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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


GC: Altarian Prophecy Beta 4 (1.49J)
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#50  by Citizen Bill Ko - 3/16/2004 6:51:36 PM

I think the current implemtation goes beyond what it should though. It makes it so cultural attacks are almost impossible. Although you can still do it, the cost is so high it just doesn't make any sense, so it's virtually eliminated.


I never used the multiple starbase approach to flipping planets, so I haven't noticed anything different. My cultural attacks are still just as nasty.

Bill



                         Posted via Stardock Central
#51  by Citizen Primus Ordines Aaberg - 3/17/2004 8:45:18 AM

I have realized that the main reason i don't see a problem in the higher cost of cultural starbases is probably, because i allways chase (and trade for) all the influence ressources i can get my hands on (on huge 3-5). Maxing this ressources out normally gives ne a cultural boost, that makes me 2-3 times stronger (in influence) than the AI's.

                        
#52  by Citizen Paguma - 3/17/2004 8:57:09 AM

I have realized that the main reason i don't see a problem in the higher cost of cultural starbases is probably, because i allways chase (and trade for) all the influence ressources i can get my hands on (on huge 3-5).


I think we're getting confused with two different things. The higher costs, and the new formula are two completely different changes made in this build. The costs one is just annoying an unnecessary in my opinion. Not to mention, inconsistent with other modules and annoying and ugly from a UI perspective.

My bigger dispute is with the new formula. In fact, if the developers like the new formula. Then I think the additional costs for modules is compeletely unecessary because the former will stop any abuses anyway.

                        
#53  by Citizen Paguma - 3/17/2004 9:02:48 AM

#49 by Veteran Star Pilot


Sorry, I don't know what to say. My findings are very different than what you describe. Maybe it's because you're playing at Normal, and I'm playing at Masochistic?

And half the Military upgrades cost money. All Battle Stations cost 100, Protective Shields cost 100, and half the remain attack enhancers (Dread drones cost 200, but Micro Fighters is still free, for example).


So half the military ones cost money, half the culture ones cost money, none of the economic or defensive ones do... Ah, nice and consistent.

I find it strange that about half of the attack improvements and just under half of Culture modules cost money. It seems to me that if half costs, then the other half should as well. Otherwise, why bother?


I agree compeltely. Also from a UI perspective it's just annoying. I think we're paying enough for constructors and starbases modules shouldn't cost anything. Otherwise, just make constructors cost more, that's easier from a UI perspective.

The biggest change I've found by far is that with the inclusion of two new Majors, the speed at which Battleship and Dreadnaught techs are researched has speeded up greatly.


That might be true, but doesn't affect me since I never war early in the game. I don't think I've ever faught in the era of Battleships. Dreadnaughts at the earliest, and usually not until Overlords.

However, this effect is actually beneficial to the Human. As the AI will trade you Battleship technology easily and cheaply on its own, and will do the same for Dreadnaughts.


My favorite is when they refuse a trade for 8 techs for one military tech, and then a few turns later offer me the military one for a single tech, usually something minor like "Brain Wave Mapping". Oops, just noticed you said the same thing, using "Drones" as your example.

                        
#54  by Veteran Lord_StarPilot - 3/17/2004 6:56:21 PM

Paguma, I was thinking it may be because you are playing Maso that you find Culture/Influence to be so much weaker. The AI does get bonuses on Maso, and I thought one of them was effectively Cultural resist? I don't play Maso and I don't recall what all the bonuses the AI gets at that level.

                    
#55  by Citizen Paguma - 3/20/2004 10:48:17 AM

Do I ever have a perfect example of how these changes just don't work.

In my current game I have the ideal situation you might want to do a cultural attack. My home sector has 5 planets in 4 systems. There are 3 planets from other races in adjacent sectors. This seems like the ideal time to boost my culture to absorb the aliens on my doorstep. This would be be a perfect example of a non-cheesy use of a cultural attack right? Get a load of this!

T1 | T2 | 0
------------
E2 | E1 | 0
------------
0 | 0 | D1

E1 is my home sector. I have 4 systems with the following influences: 59,22,20,19. These include my politcal capital and the planets that I built 2 cultural wonders on. Also, the 9 fully culturally maxed out starbases with +343% culture each.

Sector Influence:

CSF: 53548
Torian: 835

E2 is another habitable system for me, it's influence is: 28

Sector Influence:
- CSF 7390
- Torian 835

T1, the Torians have 2 planets here, one of which they stole from me culturally early in the game. Which is really frustrating since I can't take it back with far superior circumstances. The planet influences: 26, 7

Sector Influennce:
CSF - 7096
Torian - 1607

T2 has another Torian planet, influence 35

Sector Influence:
CSF - 7096
Torian - 1552

D1 is a Drath planet, a much weaker race than the Torians, and I can't even cause a revolt on it! Planet influence: 34

Sector Influence:
CSF - 7096
Drath - 1000

None of the planets are revolting.

Sorry but if I can't do a cultural attack in the above circumstances, with as much invested into the attack as I have, it's clearly just not working, at least at Masochistic.

Again, I have the save game if anybody at Stardock wants to see it.


                        
#56  by Citizen Moser_Alchemist - 3/20/2004 7:45:02 PM

Hmmm...

I just finished a "maso" game in which I flipped a number of systems. The key "seemed" to be having culture SBs and/or planets in at least 5 of the 8 surrounding sectors plus significant advantage in universal influence. Localizing influence in one sector is less effective than spreading it over several adjacent sectors.

                            
#57  by Diplomat Arturus Magi - 3/20/2004 10:36:02 PM

it's clearly just not working, at least at Masochistic.


At Maso the AI does get a boost to Loyalty (something around +60%, I think) that makes cultural domination slower.

At Normal difficulty, a three hundred point difference in influence is more than enough to start defections, it just takes some time.



       Posted via Stardock Central
#58  by Citizen Bill Ko - 3/21/2004 2:03:02 AM

#55 by Citizen Paguma - 3/20/2004 10:48:17 AM Do I ever have a perfect example of how these changes just don't work. In my current game I have the ideal situation you might want to do a cultural attack. My home sector has 5 planets in 4 systems. There are 3 planets from other races in adjacent sectors. This seems like the ideal time to boost my culture to absorb the aliens on my doorstep. This would be be a perfect example of a non-cheesy use of a cultural attack right? Get a load of this!


Honestly, I haven't really had any problems flipping planets. One planet with a maxed out culture bomb can overwhelm an adjacent sector, sometimes even when that sector has several AI owned planets within. Once that sector flips, the sectors around it start falling like dominoes. Heck, I've flipped adjacent sectors by colonizing a class 10 planet!

Are you sure you haven't let the AI's get all those influence resources, wonders and trade goods?

Bill


[Message Edited]
                         Posted via Stardock Central
#59  by Citizen Paguma - 3/21/2004 9:34:03 AM

Are you sure you haven't let the AI's get all those influence resources, wonders and trade goods?


They may have some wonders, but I have at least 2, as well as all the trade goods, so it shouldn't be any worse than a tie.

The key "seemed" to be having culture SBs and/or planets in at least 5 of the 8 surrounding sectors plus significant advantage in universal influence.


Yes, but at this cost, there is no point. You're almost better off just invading. I find it especially frustrating because I thought the above example was a perfect example of when you'd want to use a cultural attack.

Honestly, I'm sorry, but I don't want to do any more testing. I'm finding it very frustrating and it just turns me off the game completely. I'll just stop doing cultural attacks. Unfortunately, I feel the game has just taken away an option. Less options means less interest...

                        
#60  by Citizen Bill Ko - 3/21/2004 11:57:10 AM

Paquma:

Hmmm, according to those numbers that you posted, it should have been a cakewalk to flip them. I don't understand why, but I do understand your frustration. Sorry I can't help you. I'm playing at Maso, too, so I don't think that's an issue.

Bill



                         Posted via Stardock Central
#61  by Citizen Kevin the Kitten - 3/29/2004 9:03:09 PM

Just a brief thought - given the games 'E' rating, is it appropriate to describe the Korx as 'evil bastards'?

                        
#62  by Citizen Bill Ko - 3/30/2004 2:20:32 AM

Just a brief thought - given the games 'E' rating, is it appropriate to describe the Korx as 'evil bastards'?


Why not? Maybe they were all offspring born out of wedlock. Maybe that's why they're cranky.

Bill



                         Posted via Stardock Central
#63  by Citizen Walldorf2000 - 3/30/2004 10:16:08 AM

Paguma, do you know which government type the other rathes have?

                              
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