I disagree with a couple items he mentioned.
1) Ship design. All but one item he mentions in favor of SEV's approach is found in the GalCiv version (the exception being ammo). Further, by saying the only thing that matters is the amount and type of weapons makes me curious as to how much he has really played the game. Armour and engines make a huge differance, as do sensors (unless you have eye of the universe), and especially support. Not to mention the size of the ship, which determines what kind of fleet strength you can muster.
I have not played SEV, so I don't want to say one is better, but I don't think he properly addressed the issue.
2) His view of GalCiv economy. I get the feeling that we would like it to be something it was never meant to be.
He further mentions how "once you fall behind economically, you also fall behind technologically really fast." I would disagree with this. I usually spend most of my games significantly behind the top races economically. Through trading, ship design, and diplomacy you can easily bridge the economic gap.
He discusses how it isn't easy to roleplay with it. Well, you can always turn down the difficulty, you can't expect the AI to make a judgement call on wether you are playing seriously or not, and to only compete when you want it to.
3) He states, "Whereas in SEV you may focus successfully on a certain extreme style of play, in GalCiv2 you cannot afford to neglect even one part (such as economic, technology, or military build-up)". I would again disagree.
The most fun game I ever played I accidently screwed up my economy. I had two or three planets (in a large galaxy with normal settings), and an average of -120 bc a turn. I had NO economy, NO military, and NO research going on (I was so far in debt, with such low approval, that it was impossible to get out).
Through diplomacy, espionage, and heavy trading I managaged to back my one ally (the Yor) until they conqured everyone, getting me a Diplo victory.
Besides those three points, I thought it was a good article. It makes me interested in finding out more about SEV, it sounds like a lot of fun.
A possible solution there is to have the "fight war" status internal to the AI, and just have the war declaration pop up once they fire their first shots. Thats basically what a human player does... start the attack without actively declaring war in order to get the first shot in. |
I like this idea, I think that it would be much more intersting and fun!