Exploiting weaknesses isn’t evil, it’s a human strength!
End of quote
I agree completely. However, you are missing the point, not arguing head on with the complaint's best argument.
To be replayable, to retain value over a long haul, a game must have tight rules. If a game is well balanced, there will be many paths, many options from which to choose, to pursue success. If some options are too strong, too rewarding -- if some aspects of the game are too weak and open to exploitation -- the successful gameplay will all channel to those options.
Gameplay is like water and gravity, it naturally flows downhill to fill all the cracks and crevices. Too many cracks, and a lot of the water drains away, leaving you a shallow pool in which to play. To have a deep pool in which to play, enough of those cracks must be sealed.
While it is not "evil" to figure out ways to beat a game into total submission, it DOES bring the gameplay to conclusion. It shortens the life and value of the game. Most players will tire of doing the same things over and over, and especially if, when they try to vary their approach, the game does not give them a fair shake.
GalCiv advertised itself as versatile. To a significant extent, it is, but there is still plenty of room for improvement. Having the scoring lean toward military victory would be FINE if "military" comprised only games won via conventional military means: fleets, invasions. Winning predominantly by starbase is a lot less work: terror stars, party palaces with cultural victory turned off. Winning by setting all the AI's to the same starting alignment and keeping relations close while you pick them off one at a time is also not the same. These ways to "conquer" are all treated and measured the same, when in fact they represent VERY different paths. The game is simply not sophisticated enough in its evaluations to tell the difference.
And yet, if it could be made to gauge results more accurately, more intricately, some of those cracks could be sealed and we'd ALL be playing in a deeper pool.
Thus while it is not evil for players to exploit the game to death, it may run counter to the long term interests of the community and the game makers. The best, and sometimes only solution is to seal the cracks within the game.
Short of that, players can form niche communities where they add their own rules to the gameplay to try to tape over the leaks themselves. That is how Realms Beyond usually approaches gaming. We plan to start a tournament for GalCiv once the expansion comes out, with saved games in a single file, map and scenario and even campaign editors, etc. There will quite likely be additional rules and restrictions, both overall for every tourney game, and individually per scenario.
Still, if they can improve the game balance within the game, that would benefit everybody except the few glory hounds who would rather see the game remain exploitable than see it shored up and improved.
- Sirian