Unfairness in Custom Race Creation?

I am used to Master of Orion II's race customization system where you can create any of the playable races ability for ability. The 20 points you had to spend matched up exactly. But in Galactic Civiliations II, I find some of the races spend at least 12 points (instead of 10 we are allowed in a custom race) and other spend under 5 (the New Iconians only have Economics +10 and Research +20). Does it have something to do with the amount of starting technologies these races possess?

You can't even create some of the default races' racial ability values. For example the Altarian Republic has Luck +30 but there's only a Luck +25 option in custom race creation. And lastly, there's no ability to increase Logistics value. All custom races start with only +4, but several default races start with as much as +7 or +8.

In addition, in the "Choose Opponents" screen, the Altarian Republic is listed as "Strong Research Skills" and "Weak Military", but none of the Altarian Republic's racial abilities indicate better research (unless I don't really understand what Creativity +30 means).

The Terran Alliance boasts "Strong Diplomacy" and "Weak Military". But the Alliance's racial abilities don't say anything about diplomacy. There must be something I'm missing here

I'm probably not understanding something - could someone explain?
9,241 views 6 replies
Reply #1 Top
The "Strong/Weak" information doesn't necessarily reflect natural abilities. Instead, it's more of an overall indicator of that races personality and priorities. For example, the Terrans like diplomatic techs and structures, and will often concentrate on them, which is why those jerks keep beating me to diplomatic translators.
Reply #2 Top
I've been noticing this as well. Also when you choose a default race you will often have points in the bailities window that it SEEMS like you can spend, but if you spend a single point or cancel a single ability in that screen you forfeit any of the bonus abilities that race gets by default.

It seems in the default races the abilities are more or less balanced against starting techs, and some of those techs are large advantages themselves in terms of a kickstart. But what seems certain is that any custom race is getting something less than the default ones.
Reply #3 Top
The core races have better abilities or ones that cannot be achieved through a purely custom race on purpose. This is to encourage players to play the core races so that all the custom dialog that was written isn't wasted
Reply #4 Top
I.E. if you want to play a custom race your screwed right? Whats the point of having custom races if the normal ones are more powerfull, and you can't choose all your races abilities, I mean that just sucks.
Reply #5 Top
While custom races are get weaker bonus's you can target them to your own strengths and strategy. So more bang for your points. Pick your own starting techs to get a jump in your preferred direction.

Reply #6 Top
Huh? No, no, and no. This thread is worse than the one right above it.  

To the original poster: Actually, the Terrans are one of the two races who DO get diplomacy bonuses. Further, the abilities of each race consist of a base bonus + selected bonuses, and most of them don't have all their bonuses selected in the player's race selection window. All races have a starting logistics value, which as you said cannot be boosted.

As an example, let's take Altarians. They have a base racial bonus of +30 to Luck and Creativity with a starting logistics of 5. They have some SUGGESTED abilities taken, but you can remove those and select your own, up to ten points. Most races don't already have ten points selected, you're inteded to finish it up on your own. All races are actually customizable in EVERY way that the Custom race is, EXCEPT for starting techs.

To see the base bonuses of any race, select the "abilities" tab and hit "Reset" at the bottom. It will give you your ten points back, and you can hit the "Back" button to see what's left.

I've been noticing this as well. Also when you choose a default race you will often have points in the bailities window that it SEEMS like you can spend, but if you spend a single point or cancel a single ability in that screen you forfeit any of the bonus abilities that race gets by default.
Yep. I can understand not being able to boost your bonuses even higher (as it could get pretty cheesy if you could!), but it doesn't TELL you this... you try it, and it shafts you until you reset the race to default again, which fortunately isn't hard to do.   

It seems in the default races the abilities are more or less balanced against starting techs, and some of those techs are large advantages themselves in terms of a kickstart. But what seems certain is that any custom race is getting something less than the default ones.
Mostly true. I get to take Planetary Improvements with the Custom race, which is nice, but I think they should get a few more points. Still, I don't actually consider starting techs to be a really big deal. They do actually matter quite a bit, but there are much more important things to think of in race selection (in most cases).

I.E. if you want to play a custom race your screwed right? Whats the point of having custom races if the normal ones are more powerfull, and you can't choose all your races abilities, I mean that just sucks.
Erm, no. Customs get Loyalty +20 (sucks) and +25 Soldiering (which is GREAT, actually). It would make more sense to simply give them nothing and assign them 13 points instead of ten, but at least they get something good. Now, compare them to the Iconians (who get NOTHING) and Arceans (also NOTHING), or the Altarians (who get very very nearly nothing and who have less logistics to boot), Customs are a pretty good deal. In fact, they're my Third favorite race.

While custom races are get weaker bonus's you can target them to your own strengths and strategy.
They get soldiering +25, which is a big deal when you're invading or being invaded. The Altarians, Iconians, and Arceans, as mentioned, aren't getting anything. The Korx get something lame, the Thalans are worse in every way than the Yor (same bonuses all around but lower), the Drengin are worse in every way than the Torians (Morale +25, which the Torians have, but none of the rest of the bonuses that the Torians have), and the Humans are arguably worse than the Drath in every way.

All said, I'd rank the top three races (for a player) as Drath (who get absurd bonuses and awesome starting techs), the Yor (who get a dang good miniaturization, which helps all around, and who have the best logistics of anyone), and the Customs (who walk all over the opposition in planetary invasions and who can choose their starting techs).