Paguma Paguma

One of my frustrations with GalCiv...

One of my frustrations with GalCiv...

This is my opinion, so some, or many may not agree.

I know I read somewhere when I began playing GalCiv back in April or whenever it was, that the designers of this game didn't like the way the computer players ganged up on the strong players for no reason other than he was the strongest. They felt that was unrealistic and that many relationships that were forged to that point are thrown out the window and that it's very frustrating.

I completely agree with their comments on that. I just found it odd, that they did the exact same thing on the opposite end of the spectrum. If you're weak in GalCiv all the other civilizations declare war on you. It doesn't matter that you may have good relationships with them, it doesn't matter that you may never have even seen them, are nowhere near them, and your planets are useless to them, they still declare war on you. It just doesn't make sense!

I understand if you have a neighbor who is looking for planets to grow, and you're sitting next to him without a military, he may declare war on you because you're an easy target. However I often play in very big maps, and I can't explain how frustrating it is to have someone declare war on my, who is on the other side of a gigantic galaxy and we've had no relationship, or a single trade ship going back and forth.

I find this aspect very frustrating about GalCiv and in fact it may be the single reason why I stop playing. I like to grow my infrastructure before my military. I am really nice to all the other civs, trading with them, exchanging techs, but inevitably, at some point someone demands my homeworld or we're at war.

I know the solution to the problem is to build a stronger military, but this situation is just as unrealistic as the original one the designers of GalCiv were trying to avoid. Look at our world. How many times have friendly weak countries been attacked because they are weak? Heck, you can use our country as an example. Canada is friendly, but very weak. Let's face it, for a country our size, our military could not defend it for a day, especially if attacked on more than 1 front. Does that mean every country with a more powerful military is demanding tribute? Heck no. The world probably gets more from trading with us, than they would from trying to inhabit this icy homeworld (just propogating the myth so they don't come beat us up). :-)

I know this is "supposed" to be simulated by setting up lots of trade routes, but it's not sufficient to stop people who have no reason to attack you from declaring wars.

I for one, find this aspect of GalCiv is one of it's most annoying points. Maybe that's because I seem to be one of te few players who enjoys playing the diplomatic game intead of the war game. As a war game I find GalCiv is only mediocre, as an overall space conquest game it is superb. Forcing me to play it as a war game takes away from it's own strengths, in my opinion of course.
1,522 views 51 replies
Reply #26 Top
I'm guessing your misquote was an accident. (War is the continuation of diplomacy by other means. - von Clausewitz)
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I guess I was assuming knowledge of the original quote and trying to say that the one statement entails the other.
OTOH, Britain and France didn't annex the Sudetenland or invade Poland (geographical difficulties aside) because they were, arguably, moral powers
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I think this touches on galciv's "good" and "evil" quite nicely. Britain had policies of free trade, splendid isolation and informal empire. In other words, it was "live and let live" as long as this favoured her economically. She didn't like establishing colonies because they were expensive. Since these policies can benefit other nations and tend not to harm them, you could call Britain a generally "good" nation. But she's not above wading into the Transvaal when gold is discovered there. In the same way, "good" galciv nations will do nasty things when the temptation is great. If you regard galciv's "good" as enlightened self-interest and "evil" as unenlightened self-interest, it's behaviour is realistic enough that it doesn't damage my gaming experience. It's not perfect but, after all, this is a computer game. All I ask is that the unrealistic bits not be too intrusive.

(Edit: Missed Lord Orpon's post. He said all this better.)

On the other hand, if you reduce good and evil to self interest in this game, you lose a lot of flavour from the events. Everything just becomes a calculation: is the gain worth the diplomatic hit? Seems a shame. How many of you out there play the events "from the gut", btw? And how many just play the percentages? I'd be interested to know.
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Reply #27 Top
liebensraum, literally means lovingroom, or room for love .
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LOL

Damn Hippy Nazis! LOL
Reply #28 Top
It sucks when 2 or 3 AI gang up on you :sniff!:

Reply #30 Top
Lord Orpon,

Thanks! I screwed that one... ;)

Davros,

I play "from the gut"; percentages are a little too much like playing against the programmers for me. It's one of the reasons my expectations for the game might come across as unrealistic at times. In a perfect world... they'd pay me to play silly computer games when I didn't feel like working.

End transmission.

~SDC~
Reply #31 Top
eradicus -- is that what it is doing? I assumed the planet had been taken using a ground strategy that destroyed them. I *thought* it was stupid they were building terraforming for 250 turns.

Makes balancing morale impossible with 60B on a 15PQ hehe -- Space 'em all!
Reply #32 Top
I also dislike towards the end of a game when you are assured victory by bankrupting the ai,it will destroy everything on all its planets instead of disbanding some of its war vessels.Seems pretty stupid to destroy your economy by destroying all of its planetary improvements instead of reducing fleet size to help offset costs when there are only two or three civs left and all are allied
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Actually, I'm pretty sure it only does that to planets that the AI thinks are about to defect to another race. It ruins the world so that the other race doesn't get any benefit.

Still a pretty dumb strat though.
Reply #33 Top
In a perfect world... they'd pay me to play silly computer games when I didn't feel like working.
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Ah, Captain, you are a poet: a dreamer of beautiful dreams...:)
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Reply #35 Top
Vincible
I have played games that all the planets were pretty much empty by the time I culture flipped them.But yet they still have 50 or 60 ships(usually dreads and above) but their economy is 4000bc or more in hole.I have acquired a whole race within couple turns after moving fleets of constructors to all their sectors and putting them on guard til all constructor fleets(usually 7 or more in each fleet) are in position by their planets(allied of course) and building anywhere from 5 to 10 culture bases in one turn.This flips them really quick.Then after flipping almost all except maybe home planet is stripped.I believe this is to quick for AI to destroy all improvements on most of their planets before I get them.By this time I already have game pretty much won as I try to ally with everyone on same turn way before the final push for dominance,so I can finish research tree.
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Reply #36 Top
I believe this is to quick for AI to destroy all improvements on most of their planets before I get them.
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Why do you believe that? Stripping a planet can be done in one turn.

Anyway, if you look closely you'll sometimes see the red sad face on planets that are under heavy cultural pressure, indicating that the AI has stripped the planet. You almost never see that on AI planets that aren't under cultural pressure.
Reply #37 Top
Nope none of there planets had red face only crossbones.Its not one planet but 8 or ten.
Reply #38 Top
Hmmm... my dreams are usually described as filthy, disgusting, and sick. I guess I'm just misunderstood.
End of quote


Gerakken's totally out of place philosophical comment: actions define one's self to others, but dreams define one to himself. Being misunderstood by others means not truly understanding one's self. One attuned in both action and thought is never misunderstood.
Reply #39 Top
Nope none of there planets had red face only crossbones.Its not one planet but 8 or ten.
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Eradicus:

have you *ever* seen a stripped planet that you took through military conquest, that wasn't previously under cultural pressure? I don't think I have.

That seems to me to be strong evidence that the AI is doing this as a response to cultural pressure and not as a response to something like lack of funds.
Reply #40 Top
It's just insane at that level. I'd like to play Maso. more but at that level you almost have to play the game with a strong military or they'll all attack you. So at least at that level the many paths to victory seem to be shortened.
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Paguma I have NEVER beaten maso using ANY military. The way to keep the ai off your back is to have diplomacy picks, try to get diplomatic translators and butter them up with small gifts constantly. Ray talks about rushing the ai on small maps. I've tried this a few times and everything seems to be going great. I get to interstellar tactics first, I build a few frigates and transports. I'm approaching the first world or two of my intended victim and it looks like I should take him out easy and then boom when I'm one turn from attacking he pumps out a battle hammer or two and I have no chance.

I have the exact opposite problem of you. If I build ANY military other than excaliburs at the end of the game or maybe overlords if I have had a particularly good game I fall too far behind on research and I can't win without using my normal mode of culture flipping which takes much longer if I haven't research as far because I've been spending on military.

A couple of times I've actually managed to take out one or two ais on small maps but then the ones that are left are so far ahead I have no chance at a military type victory.

Personally I think culture is currently WAY overpowered for maso and pure military victories are damn near impossible.
Reply #41 Top
Personally I think culture is currently WAY overpowered for maso and pure military victories are damn near impossible.
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I strongly disagree!

Edit - erhm . . . um no wait a sec . . . oh, hehe, opps, I strongly agree! ;) . . . hehe how embarassing . . .


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Reply #42 Top
I find military easiest and quickest on small maso maps and culture easiest on large maso maps.
Reply #43 Top
Bases on the orginal OS/2 version when an enemy surrendered the victor usually got their entire remaining fleet as part of the surrender. Only saw one problem with that, the palyer spends lots of time removing useless ships from the game.

But this would add a larger dimension to Both the diplomatic and military side.
Reply #44 Top
Well, I think my original point was a little confused. Probably my fault.

I agree that winning cultural victories are easier, and at first that was the only way to win.

My complaint is that without building a significant military early into a Masochistic game, I will have all races declare war on me no matter what else I'm doing it. Often they do it so fast I haven't even begun to build my freighters, or they're still on route because my engine technology is so pathetic. I can't even seen to get off the ground before they all declare war on me.

This past game was the first time I won a Masochistic game with a military. If I tell the story it's not so impressive...

I get off to a great start and have more planets than anybody else. I try to mind my own business and stay out of trouble since I know with the extra planets time will favour me. At one point, the Yor with their 2 planets, compared to my 5 are an easy target. I attack and conquer the first, and as my fleet is on the way to the second they defect to the Drengin, who have the most powerful military. I have no hope of beating him yet so I leave it be. Within a few turns the former Yor planet defects to the Fundamentalist. I laugh at my good fortune. I rush to it with all my ships to take it over before the Drengin takes it back. It took me awhile to get there, and little did I know, that in the mean time the Fundamentalist had allied themselves with both the Torian and Altarans. After attacking the planet (and conquering it) I end up at war with 2 other major civilizations! My economy is better than both theirs combined but they demolish my military within a matter of turns and they slowly pick off each of my new ships as they are build constructed. Since all my trade routes were also all destroyed with the declaration of war, a whole bunch of new trade ships make their way to the Drengin, as well as a lot of gifts! Sure enough within a couple turns the Drengin's economy is doing great thanks to our 9 trade routes and he agrees to ally himself with me. I have the best economy, he has the best military. Over time we wear them down. I manage to invade and capture all the Altaran planets, and then make my way to the Torians. For some reason the Drengin don't attack, so I finish them off too and now outnumber the Drengin planets something like 12-2. I cancel the alliance before destroying the last Torian planet and then turn my efforts on the Drengin. His military starts to do major damage to mine, but I discover Excaliber and put my many planets into production. It's only a matter of turns until the first few planets spit out Excaliber and the entire tide of the war changes in a couple turns. He's obliterated in a couple more turns.

So I won, but I barely hung on through one battle, and needed the Drengin's help, and I of course turned on him after the danger to me was gone.

Anyway, it was a victory none the less.
Reply #45 Top

Paguma : Yea, it was something we added in 1.05 (AI taking distance away into accoutn before going to war).

We thought it was kind of dumb for say, The Yor, to declare war on someone they couldn't reach.

Bear in mind, it's used as a FACTOR, not a limit. That means that it can still happen, just not as readily. Of course, the trick is coming up with the right balance of that factor.

One of the things I would really like to do is put up a public build that has some significant new AI stuff and then release a series of updates that tweaks the game play on that based on feedback.

A lot of the reason the GalCiv AI is "so good" has to do with having a large public beta prior to release. That was playtesting helps us to determine the right "Feel" for things.

For example, WHEN should a computer player decide to go to war with you? How many players should it go to war with and for what reasons? When should it ask for peace and how often an dhow much should it give? These are all things that can only be answered through a consensus of players.

Reply #46 Top
Gerakken's totally out of place philosophical comment: actions define one's self to others, but dreams define one to himself. Being misunderstood by others means not truly understanding one's self. One attuned in both action and thought is never misunderstood.
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I don't understand...

End transmission.

~SDC~
Reply #47 Top
Frogboy: I understand the difficulty programming AI. I did it for one of my own games that ran through a BBS in the "olden" days. No matter how good you do it, some human will find a way to abuse it.

Also, it's hard to balance it so it can adjust and make the game interesting for the best players, without making it too crazy for the weaker players.
Reply #48 Top
Okay, I just wont at Masochistic again, and it was way too easy... I even got credit for a military victory which is a bit of a joke. Here's a quick summary.

I find 2 habitable planets in my sector on a small map. I don't bother building any colony ships since I know the AI will beat me to the planets anyway. I immediately start building my infrastructure. (lots of bonuses for economy). I am by far the smallest of the 5 factions. I pay everybody to leave me alone with my booming economy. I keep building my infrastructure, and trading for techs. Soon I have 2 planets (well 3 planets, in the 2 systems) that can produce quickly so I start building constructors. By now it's just the Torians and Drengin left besides me. I have constructors popping out every 2-3 turns (or so it seemed anyway). Within a number of turns all the Torian planets flip. I'm now close to the same size as the Drengin. It gets more and more difficult to convince him not to beat me up as I'm the only guy left. I manage to keep him happy long enough that my waves of constructors flip the first couple of planets from the Drengin putting me in the lead. All my planets are still pumping out constructors. Sure enough, one planet after another flips, until I get him down to his last 4 planets. By then I probably have about 12. I put all my planets into building overlords or Excalibers (I still didn't have that tech but 3 planets I flipped were building them so I didn't stop them). The Drengin fleet is 5 times bigger than mine but I clearly have a huge lead in manufacturing. It doesn't take long for me to wear down his military, and then I just switch to combat transports and his last 2 planets fall within just a couple turns.

Not only do I have a Masochistic victory within a couple of hours without much trouble. I even get a Military Conquest victory for taking out the last 4 planets with military.

That win feels so cheap compared to the one right before it, where I conquered the whole map using my military.

If one was to play the Metaverse instead of the game, that's clearly the way to go. I could pull off several Masochistic victories a day doing that. I would also have no fun doing it and would quickly lose interest in the game.

I think I like to play somewhere between Painful and Crippling, and on the VERY large maps. To me that's a lot more fun, even if I get a lot less points.
Reply #49 Top
Paguma, I understand, even appreciate your original point. The AI does exploit the crap out of anybody that looks remotely weak, militarily. In only my third game (second one I submitted), back on "challenging" difficulty, I learned that paying concessions was a waste of time and resources (for the most part). They come back for more too quickly, and the demands keep increasing.

So I quickly saw that the "farmer's gambit" (little to no military, while you pour all your resources into rapid early growth and economic expansion) was not going to fly in GalCiv. That's a good thing, IMO! In Civ3, the AI is coded to cut breaks to the weak, for the most part, as long as they don't actively smell your blood in the water. That's too exploitable. I find I like this much better, even if it is perhaps a little too hawkish the other way.

Think of it this way. If a player invests resources into defense, those are resources not spent on tech or infrastructure. If a player who builds NO defenses is allowed by the AI to get away with that, then the gameplay becomes a no brainer. No need to balance your expenditures. No risks involved in maximizing your early growth curve by forgoing defenses. That would be boring and way WAYYYYYYYY too easy for a building player like me.


I read your latest posts, where you talk about culture being "too easy" on Maso. I'm a veteran strategy game player just recently come to GalCiv, and I have deliberately avoided the forum until the last couple of days because I wanted to form my own views about the game instead of signing onto the conventional wisdom. I may have a lot to learn from others, but I usually find I do best to forge my own way first. Inevitably, I learn at least a few things nobody else has noticed yet. So... the culture bomb "flip them all with countless starbases" strategy did not even occur to me. Perhaps it is too effective. Perhaps there should be a sector-wide cap on starbase effects, to prevent players from massing bases. I have tended to avoid building many bases as yet because they are militarily exposed, too easily destroyed, and I've usually felt my resources were better spent elsewhere.

I have played a half a dozen Maso games now. I lost the first, won the second and third, did not finish the fourth (though I may go back to it yet), and won the fifth and sixth. I have another iron in the fire, the first time I tried WITHOUT five incredibles, and the outcome is seriously in doubt, but looking up after some initial severity. I won four alliance victories, but all very different types of games, different map sizes, different alignments, different political parties, different bonus abilities, and different dynamics on the path to victory.

And none of my strategies have matched either the starbase culture madness you describe, nor the military rush tactic Ray has outlined. I would describe my victories as political-economical survival. The diplomatic elements and strategic possibilities in GalCiv are manyfold and deep. Yet all of my games have begun with a farmer's gambit: essentially the same way your games begin. So I would urge you not to throw in the towel just yet. :)


The roots of my success on Maso begin with my first game on Crippling. I lost. I lost badly. I played it all the way out, fighting to the last man, and was conquered. I submitted the loss, too. Here's how it went. I played a large map with normal habitability. I had just come off a pure good beyond human victory on Painful, and I wanted to play Evil. Torians were my closest neighbor, and they turned out to have the most good planets of any empire in the game. I tried to trade with them, but they weren't having it. They got upset at my evil alignment and declared war on me, pronouncing that they would cleanse the filth of the galaxy (that being me, apparently). I thought that the AI would be inept with planetary invasions. Yes, my battle axe forces were obliterated by their battleships, but I fought valliantly. I eked my way forward, finally, to battleship tech myself, and started producing my own b-ships. I thought that could save me, but no. By then they had Dreads and even Rangers. They had more tech. They had military resources being mined. They were taking out my ships two and three to one, even after I gathered a few small stacks of battleships. They had more speed, so they got more initiative. The next thing I know, here come the waves of combat transports and bam-bam-bam, my planets go up in smoke, as my defending odds are a sad 2 or 3 to their 15 or 20. So much for my MOO1 style "it's OK that we're losing in space, because we can hold out OK on the planet surface" game plan.

The Metaverse allows one replay. You can submit a game a second time "if you think you can do better". So I gave that a shot. New plan: We will be Chaotic Good! "Oh yes, Torians, we love you. We are just like you. See? Us = good peoples. You don't want to burn down our homes. You really don't. Trade with us instead!" And so I rode the coattails of the runaway Torian empire as they wiped out everyone else in the galaxy, and in the end, we're still friends and I share in the victory.

I learned more lessons from this dual experience than I can shake a stick at. First of all, alignment matters. A LOT. You are only going to make friends with those near you in alignment. Don't waste time trying to befriend your moral opposites. Secondly, expediency counts. Taking the alignment of your close neighbors into account in your metagaming can turn the tide. Your closest neighbors are the ones you can most easily and safely trade with. They are close enough for you to get your transports there before they start to get mad at you, especially on large maps or smaller. The huge and gigantic maps, you are much more likely to run out of time before you can establish trade. Nearby neighbors can literally shield you from enemies if they sign on to the same wars as you, or vice versa. And if you shift your alignment to match theirs, you will naturally have the same friends and enemies as they do, at least generally.

This understanding, then, has formed the backbone of my winning Maso strategies. Here are the steps I've taken in common with each game I've won:


1) 90% spending of capacity on military to start, just enough spending to crank out a colony ship from homeworld every three turns. Build scouts as needed from secondary worlds and more colony ships with the rest of their production. When the starting money runs out, or the room to expand grows thin, end this phase.

2) 100% research in phase two, high spending if there is cash left, or break even if not. Beeline to Diplomacy for the government swap to improve economy. Usually still some colony ships poking around in this phase, but that's good, because so far NONE of my planets have built a single thing yet, and they will all "grow up together" from whatever point I shift to infrastructure. Variable research from there, but usually Trade and then Habitats are next techs to get, and after that, depends on who I met and what trades are available from minors, if any. This phase is usually short.

3) 100% Social spending. Two PQ upgrades are always first. Always always. Then banking (need money to fuel spending) and entertainment (need morale by this time on many planets to fuel pop growth). Economic capital on largest planet (not always Earth).

By now, I will have met my nearby neighbors. Now comes the game plan about whom to befriend, where to send my freighters, and how to go about getting military techs. Deflectors? Forget it. That's an AI "My Precious" tech, which they always want your firstborn AND both arms and a leg to trade for. But shields are doable. They don't overvalue Shields. If I can get shields in trade from a minor (who needs diplomacy picks anyway?) I'm set. If not, I need to research Deflectors and Shields myself as the TOP priority. The moment I get to Shields, it's time for Phase 4:

4) Build some military! If you think you ought to be allowed to run a permanent farmer's gambit in a competitive environment, with complete impunity, think again. If the AI's did that, would you not be tempted to waltz in and stake your own claim on some of their lands? This isn't pattycake. It's the Game. The big diplomatic game of major powers vying for dominance in a hostile climate. Get yourself some military, even if it is cardboard cutouts of soldiers manning the walls and a few guys running around under cover making lots of noise to try and sound impressive. You have to look like something that won't roll over with its paws in the air begging to have its little belly scratched when the alpha wolf comes around.

Battle Axes (available with Shields) are a solid unit. They are relatively cheap, and in numbers can fend off anything short of battleships. Build 100% military until you have enough battle axes sitting around to rise up out of the cellar on military rating. Blam, you're set. Nobody will pick on you except your alignment enemies or a runaway superpower. If that superpower is near you, you OUGHT TO have already decided you need to be their pal and have shifted your alignment toward theirs. ALL OTHER CONSIDERATIONS COME SECOND TO THAT ONE. Survival first, worrying about victory or moral principles second. If there is no superpower, or there are two, you're set. You can play the buddy game with whomever your alignment matches, and try perhaps to soften relations with those not matching your alignment but not too far away from it. Up to two shifts away, you can still hope to be friends. Maybe. With a lot of trade and/or a much stronger military rating than they. That is, neutral can befriend anybody with enough effort. Chaotic evil... forget the Altarians. They will not like you no matter what you do. Chaotic good, forget the Drengin. They are coming for you. Period. Unless a more urgent fight presents itself. As long as you have some allies, though, you are in the game. Let the wars start. Your friends will either join you or covertly supply you ships, or both. Don't blink, and don't lose your backbone. Just plug along. Wait until you can build your own battleships, or whatever is competitive to the era, and then go 100% military again for a while. If your enemies are far away, you've got time. How best to use it depends on the situation, but there are many options open.

The one option you don't have is to be left alone. If you want that, Maso is not for you.


I've won four different varieties of Alliance victory in four reported Maso wins, in six Maso games played.

The first was a pure Coattails Alliance. I spotted the Altarians right next door to me on a medium map with the next to lowest fertility setting. I coddled right up to them, and they were the lone superpower. Rode their strength to an allied victory for good, with my own alignment just short of Pure Good.

My second Maso win was nothing short of true military conquest. The start looked lousy at first, tucked in the corner of a large map, with crappy planets nearby, but there turned out to be one highly fertile patch of planets in the back corner behind me, which only I was positioned to reach. The Drengin were the superpower and my closest neighbor (though Altarians were also near). I sidled up to the Drengin, becoming chaotic evil. They fended off the goody two shoes races for me while I sat in my corner and built up my economy. The Drengin make lousy allies, but I didn't need them to side with me, since the good races automatically targetted them. I was so shielded, plus blessed by what was honestly the best land in the galaxy. I had the most population, and eventually I got the strength (dreadnaughts) to run over the Altarians. From there, I had to hit the Drengin, and that was tough. I had to pull a massive surprise attack, and the first blow took out their two best systems and I eked out from there. (No, I didn't use Ray's trick of buying an attack against them to lure all their ships away from their planets. I went THROUGH their ships with my Avatars. I did not even have War Party or military bonuses. I had set out to try for a research win, but there turned out to be TWO red cone military resources in my region, and fully mined, they doubled my ship strengths). From there, it was merely logistics to wrap up, and rather than turn on my Yor allies, who were on the far side of a large galaxy, I let them lick my boots and survive with their 18% of the territory.

My third alliance victory was a medium map, eke it out from last place, Oh My God Here Comes the Superpower Now What Do I Do gaming experience. I played good once again, since the Torians and Altarians were both near me. Each race had exactly three good planets, including me, except that I had settled two PQ13's and two PQ14's in addition to my three good planets, so I had six stars and seven planets in my two sectors. The Yor and Drengin each had only two stars, but they both had a system with two planets. Looks like a nice even contest? No. The Arceans had three huge worlds, and so they had the best economy, got most of the wonders and trade goods, seized more resources than anyone else, and grew into a true superpower. They were too far for me to trade with, plus I had NEEDED my trade routes to suck up to the Torians and Altarians. By the time I had the range to make nice with the Arceans, since I had been stuck deep in a corner, it was too late. When they came for me, with Rangers to my Battleships, and their bonuses on hand, I was doomed. I got away with it for a while, as they kept attacking the Yor and the Drengin, who were closer to them. But at one point they made peace with both and came after me in earnest. JUST BEING AT WAR WITH THE ARCEANS upset both the Altarians and the Toreans. They were both closer friends (tradewise) with the Arceans than with me. Not good. I had to buy the Altarians into the war at enormous costs to me, and when the Torians went cool with me on relations, I had to buy them in too! I spent massive amounts of leased payments to achieve this. Eventually, the two combined became almost a match for the Arceans, who then made peace with me. I sent a wave of freighters up to the Arceans and cancelled most of my routes to the good civs. The Arceans then swallowed the Yor and the Drengin, although the Drengin surrendered their last planet to me to spite the Arceans. I then had all three surviving civs on good enough terms to avoid any more wars, and it was a question of whether or not I could improve relations with all three in time to win before the Arceans got a tech victory. (I didn't know at the time that an alien tech victory doesn't actually cause one to lose the game, but only to be unable to win by tech yourself). Incredibly, it was the Altarians who proved the most obstinate. The Arceans were research Final Frontier when I finally got the Altarians, with SEVEN trade routes from me and all kinds of huge gifts of money and tech and ships, to line up Close and complete the Galactic Alliance.

My fourth Maso win was a pure shot at Beyond Human on Maso. I played with rare habitability on a huge map, drew the best land in my area, added a few PQ14's to that and one PQ13, so I had eight planets to four or three for the rest of the major powers, and only ONE planet for the poor Arceans, who got stuck deep in the corner behind me. With rare habitability, my usual plan of spamming the colony ships was out out out. I built two SCOUTS first, plus my starting colony ship, knowing it would be too costly to overbuild colony ships when there might be only a few worlds out there. That game plan worked very well. Anyway, the Arceans and Altarians were near me, so I angled toward good. Nobody had many planets, but the Yor got to four systems while others had one to three. They started to pull ahead to become a superpower, and by mid game, the phony wars between them and me gave way to real danger. Their starbases and tech reached the point where they could get ships into my territory. I panicked, halted my economy-research game plan and started to build military. My trade routes got bushwacked and my economy collapsed. (I had Populists party and trade/morale-related bonus picks). Next thing you know, they are grinding down my planets, my allies are also dying, and the game is lost. I did not play it out to the last (so I did not submit). Instead I took my one replay to go back to the panic moment and change my strategy. Instead of building up my military, I went with NO MILITARY. I had my early battle axes, still, but that was it. Instead of researching battleships, dreadnaughts, etc, which had taken up FORTY full turns at max research doing nothing else, I researched morale and trade picks. I ran trade routes on the least exposed routes from my back lines to the nearest Altarian world, and I loaded those up. The Torians then came to me and offered to trade me first battleship tech for Conglomerates, then Dreadnaughts for Molecular Medicine, and eventually Rangers for some other bio tech, I don't remember which. So I essentially got these "for free" instead of spending forty turns of production to research them myself. I did finally HAVE TO build military, with the Yor at the gates, but it was my Rangers to theirs, and though even on attack I lost more than one to one, I built about twenty Rangers and killed over a dozen of theirs, blunted their offense, and then a miracle happened. The Drengin, second strongest power in the galaxy, got the alignment flip event. They became good! So instead of two strong evil powers vs two weak good powers and lil ole me, the dynamic changed to one evil superpower vs the galaxy. The tide turned, and the Yor lost some world to the Altarians, then surrendered to the Torians. AT THAT POINT THE GAME WAS WON. I had Close relations with all three, but I wanted my darn Beyond Human victory, so I tried for it. The Altarians went absolutely nuts on me. That, plus a United Planets event of sharing tech caused ALL MY TECH LEAD to vanish. I had expensive techs like Evolution Control and Wormholes, enough of a tech lead to (possibly) stay ahead of the Altarians. All given away out of my control. (Apparently, the random events giveth, and the random events taketh away). I lost the tech race and fell back to my Alliance victory as second prize.

Four games with 5xIncredible, four map sizes, four different game plans, different alignments, different politcal parties and bonus picks, and none of the prevailing cliches or known exploits of the main community here. And on my last game, the LOSING move was military, while the winning move was sticking to the original plan and beelining my research.

I don't think the situation in regard to GalCiv game balance is nearly as bleak as you paint it, Paguma. In fact, I find it stunningly good. :D


- Sirian
Reply #50 Top
Querries by Frogboy

For example, WHEN should a computer player decide to go to war with you? .
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As in reality (for neutral to Pure Evil morality AIs) when you have something they want and they have a realistic chance of getting it . . .

How many players should it go to war with and for what reasons?
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This is a point of issue at the moment I guess because of the ease with which AIs can be perswaided to go to war with each other . . .

I guess if thier millitary can support more than one campaign and a positive outcome brings significant benifits thats reason enough. An AI going to war with a trading partner should be much harder to instigate . . .

When should it ask for peace and how often and how much should it give?
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When the objective of the war (say a particular technology/TG/Planet or payment in bc etc etc) can't be realisticaly secured by the conflict. As for renumeration . . . always that which is acceptable but has the least impact on its own agenda (i.e. a out of the way planet, a dead end tech, a fiscal arrangement that will keep its other project on schedule and give the conquerer some reason to stop thier assault).

Mind you the current kinda silly situation where a conquered race continues to pay long tributes long after thier dead and gone would have to be nerfed.

These are all things that can only be answered through a consensus of players
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It's a start I guess . . . :)

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