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GalCiv 1.21

GalCiv 1.21

We're going to be releasing a GalCiv 1.21 to keep it up to date with what we're doing with the Altarian Prophecy.

Here are some highlights:

  1. Star bases will be free at the easy levels.
  2. Star bases will start at $150 instead of $200.
  3. At all levels, your first 3 star bases will be free.
  4. There will be some tweaks to the module values.
  5. Minor races will not be able to make trade goods (they already can't build wonders)
  6. Minor races will not start out with quite as much money.

We're working through some issues with our backend that are kind of a pain in the butt (we have a GalCiv: AP update ready to go but our server is not cooperating with us).

4,212 views 100 replies
Reply #26 Top
Yeah yeah yeah yeah. You are so much smarter and better than me, it's just bloody amazing.
End of quote


I hate to single anyone out like this, but elkabong, I've been reading your posts here and in other threads, and you just strike me as being incredibly negative and belligerent about *everything*. I'm sorry you don't like the changes to the starbases, but does that really justify being rude to everyone?

I'm just now starting to play with the AI at sub-normal and normal, and I'm having a blast. Sure, I got stomped a few times, but I'm learning to adapt. Personally, I see it as a good thing when a game is challenging; the longer it takes to master it the more I get for my money.

I love that Stardock is so responsive to players, and I have no problem with any of the changes. I'm glad we'll be having more flexibility with the minor (even though in most cases I don't mind them being powerful as I can supply them with battleships and let them keep the Drengin busy :D). And it looks like they're addressing the starbase issue, so what's there left to complain about? Really, you seem to be the only one getting "angered" by the patch, the few other people that have issues with it are at least giving their opinions in a civil manner.

Reply #27 Top
Bam Bam... Are you sure Yor not a Diplomat? LOL
Reply #28 Top
bam bam...I agree not much can be seen to have changed.. however I believe that the code has been tweeked to such a degree with speed optimizations etc.. the mods folder, logistics, starbase limitations etc that if much more gets done to it that it'll (if it hasn't already) started to cause problems.. otherwise they would continue to make updates for GC as well.. they arn't stupid or mad... if it were feasable to keep making additions,tweeks then they would... its all educated guess work on my part and its my answer as to why they are no longer going to do major updates to GC.. (this being said.. I can't see stardock abandoning bugs fixes for GC) and don't forget that they are working on GC2.. which is (from what i've heard) a major re-write of most of the code.. (I'm hoping to start seeing beta's for it in the comming months ... once again.. this is just an assumption)

Reply #29 Top
its my answer as to why they are no longer going to do major updates to GC
End of quote


Another reason could be is that the promised year of free updates just ended, and now they want to focus more on other games includin Galciv 2

~SDC~
Reply #30 Top
I asked the question to confirm what I had read previously. Not making any further major changes to the base game is consistent with how Fireaxis handled the Civ3 expansions--which unfortunately left the Mac folks out in the cold. Makes me glad I upgraded to Drengin.net, since I now have more time to playtest and put together my thoughts on game balance and AI strength even before the expansion gets full release. :)
Reply #31 Top
I think the reason for no more major changes to GC1 is simple... it's because they are starting on GC2. ;)

AP is due out soon. They will support it and release an update for general GC1 to keep it instep with bug fixes, yeah? SD is a small company, and they only have so much resources to go around.

But I am going to correct an earlier mistatement... As SD's primary way of marketing is via direct sales *and* Drengin. Drengin is a yearly subscription... and those people are paying for maintenance on the code, effectively. Single sales (Direct, retail) get the benefit of an extremely well supported product. That, in turn, gets more customers to decide to get subscriptions with Drengin, which is why I believe SD has both, direct single unit sales and their subscription service. Hurray for them!

When they make Element available on Drengin, I intend to get a subscription to Drengin. Just to Alpha/Beta test it. ;) Until then, I can be patient on GC:AP and GC2... But I have pre-ordered AP, so SD knows they have another sale of AP when they release it. :D
Reply #32 Top

I'm sorry but anyone who can't see the rather obvious benefits of GalCiv: Altarian Prophecy over base GalCiv is not someone I'm going to worry too much about.

Personally, I can't play base GalCiv anymore. I won't. I much prefer being able to choose pre-made maps now. I LIKE having team games from the start.

Honestly, if we spiffed up GalCiv's graphics some, threw in the features of GalCiv:AP and put it together you would have a sequel in most people's eyes. The difference between base GalCiv and GalCiv:AP in features is night and day.

BUT...

We're not going to abandon our base GalCiv players. We want to make sure that at the end fo the day, GalCiv 1.2x is fun and solid for the long haul.

The AI won't be changed though in 1.2x, that's all in AP. (other than the aforementioned minor race tweaks).

Reply #33 Top

I'm curious though, what "drastic" change was made to the gameplay of GalCiv 1.2? The only significant change is logistics.

Which is something we're still tweaking. Before, star bases cost what? 10bc per turn in maint? Every turn. Forever. 500 turn game and that first star base cost you $5000. The cost has been front loaded so for newbie players who don't massively build them don't have to worry about maint. as much.

And it keeps the score mongers from using cheesy strategies as easily.

What we'll probably do is tweak the star bases so that there is an offset based on the size of the galaxy.

Reply #34 Top
1st: I love this game! I'm looking forward to AP! And remember, someone is always going to be displeased no matter what you do.
Now, to get back to the really important stuff: Any idea on a timeframe for the 1.21 update?
[Message Edited]
Reply #35 Top
Brad:

Don't feel like you have to defend your actions here. We all know that you and your team work your butts off to bring us the best quality software and support that I've ever seen. It was there years ago, when you were doing GalCiv for OS/2. (In fact, I kind of miss the Ominorians, now that I think of it.)

All I can say is that I'm perfectly happy with the way GalCiv has evolved, and appreciate that you are still working to keep the code current. All I ask is that some of the new bugs introduced with 1.19+ be addressed. :)

Bill

~SDC~
Reply #36 Top
I'm encouraged by the news that the AI may continue to see upgrades and enhancements throughout the patching process for AP. Weaknesses in the AI, in the narrow range of threats that it can pose and the number of areas of the game in which it competes, are responsible for my dropoff in interest and participation. If the AI learns how to use cultural starbases more effectively, to use terror stars at all, and to pursue other victory conditions besides military conquest, that would go a long way to reviving the fun in GalCiv for me.

I would also like to see more ways to impact relations, both positively and negatively, and some kind of ceiling on the ability to use bribes to do so.

Right now, the CERTAINTY of ending up at war if relations drop in the early game, coupled with the CERTAINTY of being able to avoid this fate by using bribes, crossed with the CERTAINTY of having to use bribes to avoid wars because there is no other way to do that, followed by the CERTAINTY of achieving victory by using bribes to stave off wars for as long as it takes to win by your chosen method, because war is the only threat this AI poses, has destroyed the fun of the game for me. A little less certainty on each of these points would be a very good thing, in my view.


- Sirian
Reply #37 Top
Bring it on!!!! I am ready for GalCiv:AP!!!! ;)
Reply #38 Top
Sirian, what level are you playing at? I've found to avoid War, all I have to do is make sure I am #1 or #2 on the Military chart. That keeps me out of wars. Unless some minor allies itself with someone and when I invade, that trips a war. But that is very rare for me.

The certainity that I will not have a war to worry about sometimes bothers me. But in GC, the AI actually acts "like a real player". So, they won't *start* a war with me, because I am the mightest empire. Just like I wouldn't start a war with the someone bigger then me unless I was forced. Much better for gameplay, after all. Or you could have MoO1 or SMAC... in MoO1, some of the AI was quite *random*. They'd be your best bud for 20 turns, then your worst enemy, and then flip again. Or, in SMAC, you knew that you'd be at war with everyone, so no need to bother to be nice to them... ever. I definately prefer GC's way over either of those. Reasonable behavior in a game. Imagine that! ;)
Reply #39 Top
Sirian, what level are you playing at?
End of quote


That would be Maso. You can click my name here to view my player profile.


in SMAC, you knew that you'd be at war with everyone, so no need to bother to be nice to them... ever.
End of quote


Sid's early design weakness. In Civ1, on the highest difficulty level, the AI's were all COMPELLED to declare war on you at certain dates in the calendar. Took Sid several iterations of game design to outgrow that awful mechanism. It was still there in SMAC, in a slightly different form. Thank goodness that is no longer part of Civ, and is blessedly absent from Civ3.

Civ is still very weak on diplomacy, even now. That's one of the areas where GalCiv excels. It does not stack up to MOO1, though. Not in the big picture. Some elements of GC are superior, but others clearly are not. Variance in the behavior of GC AI just doesn't exist. They all chase the same techs, the same strategy, the same everything. The only thing that differs is their treatment of alignments, and that's not enough to begin to stack up to MOO1 results.


in MoO1, some of the AI was quite *random*. They'd be your best bud for 20 turns, then your worst enemy, and then flip again.
End of quote


Yeah. But only those civs whose leaders had the Erratic personality to their diplomatic behavior acted as you describe. Only a few of the races could be erratic, and only one was erratic most of the time. Each race had a range of personalities, which varied slightly from game to game. You could get a report on the personality of each opponent in a particular game, and then you'd know what range of behavior to expect from them. Erratic opponents you had to treat with distrust. Ruthless opponents would come at you over any excuse. Aggressive ones would come if you showed any weakness. Honorable ones would only attack if they didn't like you, or if you backstabbed them. Xenophobes would get mad at even slight provocations. Pacifists would try to stay on good terms, even if you provoked them. That was six different diplomatic personalities, each with its own range of behaviors, each providing a different strategic challenge and a different face to the actions of each particular rival. And that's just the start of what MOO1 got right.

GalCiv could stand to have even two faces to its AI, much less anything in the MOO1 quality range.


I definately prefer GC's way over either of those. Reasonable behavior in a game. Imagine that!
End of quote


Oh I can imagine it. I can imagine it so well, I've SOLVED it, and lost interest in the game as a result.

As Jaxom pointed out, no matter how strong an AI might be, if it has only one course of action, it is predictable. Over time, you learn what it will do, and the replayability of the game dies. You solve the puzzle of how to beat it and thereafter the challenge is gone.

What makes human opponents in multiplayer a source of endless potential interest? Adaptability. Variance. Unpredictability. Uncertainty. Human opponents may actually be weaker than what an AI might do, but you can't figure out with certainty what humans will do. An AI... now that can be figured out.

You can call the GalCiv AI "reasonable" if you like. Perhaps from where you sit, that is even applicable. From where I sit, it is not. I've learned the AI, found its weaknesses, adjusted and compensated for them to paper over the holes, and finally reached a point where even that no longer works. I wish the AI were a little less "reasonable" and a little more unpredictable. The way to achieve that is to code several solutions for each problem into its routines, and randomize its choices (from among a set of valid options). Then it might do Move A, or it might do Move B, or Move C, and you won't know which. You might be able to account for all three, but if so, kudos to you. That would certainly be a lot more challenging than knowing you only have to account for Move A. Then there's the personality factor. Certain races or factions can be weighted to prefer certain moves and strategies, but still pull the others in a minority of instances. Then you get AI's who behave differently from one another. Imagine that! :)

Of course, that level of AI means four or five times the work load of the type of AI now present in the game, but that's where Stardock will need to go if they want their AI to live up to the promise of the rest of their design.


- Sirian
Reply #40 Top
:LOL:@Sirian!

Man, you are dreaming about MoO1. ALL AI had random rolls that determined how they acted. Erratics had the biggest range (and so, flipped most often), but even the PACIFIST would just flip out and declare war and 5 turns later, beg for peace.

And they all declared war as soon as they ran out of worlds to colonize in range. Some "personalities" took a little longer, but you could TRACK when war was coming.

Sid's "designs" (He hasn't designed anything in the Civ line since before Civ1, according to his own statements) are all about the war, and nothing else. All Civ code (including SMAC) has "Declare War on Human". That's in addition to the "Declare War on Lead Dog" code, as well as the the "Declare War on the Weakest" and "Declare War on the guy below me" and "Declare War on the guy above me" and "Declare war on my neighbors". Frankly, it amazes me that Civ3 doesn't just stay in a permanent state of war like SMAC does (if you don't BRIBE the AI constantly).

MoO1 had 2 personalitys. The Psychotic Chaotic, and the reasonably greedy for stars. That was it. Playing a few games with the ALL STARS KNOWN cheat shows that. When your neighbors aren't warring on you, it's cause their neighbors have been burning down worlds (making new worlds to settle), or they just got a new planetology, making new settle targets (and therefore no need for War).

I find that that on levels less then Maso, the AI in GalCiv actually plays different strategies. Last 5 games at normal, at least one AI civ in each game has actively tried at cultural wins. Of course, playing at less then Maso for a player like you would probably be offensive to you... just like not using any of the cheeses. But hey, if you have fun on the boards (since you aren't having fun playing), that's still a bonus for all in the community, isn't it?

Why don't you think over this... the AI holds back a "reserve" force when you diplo dupe it. So what do you, the smart human, do? You go and get a SECOND enemy to declare war on it, and have your fighting ships and transports handy. Because, between his main force away from their ports, and the new enemy pounding on him, your forces are free to now cherry pick from his possesions.

You know something, diplo baiting works in MP games. Very well. And so does the 2 player on 1 trick. You, I think, would never find a repeating challenge in any application realm... unless you go and find a human on human IP version for playing Go, perhaps.

There are some seriously basic tactics in warfare. Everything past that is maximizing the efficency of what you have against the softest/weakest part of your enemy's defenses. If SD spent 10 years on improving the AI so it knew all the best/correct values to plop in a proper Game Theory grid and choose the correct responces and paths to beat 80% of all humans when set to "Hard", there'd still be people able to beat it at it's best/most cheating levels of artifically inflated "toughness".

The majority of humans I've played in various strategy games cannot beat me. So I do not expect a bit of software code to do better then human brains. Why do you? Aren't used to winning at poker or chess? Or are you hoping a bit of sand and a few thousand lines of set script can do better then your fellow humans do against you?
[Message Edited]
Reply #41 Top
:LOL:@Sirian!
End of quote


Dismissing me with a laugh, eh? We'll see who laughs last. You won't be able to dominate with this kind of trick. If your view is to win out, it must do so on the merits.


Of course, playing at less then Maso for a player like you would probably be offensive to you... just like not using any of the cheeses.
End of quote


You think you have me pegged, but you're not even coming close.


The majority of humans I've played in various strategy games cannot beat me. So I do not expect a bit of software code to do better then human brains. Why do you?
End of quote


Assumptions inherent to your question are not true.

I do not expect a bit of software code to do better then human brains. Why do you?
End of quote


I don't.

The golf handicap system offers a useful model. Two players of different ability can be matched. In theory, the handicaps applied to each player as a result of their recent performances will gauge their relative ability levels. When each player's handicap is subtracted from their number of strokes, the results become comparable.

Players end up playing against themselves -- their own performance history -- rather than against the other player. No direct comparison will be meaningful, especially if there is wide variance in the skill levels. Yet with the handicap in force, each player is playing against his past range of performance. If the weaker player has a good game, better than his average result, the strong player must do even better relative to his average performance to prevail.

The odds are evened. Each player has a fair chance to win a given round, and in fact, the outcome will not only remain in doubt, but rely on each player's performance. The one who has the better game relative to his ability will win.

That's primarily what I want from a single player computer game: an uncertain outcome, where the result turns on the strength or weakness of my performance. Provide me a handicap dial that I can turn up or down to choose the strength of my opponents, to choose the amount of handicap they are given to prop them up, then give me opponents who are sophisticated enough to provide variance to the strategic challenges.

Predestined results are no fun. Can't-win situations are boring. So are can't-lose situations. So are opponents who are completely incapable of surprising me, who are completely predictable in what they will do.

The handicap system is as essential to GalCiv as it is to Civ3 or MOO. Difficulty levels, map settings, opponents, mods, and more. Problem is, the GalCiv AI only has one strategy, one behavior, one threat. That's war. War is all it even pretends to try to do. Not so for Civ3 or MOO1.

Civ3 has a tech victory: the spaceship. The AI actively pursues a launch victory. It prioritizes launch-related techs. If it is too far behind in the launch race, it will try to use warfare against you. Staying out of wars in Civ3 is possible, in many instances. (Not all, but that too is good.) However, staying out of wars does not guarantee victory. The player must out-tech the AI, one way or another, or else deny it the strategic resources it needs to build all the ship parts. Granted, most games of Civ3 have been determined well before that point, but the AI is CAPABLE of posing a threat (several kinds of threats, actually) in the late game. The GalCiv AI is not.

If you can maintain good relations in GalCiv, peace and stability are certain. If relations grow poor, warfare is certain, unless the AI has bigger fish to fry in the form of an even worse enemy. Either way, once you learn the mechanics of the diplomacy, the game loses its meaning. If you bribe an AI, you can be certain to remain on good terms. Remaining on good terms leaves you certain to win the game. If you refrain from bribing an AI, you are certain to end up at war if your alignments are mismatched, unless you are receiving all of that civ's trade routes because you are their only friend. That may happen naturally, in a few instances, but you can be certain to create the situation if you bribe wars to start. Enough bribing can see all the AI's at war with all the other AI's, and all of them having no choice but to send their trade to you.

Contrary to your repeated assertions, your blind and presumptive assumptions, I am the exact opposite of the loophole seeker, the exploit abuser. I eagerly embrace the handicap concept and will choose to add whatever it takes to the AI's handicap to prop it up.

This approach is the defining quality that sets Realms Beyond apart from the other Metaverse Empires. You've been gone from the GalCiv scene for a while. I didn't even show up until after you had faded away. You're no newbie to the game, but you are unattached to an empire and perhaps unfamiliar with what has transpired during your absence.

I've never bribed the GalCiv AI's into a knot, so that they are all at war with one another. I know it can be done, and that if done, the game loses its meaning. Thus, I have had the restraint not to do that. Yet if bribing to war is taken completely off the table, the game also loses an important feature. If we can't ever use the diplomacy tools because they wreck the game balance, then we don't even HAVE a functional diplomacy rule set, do we? Well, that's the problem. GalCiv does not have a functional diplomacy. Peace is certain with good relations. War is certain with poor relations, unless the player is militarily dominant (in which case it's all moot anyway). Paying on credit gives the player a virtually unlimited bankroll to fund initiatives. Take away the ability to use credit and certain options (like being able to purchase trade goods, military assets, or some techs) come off the table, too. Too expensive. Lose the ability to use bribes, both to improve relations and to pay AI's to attack one another (to start wars and distract a strong opponent), and there's nothing left with which to work. Rivals of mismatched alignment will be destined to end up at war with you. So either way, the outcome is predestined. Use bribes and victory is certain. Don't use them, and war is certain, turning this into a war game.

Right up to the point at which you master the diplomacy in this game, the game is very enjoyable. The moment your diplomatic skills reach the point of "can't lose", and you also realize that there's no use in voluntarily restricting your use of diplomacy because if you do, you end up at "can't-avoid-war", then you're done. The jig is up, the fun is over.

For a handicap to be able to work, there has to be a way to create uncertainty. GalCiv doesn't have it. On the one hand, if you make use of the diplomacy, you're certain to be safe, and certain to win. On the other, if you don't use it, you're certain to end up in war with particular opponents.

I'm highly experienced at designing handicaps, at patching game balance to cover loopholes, to remove or paper over exploits, to craft a playable game. The Realms Beyond has hosted a tourney for Civ3 that has played forty events and is still going strong. There is a list of rules, of tactics and moves that have been restricted or taken off the table, to prop up Civ3 and give it a robust environment for playing meaningful games. The same rules have been used as the basis for dozens upon dozens of succession games. The rules list is as long as it needs to be to get the job done, but no longer. Some items resist rule writing and are handled on the honor system. Each event is tailored to provide a different strategic situation, some special rules or elements that will try to throw even our most experienced players for a curve or two, to let them venture into uncharted regions of gameplay. If you want to learn more, click this link:

http://realmsbeyond.net/civ/epics.html

The sad fact is, I've concluded I CAN'T do this for GalCiv, in its current state. The AI is too weak. The unbalanced elements in the gameplay resist good rule writing. With more work, more revisions, GalCiv might yet get there. We didn't assemble our tourney for Civ3 until eight months after that game's release, and it took two more patches after that for Civ3 to reach a truly stable balance. It too needed a lot of work to plug leaks, prop up the AI, and smoothe imbalances. No game this complex can hope to work perfectly out of the box. A long interactive patching process is necessary, with thousands of players putting the game through the rigors and giving feedback. GalCiv has enjoyed that kind of support and Stardock is still working on it.

Despite your dismissals, MOO1 got more things right than any other 4X game to date. There's still plenty of good lessons Stardock could draw from it.

Man, you are dreaming about MoO1. ... they all declared war as soon as they ran out of worlds to colonize in range.
End of quote


And the problem with that is... what? You're criticizing the AI for trying to win the game. That's ridiculous.

MOO1 had two victory conditions, and both of them required a civ to be one of the largest two civs in the galaxy to qualify for victory. Thus, if a civ not among the top two were to rest on its laurels and not seek to gain additional territory, it would in effect be giving up and settling for a loss. That would not be competitive behavior, nor would it make for much of a game. Larger civs had to fend off smaller civs to win, and in fact, the more territory they could obtain and control, the better.

The nuances of the game lie not in the choice of war and peace, but of who gets targetted and why. Unless somebody showed a grave weakness, the pacifists would tend to wait for more aggressive civs to target them, and then fight back. The pacifist is more like a passive-aggressive. His gameplan is to seek to avoid squandering resources in warfare, let the other civs duke it out, weakening one another, and build up his own technological and production advantage. Even the pacifist would go Imperial and start conquering the galaxy if they gained a strong enough position. Thus, each personality had a valid strategy, a different emphasis, but all were aimed at the same goal. That is far FAR greater intricacy than you are crediting to it. The MOO1 AI would set objectives: territory to try to claim. It would try to choose weak points to attack, to bring enough force to get the job done, and if beaten back, it would gather a larger force and try again. It would even adapt its ship designs, if it survived long enough to make adaptations. And diplomacy would affect its choice of objectives. Then there was the other half of the personality, determining which areas of tech it focused on as priorities. Having different tech balances among the opponents posed different challenges for the player. The principles would remain the same from game to game, but the details would differ, requiring the player to adapt, to think, to look for weaknesses that would shift and change.

The diplomacy mattered. You dismiss the AI as random, but it was much more nuanced than you describe. It is a FAR cry from the "predestined wars" of the early Sid games. Honorable civs would stay on good terms with their friends. They would develop what amounted to hatred for their enemies, though, fastening on a particular "dishonorable" opponent and sticking to them like white on snow. Effective diplomatic play could see you allying with such a civ and developing a reliable friend. Erratics tended to be too random, and thus ineffective at furthering their own cause, but also dangerous, in their degree of unpredictability. All of the personality types were coded to go for the win if they reached a dominant position, if they obtained a decisive advantage. That's what made the game worth playing! Given enough handicap to perform competitively with the player, the AI was capable of winning. There were enough uncertainties and variables to lend meaning to the diplomacy. Players might be able to play civs off one another, with the right moves, but this wasn't always easy and never could be guaranteed. Player had to stay within a certain range of the lead AI, or it could all come crashing down on him. (GalCiv doesn't have this element, to its detriment -- although it does have a solid ruthless streak that is absent from Civ3, to its credit).

Of course the MOO1 AI would play aggressively. You could make friends with certain civs, though. Some took more work than others. Friendships might last all game long, if you opted to play for diplomatic victory. If you opted for conquest, friendships and alliances were always temporary. That the AI might decide its use for you had come to an end before you got around to deciding the same about it... more power to them!

That GalCiv allows for alliance victory is partly responsible for its AI sometimes reaching a place from which it will not declare war on you. That's appropriate to the alliance victory condition. BUT... since the AI is not capable of pursuing the cultural victory, the game is over once the military threats are neutralized. There is no way to "lose by alliance". That's the same as a military defeat. MOO1 did better in that department, hands down. You can lose the game by diplomacy without being wiped out. The absence of this possibility from GalCiv puts the lie to its victory conditions. The GalCiv AI can win only by military means. To lose the game by conquest or by alliance is the same: the player must be eliminated. To lose by culture would be viable, except the AI only poses a threat via culture when it controls all the influence resources -- and it is pathetically easy to take those away. You can buy them. And if you couldn't buy them, if that were taken off the table, starbases are easy enough to destroy. Oh, and the fact that a civ has to be at peace with everybody to win by culture... all you have to do to stop a cultural AI win is to declare war, so even THAT one forces the AI to have to eliminate you to beat you. No matter how you slice it, you can only lose in galciv by being wiped out militarily. This is not enough. The game ought to be able to do better.


If SD spent 10 years on improving the AI so it knew all the best/correct values to plop in a proper Game Theory grid and choose the correct responces and paths to beat 80% of all humans when set to "Hard", there'd still be people able to beat it at it's best/most cheating levels of artifically inflated "toughness".
End of quote


Faulty argument. Again, you ignore the principles of the golf handicap concept. There is no limit to how much handicap can be added to the game. And all that is necessary is that the handicap be sufficient to match the AI to a given player. Let the player set the dial, choose his own challenge level. If the settings for the highest difficulty level are not enough bonuses to prop up the AI, allow the handicap to be dialed up even higher. Every player can be matched with enough AI bonuses to make the game's outcome uncertain, IF the AI is sophisticated enough, variable enough, unpredictable enough to pose a legitimate threat.

If the AI is strong enough, it can be propped up with handicaps. But for that to work, it must not have fatal weaknesses for which there is no workaround. Civ3's AI has fatal weaknesses, but they can be compensated for by taking certain tactics and exploits off the table. If we take the fatal moves off the table for the GalCiv AI, there isn't enough of a game left to be worth replaying. Stardock might yet fix that, but that's where it stands for me at the moment. Unless the GalCiv AI can be given another way to defeat me besides total military elimination, I've gotten all the fun I can from this game and I'm done with it. That is painful to say, but I don't see where Stardock is served by me being unwilling to say it. Brad and Cari need honest, intelligent feedback if there is to be any chance for the issues to be redressed.


- Sirian
Reply #42 Top
This is great - lets take a thread started to inform players about an upcoming update and turn it into a huge argument! >:(

I'm not sure I completely understand either of your arguments, but please don't try to explain.

And I'm just curious - both of you said the AI in Civ 3 is geared towards declaring war on you, but I have not ever been able to get them to declae war on me. Please tell me about this - through email: [email protected]

Now back to the main topic of this thread:

I'm looking foward to this update! :)
Reply #43 Top
Oh One More Thing (TM)

Parity.

Civ3, as of its latest expansion pack, has eight difficulty levels. The third is where parity exists. That is, there are two difficulty levels below that, where the handicap is given to the player to prop up new or weak players. The third level offers parity, identical rules and playing conditions for player and AI. The other five offer increasing levels of handicap to the AI, to prop it up.

That's a 2-1-5 balance.


Master of Orion has five difficulty levels. If I remember correctly, only the first props up the player with advantages. The second offers parity, and the other three prop up the AI with increasing bonuses.

That would be a 1-1-3 balance. Even if I remember that incorrectly, at worst the balance would be 2-1-2.


Then consider GalCiv. The parity level for GalCiv, at which human and AI are competing on even terms, is at the third-to-highest difficulty level, out of ten levels. That is a 7-1-2 balance on the handicap system. What is wrong with this picture?

Perhaps it is a good thing to offer a wide spread below the parity line. This offers many layers and levels of handicaps for inexperienced or casual players. Offering only two levels of handicap above the parity line seems to show overconfidence in the AI's ability, that it couldn't possibly need much range of handicap. I'll say this almost borders on hubris as a design choice. Why did they believe, or choose to believe, that only two levels of handicaps would be useful? Now we have most of the metaverse clustered on Masochistic with no way to kick it up any further, and no way to bridge the wide gap between Crippling and Maso except to "take the plunge".

Overconfidence in the ability of the AI to play competitively was one of the major gaffes of the MOO3 design team. They made plenty of others, but the fact that their game could not muster a threat at any setting, and not much of one even when modded with three or four extra layers of handicap by skilled modders, was a large part of why it failed. Games where you cannot be beaten are not fun to play. It's not enough to add work, even tedium, to how hard it is to win. If you can't lose, then winning loses meaning, excitement. Player's actions no longer matter, since no matter what you choose to do, you'll win eventually.

GalCiv is not nearly that bad, but it's got serious issues in this area. Adding several more layers of handicap above the parity line would be a good idea, in addition to suggestions I have already offered.


You call handicaps "cheats". Some of them amount to that, when the AI's are given special rules, and not playing the same game. These are like "handicaps" in golf where a player only has to hit the green, not the cup, or GAINS strokes from hitting the ball into the water, or other drastic changes of the rules that throw the game balance for a loop.

I agree that cheats are undesirable. Civ3 has one such cheat involving the AI knowing the map, being able to "see" where all the strategic resources are located, even if they lack the tech to qualify to see them using the rules the player abides by. This cheat disrupts the game balance in unfortunate ways. I wish it were changed, the AI's to be forced to abide by the same set of rules. That the AI can beeline to all the best resources from the word go decreases the variance of the strategic range, increasing predestiny, hurting the fun factor.

Most of Civ3's difficulty system, however, involves bona fide handicap elements: cheaper costs, lower trade thresholds from AI to AI, combat bonuses vs barbarians, etc. In some cases, the handicap is applied to the player, raising his costs, lowering his combat odds, etc. These kind of adjustments are comparable to the golf handicap, where players play the same game but have their result propped up a bit to compensate for performance.


Star Pilot: Your use of the word "cheat" reveals your distaste for handicaps. Why do you have a bias against this mechanism? Computer gaming history has shown us that handicaps are the only way to make single player games playable for skilled players.

Every argument you've brought against MOO1 either aims at game balance flaws that can be compensated for, or sets up a straw man for you to knock down by way of oversimplifying the details. Then when I bring points against GalCiv's game balance, detailing issues that can't be propped up, can't be compensated for, can't be worked around, instead of showing that I'm wrong by offering workarounds I haven't thought of, you change the subject. You start to argue against yet more straw men, such as the impossibility of coding an AI to equal human performance, or your assumptions about my motives and behavior, none of which is relevant.


- Sirian
Reply #44 Top
This is great - lets take a thread started to inform players about an upcoming update and turn it into a huge argument!
End of quote


I posted a reply to Frogboy, who is the game's lead designer. He indicates that changes and upgrades to the AI are still on the table for AP and its patches. I find that to be very good news, since I believe the AI is an area of the game with plenty of room left for improvement.

That debate has broken out over what is appropriate and useful for future patches seems reasonable to me. What's wrong with discussing aspects of the game? Are we only supposed to post glowing remarks and praise? I have done plenty of that, mind you. Are suggestions about the game not welcome in these threads?

Maybe I'm wrong about this, but if Frogboy did not want discussion and feedback, he could post announcements on the GalCiv news section on the site's home page. Instead he uses the forum and interacts with those who post replies.


- Sirian
Reply #45 Top
I'm not sure I completely understand either of your arguments, but please don't try to explain
End of quote


Too late! ;p
Reply #46 Top
Regarding starbases:

I prefer the idea of maintenance cost on a turn basis though I haven't played the latest version enough to make an expert comment on it.

I don't know if this has already been proposed but couldn't the starbases have a monthly cost that is based on distance from sectors with home planets? The starting cost could maybe be 20/month in sectors with home planets, 25 or 30/month when 1 sector away, etc. Of course, this would have to be balanced with the benefits these starbases produce (i.e. a starbase with many trade bonuses should generate a profit in the long run).

Another possibility (or addition to the above) would be to have all resources generate a 5% economy boost (the resource which already boosts the econ by 5% would raise to 10%).

I'm pretty sure this was probably discussed somewhere but I saw this is my opportunity to add my $.02. :) I'm somewhat suprised to hear that the previous 10/turn maintenance costs on starbases hasn't prevented people from overloading the galaxy with them.
Reply #47 Top
I'm somewhat suprised to hear that the previous 10/turn maintenance costs on starbases hasn't prevented people from overloading the galaxy with them.
End of quote

The change was made to avoid the culture star base bombing or the terror star alpha strike. For these cheesy tactics maintenance costs are irrelevant. You simply have to build a large number of star bases in one turn. :SURPRISED:

This was necessary to balance METAVERSE results. But maybe it would be better to change the calculation system and punish these tactics there. Thus you would still have the possibilities just for fun.
[Message Edited]
Reply #48 Top
From my point of view a major flaw in the game is the calculation of the star base influence. More than one influence star bases in one sector should not lead to these extraordinary high results.

To balance the star bases the numbers should not multiply but should be added. Why do have two bases in one adjacent sector have a higher influence than two bases in two sectors? Or did this already change in 1.2?

There should even be a penalty system in my point of view. Something like
1 x a + 0.5 x b + 0 .25 * c

Where a is the best star base in the sector, b the second etc.
[Message Edited]
Reply #49 Top
There should even be a penalty system in my point of view. Something like
1 x a + 0.5 x b + 0 .25 * c
End of quote

I don't think that it is useful IF bonus from influence module add instead of multiply. Since there is an exploit from influence starbase, they should close it without altering the other starbase modules.
It may be not an easy thing to do since influence calculation seems to be a tricky thing.


Reply #50 Top
Hi Peace Phoenix, sorry but I did not get your point. They should not change it but they should fix it?

I wrote about the additional influence generated through star base modules. These effects multiply when you have more than one base in one sector.

I did not wrote about ressource star bases or the other module types. They already add and e.g. manufacturing bonus is already capped. Thus there is no need to change anything there.