it is established. A well maintained and established colony would most likely be in the positive. If your colony is in the negative then it will require external support in order to maintain. If you ignore your population at .1 for too long we'll assume they starve or scatter dissolving your colony. Your colony will then disappear from the map.


The food will need to come from within or from outside the colony. The logical way to go about it would be to have to build farms which would require investment and time to put in place as they do now. Farms are already in the game, so why not just make them dual purpose or expand their purposes? Until enough farms, and enough labor to run the farms are in place, you will have to receive support from your other colonies by way of transports delivering supplies. This would make a viable strategy for your opponents to thwart your efforts to bite off more than you can chew. In order to keep your quickly acquired colonies you will need a large fleet to support the transports in route. At the beginning of the game you don't have the means to research, create fleets, and construct structures, all at the same time. This will be an automatic limiting mechanism. What better way to limit things than by having the enemy AI's thwart your efforts of holding onto scattered and fledgling colonies? Eventually, with the right technology, you won't need farms for food and will get much more efficient at creating energy.


2. Shelter:

This is also not part of the game and is assumed to be automatic. Shelter requires social work. Something similar with shelter can be done as I mentioned for food. I think the food requirement is enough to keep things interesting and in balance. You can also throw them into the same basket and call it supplies. Either that or involve factories. The more factories you have the faster you can build housing to house your populace. The race growth factor would still influence your max growth and the amount of social work being done would influence if you could grow at your max or something below your max growth rate. It would be very similar to how food would be done in my suggestion.

3. Protection:

Maintaining a garrison to ward off attacks on land and in space. Researching and building structures to make this more efficient and powerful and to provide more troops. I think troops should have been done similar to ships. Since they are in solely as a numeric value of the population during invasions there is not much we can do about this unless more was added to the game. Ideally troops should be separate from population. The number of troops tied in to social work, population, and military production in a similar way to shelter and food. The quality of the troops would still be dependent on your race stats, technology level, and morale.

4. Happiness: Building a garrison or researching and building structures to improve it. As is done now with structures, taxes, influence. There should be the garrison option for Military Empires. They should get a bonus for keeping happiness with garrisons.
5,980 views 3 replies
Reply #1 Top
I must say I really agree with the overall message in this post: the colony rush, even in Dark Avatar, takes a lot of the meaning out of the game. I usually play rather small galaxies due to time constraints. In these games it is actually settled during the first 20 or so turns what the whole game will be like. And it is not based on strategy, mostly on luck: did you happen to send your colony ships to the right stars or to those with only useless planets ...

This can be so annoying that you wonder why you started playing. And I do not think the solution should lie in "playing better" (i.e. faster colonising than the AI, no matter what), because the idea (in my view) with Empire building is the intelligent and steady BUILDING - not the haphasardous rushing made possible by utilising every little trick you can find on the web. Also, exploration could have played a larger part, also in smaller galaxies: as it is you have all the aliens lining up in your atmosphere before you have even had time to build the most rudimentary civilisation on your home planet!

Proposed solutions:
1. No colony ship for free at start. Colony ships must be much more expensive to build, let alone buy, and they should require techs. Dark Avatar rectifies it to some extent with different planet types, but unfortunately this does not solve the basic problem. You still have the initial rush and then the second.
2. Less money to start with.
3. There must be more disadvantages or risks with new colonies. E.g: ships should be able to attack (bomb) colonies very early, as it is now nothing can even threathen the fruits of your sucessful land grab.

Has anyone found other ways to deal with the colony rush situation, or do you just have to go with the traditional rush?
Reply #2 Top
If you only have 2 or 3 planets and your opponent has 6 right off the bat then you're not going to stand a chance. This introduces a rigged game from the start based on chance and luck.

As you said this is a long post and it definitely shows that some thought has been put behind it. I agree with some of the points you make, but I don't totally agree with all of your basic assumptions.

There certainly is the caveat emptor that a lot of this is dependent on galaxy size and abundancies as well as the level and number of AI that you're playing against, but for a reasonably wide ranges of choices the above statement is not necessarily true. Certainly 6 planets will beat 3 planets if they're assumed to be at the same level of development, but that's not necessarily a good assumption.

I've been playing gigantic suicidal for awhile now pretty much exclusively so the numbers are far different than those that you're mentioning here but as a ratio they still apply. In my previous games I mostly did as you've stated which is to frantically colonize everything I can get to in the hopes of keeping up with the suicidal AI. There are actually folks that can accomplish this and in fact come out of the colony rush not only with more planets than the average AI but come out of it with these planets in an equivilient stage of development.

That was always my goal but it my case I usually found that I could match the straight planet count only with the result of having my planets be far weaker than the average AI's. I would then spend the next year or two paying off my neighbors to not attack me while I frantically tried to catch up on my planetary development. I always seemed to be able to manage to do this but it always seemed to be by the skin of my teeth.

In my last game I took a different approach and that was I wasn't going to try to compete with the AI on the quantity of colonies but I would compete based on the quality of colonies. To go along with that philosophy I only colonized planets PQ11 and above so that they all had the 10% high PQ morale bonus. I still produced colony ships from my home planet at my normal rate of one every other week but half or even a greater precentage of the time I used these colony ships to bus more pop to the colonies I already had instead of founding new ones. I also built up all of my planets pretty much exclusively with industry.

This reduced colony rush also allowed me to build extra cargo hull fast survey ships for cash from anomalies and to build constructors to snag pretty much all the mining resources in the galaxy. The end result was that by the end of the rush I had 40 planets versus the average AI's 80 planets but all of my planets were fully populated all with a minimum of 9 factories on them and all capable of producing a transport within two turns and a credible fighter in 4~6 turns. I immediately went to war and it was like shooting fish in a barrel. Over half of the AI's 80 planets had a pop less than 1B and no buildings other than initial colony, I ignored these and only went for his developed worlds. After I had taken about 20 of these I was attacked by another AI and so I decided to accept a peace treaty from my first target who was so eager to accept peace that he gave me another 20 of his low pop planets as part of the deal.

It was pretty much rinse and repeat with the second victim, only this time instead of 20 planets conquered and another 20 as part of the peace treaty it was 30 conquered and 30 in the peace deal. Because of my initial focus on industry instead of my normal focus on economy it took awhile to absorb all these new planets, but I immediately converted them to economy planets and once they began producing a decent income I was pretty much in mop up phase.

I would say if anything this showed me that I could have actually done better by cutting off my initial colonization even earlier at 20 planets instead of 40 planets and then I could have taken over my first victim without even a shot being fired.

The moral of the story is that you actually don't need the same number of planets but they do need to be better developed. If you can catch your opponent in essentially an over-extended condition you can easily roll up over them.

I do want to repeat my caveat that this is dependent on galaxy size and other initial settings. If you're truly in a tiny galaxy with 2 planets versus 6 planets then perhaps you're more correct. Also the window of opportunity where your opponets planets are still weak would be much smaller on a smaller galaxy. However, I maintain that there are other ways to go besides blind colonization of every planet in sight.




Reply #3 Top
Because of my initial focus on industry instead of my normal focus on economy it took awhile to absorb all these new planets, but I immediately converted them to economy planets and once they began producing a decent income I was pretty much in mop up phase.


You're in mop up phase because you have more planets than your opponents. I don't think your strategy really contradicts Yellow Jester's argument. While your strategy is different than the typical colony rush, it's really just colonization by warfare in an effort to get lots planets (and tech, and peace concessions, although you took planets as payment for peace, which shows that you do value having many planets). If you had pursued a peaceful strategy for a time after your initial colonization when you had few planets, I don't think you would have done nearly as well.

I think part of the problem is that there are too many penalties to generating money from a small number of planets. Tax income is proportional to the square root of a planet's population. Morale penalties increase nonlinearly as population on a planet increases. You have to use up planetary tiles for farms to increase population. And the pop growth rate is capped per planet. All of this combines to make it profitable to spread your population among as many planets as possible. Each planet does have a maintenance cost, but it's easy to overcome that with just the default 6 billion population. 100 billion people spread across 10 planets will simply make more money than the same 100 billion spread across just 5 planets.

Another problem is that high-tech factories and labs are better than low-tech ones, but they are MUCH more expensive to research, build and maintain. This means that many low-tech buildings is a better investment than few high-tech buildings. So the number of planetary tiles in your empire is very important to build all those low-tech buildings. Teching up isn't a strong alternative.

My solutions would be:
Relax the penalties for high population.
Make high-tech buildings truly better.
Enhance trade so that enough investment can make it a real alternative to tax.
Make trade competitive so that making your routes earlier or better can lock out other civs' trade routes.
Add some powerful, one-of-a-kind achievements early in the game so there are some good things to spend money on other than expansion.