Get rid of the insanity in this game

- Starbases are insane. You cannot build armadas of constructors just for one starbase. Its really frustrating 99% of the time you build constructors and waste your time with clicking on a starbase to upgrade it etc. Its that kind of insane that I begin to not build them anymore, but the computer does, even within your own territory lol. Thats normaly like an attack and a reason for war.

- Insane rate of colonies. The only thing the AI is doing is to colonize every planet in the galaxy and with light speed. Thats insane. Even on a giant map you can be sure that within max 50 rounds every planet is colonized lol. That time you don't even have 1% of the tech. researched. Thats insane. If you don't build only colony ships the first 20 rounds and fly into unknow space to hope to find a habbitable planet then you stand no chance against AI in the later game anymore. Scale down the rate of how the galaxy is colonized.

I suggest a few things.

1.) starbases. Max 10 upgrades to a fully upgraded starbase or autoupgrade if you research a new tech. 40-50 updates thats insane and no fun anymore.
2.) On tiny, small galaxies the 3 sectors between each starbase is fine, on a huge or giant starbase it should be like 20 sectors between each starbase. The galaxy is overcrowded with starbases.
3.) Computer AI cannot build starbases within the area of your influence. If he does he acts like attacking you and that means war. Its a pain when you want to build a starbase near your planets and you find that a computer AI already buildet a starbase there. Its like russia would build some nuclear bases right infront of washington
4.) Cut down the range of all ships. Cut down the range of influence. Even on a giant map you only need to build max 10 starbases to be able to fly from one corner of the map to another, with the basic scout ship. Ahm? Cut down the range of ships by at least 50% and if I colonize a new planet then it should only increase the range by a very tiny amount, samge goes if I build a starbase. After some time, when my new colony has grown then the range can increase, but not short after I colonized it. This opens only the map and I'm able to colonize the whole galaxy in a few rounds that way. Its insane. The only thing which slows down the rate of colonizing the galaxy is the speed of those "slow" colony ships.
5.) Play some other games like MoO etc. yourself, In MoO you didn't saw a giant map be colonized within less then 50 rounds. It took some time till you meet a different race and till you owned a huge area of the map. Go and play starwars empire at war, and look how they handled building fleets and inspace fights. Starbases should build spaceships not planets. On planets you build groundforces etc. or banks.

I really thing galciv2 has a huge potential but you really messed it up. Sorry to say. It was a really nice game the first few days, but now its a pain to even start a new game cause you now all the insanity will start again. Geez millions of colonizing ships and if you're not fast enough the first 20 rounds then better start a new game, cause you won't stand a chance anymore And if you are fast enough then better begin to build millions of construction ships now for those maybe 10 starbases you want to build, cause trust me you don't really want to build more anyway cause its a pain in the ...

Ok but why do we build starbases anyway? Would I just build 2000 attack ships instead of 2000 constructors then I could easy conquer every planet left in the galaxy. Building starbases = waste of time. As much as I love starbases in those games, I really begin to hate them in galciv2.
36,504 views 47 replies
Reply #1 Top
I think that it's just a different style of play from what you're used to. This isn't Master of Orion and it isn't Empire at War. It's Galactic Civilisations and this is how it plays. If you want to tone down ship range, one thing you could do is play on a huge map with a sparse number of stars. That would certainly slow down colonisation. . .
Reply #2 Top
Yeah, like he said, change your galaxy size to large or huge and the number of planets/habital planets to occasional or rare. Set the star spacing (or whatever it's called) to scattered. That should give you what you're looking for.
Reply #3 Top
5.) Play some other games like MoO etc. yourself, In MoO you didn't saw a giant map be colonized within less then 50 rounds. It took some time till you meet a different race and till you owned a huge area of the map. Go and play starwars empire at war, and look how they handled building fleets and inspace fights. Starbases should build spaceships not planets. On planets you build groundforces etc. or banks.


The main problem is that GC2 is not MOO or Starwars or any other game, GC2 is GC2, this is what I like about this game, it has its own way of going, sorry but I don't think that by trying to make GC2 as those other games you will improve the game.
Reply #4 Top
or u culd mod it ureself.....put some of the energy u put into taking the piss into changing the xml of the game and u might not need to rant and rave. do it ureself or its not gonna get done at all....
sorry to be so harsh but its true....ure the only person on the forums i have EVER seen complaining about this game....
Reply #5 Top
Starbases are insane. You cannot build armadas of constructors just for one starbase. Its really frustrating 99% of the time you build constructors and waste your time with clicking on a starbase to upgrade it etc. Its that kind of insane that I begin to not build them anymore, but the computer does, even within your own territory lol. Thats normaly like an attack and a reason for war.


I have not tried it yet but can you add two contructor modules and then upgrade two parts per contructor ship? If so that would cut down on the armadas I end up having to build also. Especially late game when if I dont upgrade them they are useless.

If that option is availible perhaps it would be easy enough to add in a new tech for advanced contructor tech?
Reply #6 Top

I have not tried it yet but can you add two contructor modules and then upgrade two parts per contructor ship?


No. Only one module per constructor will do you any good.

Reply #7 Top
It would be kind of nice to be able to build "ueber" constructors capable of making multiple upgrades, but it might break the game balance.
Reply #8 Top
Why not just do like I do and use the governors and rally points. Yes, you are still cranking out armadas of construcotrs, but other than once per planet do you tell them where to go. After that, you can use the governors to mass redirect the constructor armadas to the next starbase with two clicks.

As far as building starbases in others territory I feel that it is the same as our real world age of imperialism. The powers at the time mostly didn't have the forces or the inclination to stop every encroachment. If you want you can treat the starbases founding as an act of war. Or you can build them in their territories also.
Reply #9 Top
i do kinda agree, building fleets of constructors gets tedious. But i would suggest something more along the lines of upgrades being Money Based, I.E. u'd click on a starbase, select your new module, and pay a hefty sum for it, for those with good economys, and the traditional constructor build + slight money for those who don't have the cash.
Reply #10 Top
Go play Moo then. Sheesh.
Reply #11 Top
take your flame elsewhere Xan
Reply #12 Top

Even on a giant map you can be sure that within max 50 rounds every planet is colonized


I have to agree that the early game rush is my least favorite part of the game.  Reminds of Civ3 - ugh.  Civ 4 got the early game right in my opinion - slow, steady expansion.  If there were one thing I could change about GalCiv it would be the early pacing.

Reply #13 Top
GC2 isn't MOO and isn't trying to be. The games have some things in common but fortunately they're different enough to be distinct and have their own character.

The main problem is that GC2 is not MOO or Starwars or any other game, GC2 is GC2, this is what I like about this game, it has its own way of going, sorry but I don't think that by trying to make GC2 as those other games you will improve the game.


Well I wouldn't say "main problem" - it's more like reality - and I'd agree that GC2 is great the way it is and shouldn't be changed to be like other games.

Why not just do like I do and use the governors and rally points. Yes, you are still cranking out armadas of construcotrs, but other than once per planet do you tell them where to go. After that, you can use the governors to mass redirect the constructor armadas to the next starbase with two clicks.


Yup. Rally points and governors can seriously cut down tedious stuff like managing the constructor armada (amongst other things). If you haven't used them I highly recommend checking them out. They are simple yet very powerful and they'll greatly reduce some of your less enjoyable micromanagement.

I would sort of prefer that your zone of influence was treated as your territory and if building starbases or bringing warships into that territory required a declaration of war - but that's just the Civ IV player in me being used to that kind of thing. GC2 maps and points of control (planets) are very different from how it is in Civ.

In reality, there is often debate over ownership of the seas. Your "civ" is on land - how much of the sea is yours? What if I want to fish in that water and I don't think you should own it? With space the issue would be greatly magnified. So if, in GC2, you don't like another race in what you consider to be your space, you have options. Leave it alone and deal or go to war.
Reply #14 Top
Well instead of beeing a fanboy I say what I think. I liked galciv but I'm a bit dissapointed about galciv2. Its really good the first days but then it becomes a boring grind. I'm not saying that galciv2 should be like moo or empires at war, just saying that those 2 games did some things a lot better and as a person from stardock, what do you want? Do you want to read only thread about how good your game is etc. or do you want to read some thread about what peoples dislike aswell? I think you did a good job with creating galciv2, but your game is far away from beeing perfect.

I only play giant maps. The only time I played a smaller map was when I started the dreadlord campain. I play a giant map cause I don't want to face enemies after a few rounds already, whats the point in playing a giant map? If I want to have every planet colonized within the first 2 hours I play this game then I can go and play a small map or a medium map. I play giant cause I want this game to be complex and long. But even on a giant map within the first 2 maybe 3 hours everything is already colonized. Makes no sense sorry, it doesn't. It makes no sense that I only need to maybe build 10 starbases and I'm able to fly from the farest left corner of a giant map to the farest right corner. I don't even have to wait 5 days till I've researched some techs which allow me to increase the range of my ships, cause as I said build a few starbases and you have access to every point of the map (of the giant map, the biggest possible in game!). Oh and yes I played a giant map with only rare planets and scattered etc. and it was even worse. Every race only had maybe 5-6 planets and when you attacked a computer then he surrendered after you conquered the first planet lol really great.

Oh and I was trying to change those xml files. The only thing possible is to change that StarbaseModules.xml to get rid of those at least 90% of the starbase moduls there. Btw. compare the size of the StarbaseModules.xml with the TechTree.xml (and techtree is full with long descriptions) then you maybe understand why I think that starbases in galciv2 are insame. There are far to much starbase moduls in this game imo.

I will maybe make a mod to change the way starbases work, but I didn't finy any way, to decrease the range of ships, to increase the range on starbases and to increase the range between starbases, so I think thats not possible to do atm or is it?

Example what I want to do is,

- Decrease the range on all ships by 50% How?
- Decrease the max range around planets starbases by at least 50%.
- Increase the range between starbases from 3 to at least 10 sectors.
- Increase the "influence range" on starbases by factor 2.
- Increase the hp of starbases by a huge amount.
- get rid of at least 90% in starbasemodules.xml and remake the few things left.

Lets take StarbaseModules.xml as an example.

Starbase Factory, Adv. Starbase Factory, Massive Scaling Center, Smart Drones, InterstellarCollector, Orbital Replicators to much stuff. and thats just +production on planet. Cultural Influence are a lot more things, +Trade moduls are a lot there aswell. If you ask me then you should have a Starbase Factory which boosts production by 10%, a Adv Starbae Factory which replaces! Starbases Factory and boost the production by 20%. Massive Scaling Center replaces adv. starbase factory and boosts 30%, smart drones replaces scaling center 40%, orbital replicators replaces smart drones 50%.

Those more advanced modules should replace the older tech. modules, but thats not how it works atm in galciv2. So with a max. upgrades starbase you would have. 3% + 5% + 7% + 10% + 10% + 15% = 50% thats the same as my +50% the diff is that as an advanced race with those techs. already researched I would have to just build a constructor and then upgrade that starbase with another construtor (Orbital Replicators) and I would have my +50% production. Now I would have to build 1 construtor to build the starbase and 6 more to build all those modules. 7 constructors compared to only 2 and thats only for the +production. Do the same with cultural influence modules or with those military modules and you would have a rate of something like 40 constructors compared to maybe 3-4.

Btw. how come it works different on planets? Maybe when you developed that game you noticed the insanity yourself? On planets when you are more tech. advanced you cannot build a normal factory anymore, you build that Industrial Sector. So why don't you have to build that factory and advanced factory and manu. center and all that stuff before you can build that Industrial Center aswell? Cause it would be insane. Thats why you build that Industrial Center when you have researched that tech. But why do I have to do all that insanity on starbases?

Those "upgraded" modules on starbases should work like the "upgraded" buildings on planets. If I have the tech for Battlestations Mark IV then I will build those and not the older unadvanced Battlestations. Battlestation Mark IV should replace the older battlestations like a Industrial Sector replaces a Factory. That way you would still have those (I'm not counting the numbers of entries in StarbaseModuls.xml now) 60 different starbase moduls, but as a advanced tech. race I wouldn't have to send 60 constructors to get my fully operational starbase, I would only have to send maybe 10 constructors.

Its like in reallife. You buy a new tft monitor for your office. So what will you do? You take that old electronic tube monitor from your desk and place that brand new tft monitor instead there or do you still have that 20 years old green monitor on your desk? on top of that you place that more advanced color monitor from 1980 and then your a bit more advanced older monitor and now you can place your brand new tft monitor on top of that.
Reply #15 Top
1.) starbases. Max 10 upgrades to a fully upgraded starbase or autoupgrade if you research a new tech. 40-50 updates thats insane and no fun anymore.


econ and influene starbases have around 10 modules anyway..

Ok but why do we build starbases anyway? Would I just build 2000 attack ships instead of 2000 constructors then I could easy conquer every planet left in the galaxy. Building starbases = waste of time. As much as I love starbases in those games, I really begin to hate them in galciv2.


The thing is.. I don't get why people are complaining about one feature being annoying and then complaing about it being useless. If you think the computers are annoying for building starbases and starbases are too tedious and annoying for their worth, don't build them and just take out the AI's starbase.

Reply #16 Top
Greetings,

I have to agree with the contructor thing. I built 3 influence starbases to get the control on a star system. I add to allocate about 10 constructors per starbases at about 1000BCs per constrcutors. It is about 30,000BCs to conquest over time 2 planets.

I could have done the same thing with 2-3 attack ships and 3-4 transports ships... In a lot less time.

Don't take me wrong, the game is nice, but beeing a Space empire IV Gold player, I think I already after about 25 games discovered a lot of the game. With SEIV, it took me more than 3 months to have touched everything.

Another thing about the starbases: They can be very powerful and like impossible to defeat or they can be real piece of cake to destroy. It looks like it is all or none.

One nice thing about starbases, you can trade them. That is a great and fun feature for sure.

I sincerely hope there will have some patches to fix some annoying things. The starbases and the AI surrendering to the wrong race are the worse offender now.

Thank you
Reply #17 Top
Logic rofl you flamed the flamer of a flamer....so Logic that makes you flamer cubed.
Reply #18 Top

have not tried it yet but can you add two contructor modules and then upgrade two parts per contructor ship? If so that would cut down on the armadas I end up having to build also. Especially late game when if I dont upgrade them they are useless.

We would have liked to make it so that multiple constructor modules would allow you to build multiple starbase modules but we didn't have the time to get that in, but that's definitely something that I would like to see in an update. 

Reply #19 Top
3.) Computer AI cannot build starbases within the area of your influence. If he does he acts like attacking you and that means war. Its a pain when you want to build a starbase near your planets and you find that a computer AI already buildet a starbase there.


I'm fairly sure the UP council has an event which charges people for colonising planets, picking anomolies etc within your area, wouldn't be hard to mod for Starbases. As everyone keeps saying, Galciv is galciv. Don't compare it to MoO, because it's not trying to be MoO at all. They do use some things the same, but never forget that galciv came out first, on the os2.
Its like russia would build some nuclear bases right infront of washington

They did, it was called Cuba.
Reply #20 Top
There are U.P resolutions that put a tax on foreign planets in your territory and there is one that only lets you collect anomalies that are with your territory.

Oh yeah, and it would have been nice to include an expresso machine with the game too, maybe you could mod that in...thanks.
Reply #21 Top
3.) Computer AI cannot build starbases within the area of your influence. If he does he acts like attacking you and that means war. Its a pain when you want to build a starbase near your planets and you find that a computer AI already buildet a starbase there.


I'm fairly sure the UP council has an event which charges people for colonising planets, picking anomolies etc within your area, wouldn't be hard to mod for Starbases. As everyone keeps saying, Galciv is galciv. Don't compare it to MoO, because it's not trying to be MoO at all. They do use some things the same, but never forget that galciv came out first, on the os2.
Its like russia would build some nuclear bases right infront of washington

They did, it was called Cuba.
Reply #22 Top
Yes, truely, stop acting like this game should be combination of MOO2/3, Empire At War, Civ 4, along with a little hint of Rome: Total War. It's not, it's Galactic Civilizations. They didn't want it to be just like all the games that are out or have been out for years. So stop complaining that it isn't.
Reply #23 Top
Yes, truely, stop acting like this game should be a super-game with all of the best parts of MOO2/3, Empire At War, Civ 4, along with a little hint of Rome: Total War. It's not, it's Galactic Civilizations. They didn't want it to be just like all the games that are out or have been out for years. So stop complaining that it isn't. If you want a popular game that's fun and new, you need to do something DIFFERENT from what's been done before, not make a clone of others, whether they were successful or not.

And that, is all I have to say on that matter. Thank you ladies and gentlemen for attending this sermon.
Reply #24 Top
Dang blasted double-posting. I hate it when that happens. Sorry about that all; and I reworded my second post, just in case you didn't notice.

PS: I tried to delete the first one, but it had some sort of error and I can't access it. Odd.
Reply #25 Top
Its like russia would build some nuclear bases right infront of washington


They did, it was called Cuba.


And did they like it? or were we close to world war 3 that time? if russia hadn't remove those nuclear missiles on cuba then we prob. couldn't discuss today