We plan to have a way to upgrade ships enmasse using a governors type interface.
I've never understood why game designers muck around with the issue of upgrading ships.
Players would simply go to a governor screen and say: All ships that have weapon type X should now upgrade to weapon type Y.
It would then tell you how much it would cost to do that (more ships, the higher the cost). And let the player decide.
In other words, games shouldn't focus on the SHIP CLASSES to upgrade, they should focus on the weapon/defense/propulsion system that needs to be upgraded since that's the whole point. I get Hyperdrive Mark IV I am really interested in upgrading my ships to be faster right?
Throw in a little extra UI to let people filter which ships would be affected and voila. - Frogboy
End of quote
A key element of what makes MOO1 fun to play is the INABILITY to upgrade the ships. This tilts the game balance toward defense, in a way no other 4X game has managed to duplicate.
In MOO1, the missile bases (static planetary defense) are upgradable in exactly the way Frogboy describes.
When a new battle computer tech is learned, existing bases must be upgraded to that tech before any new bases are built, for example. Same with shields, armor or missile types.
New tech increases the cost of a missile base. That is, a base with class 2 shields costs more to build than a base with class 1 shields. The cost to upgrade from class 1 to class 2 shields is the same as the difference in the cost to build them. That is, you don't waste money by building bases. You just keep adding to your total base count and to the tech level of the bases as the game progresses.
Thus, static defenses upgrade throughout the game, while mobile forces (ships) do not upgrade. This requires would-be attackers to amass a fleet and USE IT in a relatively short period of time. Use it or lose it, on the offensive side.
Giving the advantage to the defense prolongs the uncertainty of the game's outcome. Until one civilization achieves a decisive advantage in either production or technology, or a combination of both, the game marches on with the outcome still in doubt.
As long as players do not fall too far behind, they can hide behind their defenses and try to dig out of some very deep holes. If the hole becomes too deep, however, the defenses will crack and the hole will be filled in, burying the player.
If the ships were upgradable in MOO1, it would kill the game balance. Advantage would shift to the offense, and there would be little or no point investing in static defenses AT ALL. Instead, ALL spending would have to go into mobile forces, into ships, because that would be the biggest bang for the buck. We then get the "stack of doom" effect even worse than it already is. The result is that defense becomes impossible, since you can't be in all places at once with your stacked fleet. The game becomes one of hitting the enemy faster and harder than he hits you, with only one real strategy to the game. That is, the infamous Zergling Rush from StarCraft. Be the first to hit in a way that wounds the target's production capacity, and then the game is over. OVER. One decisive battle and it's over, one way or the other. Since your offensive force is also your defensive force, whoever loses the first big battle is left with no forces at all. And then...
Why, then we'd have MOO2's game balance. Wouldn't we? Ugh. What a disaster.
Giving the advantage to defense creates a reason to bother with building static defenses. Then there is strategic choice involved with how much to invest in defense vs how much to try to invest into offense in the hope of punching through in a weak spot of your opponent's defenses.
In MOO1, the cost and effectiveness of static defenses is such that you can amass a static defense at EACH production center that can be competitive with the TOTAL offensive force of an enemy -- if technology levels are comparable. A technology advantage makes a big difference. Enough advantage can completely negate the effectiveness of the defense, meaning that a player with enough advantage can steamroll a weak opponent, all but ignoring his feeble defenses. Short of that, one can target weak spots in an opponent's defense: mineral poor planets with fewer defense bases, newer colonies on hostile worlds settled later into the game, or worlds that have been destroyed and resettled as a result of AI-on-AI warfare. Finding weak spots in your opponents' otherwise impregnable defenses adds strategy to the game, rather than the rock/scissors/paper guesswork of offense-oriented gameplay.
Without this delicate balance, the game would collapse into offense-dominated gameplay. Everything would focus on building the biggest, best Stack of Doom. Then you have the gameplay of every 4X game EXCEPT for MOO1. You could still have a good game on your hands -- Civ3 is good -- but you'd need a stronger AI.
No offense intended, Frogboy, but GalCiv's AI is not in the same league as Civ3's AI. In Civ3, the AI keeps some forces in reserve to defend its production centers, and it uses defensive escorts to reduce the exposure of attack-oriented units. The game rules help this to some extent, since large production centers gain a defensive bonus, and units inside production centers heal faster, plus defenders can utilize roads and railroads inside their borders, for increased mobility, while attackers cannot. Civ3 AI responds when threats approach its production centers, and it will occupy strategic tile locations in some instances.
There are a LOT of areas where GalCiv does better than Civ3 -- I can name a bunch if you like -- but the AI is not among them. Fact is, GC's strong points paper over some of the holes left by the GalCiv AI, but in the end, if and when those holes are fully exposed, GalCiv runs out of steam. At least it has for me. I've almost slid off the front page of the Metaverse since I quit playing about two months ago.
The solution to the GalCiv AI is to lure its ships away from its planets, then strike at the undefended production centers. This is painfully easy to do. Ray the Wanderer spelled out how to do it eight or more months ago. Bribe a war to start between your target and a third party. Your target sends ALL its ships at the third party, you swoop in and hit his exposed backside. If you bring enough, you can wipe him out in one swing. You can even have your forces PARKED in position -- or, now that parking upsets the AI's, have your ships on sector sweep or some other automatic movement that avoids triggering the AI's alert flags. Then bam, you hit em and it's over. Rinse and repeat.
In the Realms Beyond empire, we outlawed this move. I called it "bait rape", luring away the enemy's ships on purpose. Problem is, even if you don't do it actively, intentionally, you can achieve the same effect by waiting for a war to start without your interference. As soon as any war starts, the AI sends all it has at its target, leaving its production centers fully exposed with cardboard cutouts at most on defense. Swoop in there and mop up!
Unless the AI is changed to keep a reserve, a defensive force, the military side of the game will remain untenable. The same would be true for GalCiv 2.
Let me relate this to sports. Defense is what creates tension within a game. Lots of home runs may be exciting, but what is a home run worth if the pitcher keeps tossing the same pitch? A nice solid fastball right down the pike on every pitch... If the batter knows what's coming, it would be rather easy to hit plenty of home runs. Only when the pitcher uses a variety of pitches, and makes use of knowledge about the batter's batting history -- which areas of the strike zone he does better at hitting, etc -- does the game take on more life. The pitches must be variable, and to some extent they must resist prediction. If a batter gets inside the pitcher's head or figures out some exploitable pattern, to know what's coming, he has a tremendous advantage. Then consider the infield and the outfield. If the only player on defense were the pitcher, almost any ball hit past the pitcher would score a home run. The game needs a defense, nine players on the field, to make it interesting. With a proper defense, most balls that are hit result in outs, not runs. Because it is difficult to hit the ball into one of the few areas where there are holes in the defense, the game takes on life, meaning.
The same analogy could be drawn for any sport, any game.
GalCiv is very weak on defense. In fact, of all the 4X games I've ever played, this one has the weakest defensive balance of them all. As a military game, it has little to offer. What makes it a worthwhile game to play is all the non-military aspects. The diplomacy is very good: lots of nuances, lots of interesting and varied elements. The starbases are also good. The tech tree is one-dimensional, very much like Civilization's approach to tech, but for a tech tree of that type, it works out pretty well. The economic model is interesting enough to play as part of a larger game, though by itself would be pretty boring. There are several different ways to win, and each poses unique challenges.
Where the game falls down is not in the design, but in the AI's inability. The GC AI has no ability to pursue the non-military elements, and its competency at the military aspect holds up only in a vacuum, in one-on-one encounters. Throw in third parties, and the GC AI falls apart. The only threat this AI poses IS the military aspect, and you can undercut that with mastery of the diplomacy, if you have enough skill. All you have to do in GalCiv to win is to stay out of wars. That's the only threat the AI poses. It can't beat you with tech. It can't outproduce you. It can't even use terror stars, nor competently do anything else with starbases besides mine resources. It doesn't pursue culture. And with its military bent, it doesn't pursue alliance victory, either. All it does is attack other races with whom it has poor diplomatic relations. That is good enough, for a while, but once a player masters these game elements, there is nothing left to do. The fun comes to an end.
Don't get me wrong, I love GalCiv. I had a wonderful time playing it for six months, more than fifty games, and got more than my money's worth. I intend to continue supporting Stardock over time, and have kept my preorder for the AP expansion in place, even though I doubt the AI will see enough of an upgrade in it to make it worth my money, for my own use. I hold out some hope that with continued support and feedback, perhaps AP could be worth my money by the time it's all said and done. Maybe, maybe not. However, I will expect more than this from GalCiv 2. You guys will need to take it up a notch, especially with your AI. And to do that, you will have to assemble a much more competent defense, and perhaps even need to tilt your game balance more toward defense to do that.
Let's face it, the MOO1 AI is pretty weak. It does some monumentally stupid things. The strength of the game balance is what props it up. Even with that weak old AI, simplistic and oblivious in its moves, MOO1 civilizations can protect themselves with the defensive balance. Given plenty of bonuses on high difficulty, that AI can pose a significant challenge.
Should ships be upgradeable in GalCiv 2? I don't know. Doing that will further tilt the game toward offense. Is that wise? The more the game tilts toward defense, the less strength you need in your AI to make the game replayable. If you can exceed the quality of the current Civ3 AI, then you can afford to lean more toward offense in your design. If you lean toward offense without enough AI strength to cover it and provide a meaningful defense, you're heading for trouble. And regardless of the strength of your AI, leaning toward defense props up the AI and extends the range of strategic options, adding depth to the game.
Other than Sid Meier's products, Stardock is the only 4X game maker in the last decade to have put out a game that, on balance, was fun to play, in my opinion. Unfortunately for me, I've reached the end of the road on what GalCiv in its current state can offer. Civ3 is replayable because of its AI, and MOO1 is replayable because its defensive bent props up the AI.
Whatever you decide to do with GC2, I'll be watching and hoping.
Best wishes.
- Sirian
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