What am I missing?

So far, my impressions are fairlly favorable. I've run through two games at a lower intelligence level and one at normal.

Here's what I like:

1. The Graphics are very good for a game of this type.
2. The ability to design a ship is probably my favorite part of the game. I can literally spend 30 minutes building one. I suck at it, but it's a blast.
3. The AI and their reactions are a hoot. An overwhelming, but disorganized attack, will net nothing when the computer gives his planets to a rival. I haven't been down so they can gloat on me yet, but I can already see where this adds some "flavor" to the game.
4. Overall concept is good.
5. The AI doesn't cheat.

Here's what I'm not so sure about. This list is bigger probably because I haven't uncovered some parts of the game yet. It's also in more detail in order to explain why some of it doesn't seem to work for me. So some of these may not be valid. If they're not, just let me know why/how/where.

1. He who colonizes first wins. On my 2nd game, I discovered and colonized about 8 worlds in the first 30 turns. At that point, the game was effectively over. The next 4 hours were spent convincing everyone else of that, but the game could have ended at turn 30.

2. There's not much to do at times - and this is my biggest concern. I set up a building schedule on my worlds and let it fly. There's nothing to irrigate, mine, no roads to build, etc. like in Civ. Once I set up a world, that part of the game is done. The only thing left is shipbuilding. I found myself skipping through turn after turn last night because there wasn't anything to do.

Once I have a comfortable number of ships, everything is discovered and I'm not at war, there REALLY isn't anything to do at all. I can't colonize or explore anything else. In Civ, I don't reach this point until 1700 or so - so I'm always exploring. In GalCiv, I've hit this stage within 50-100 turns.

3. Combat is very simplistic. It seems to come down to "who has the bigger gun". I'm surprised that in a game with capital ships, weapon range isn't a factor. As it stands, combat is pretty unsatisfying...and so far, I haven't even found anyplace to use any strategy whatsoever.

4. The tech tree is big, but it's not deep. What's the real difference between laser I, II, III, IV and V? Not a whole lot - only small increments of size. They all do the same damage and there is no range in the game. As a result, I'm not waiting with baited breath for my next tech. It's all very mundane. Why is it like this? Just to lengthen the game artificially? Why not take half of these out and just increase the amount of turns it takes to get them? Keep laser I and V (rename it to II) and double the turns so that when you get laser II (which was V), it actually means something.

So the end result of these - at times I was a bit bored. There was nothing to build. There was no one to fight. There was nowhere to explore. And I wasn't waiting on anything decent to discover. That's not a good place for any 4X game to be. So what am I missing?

I can see that once I have AI on par with me, the game will be challenging. I'm just not sure that it'll be that much fun, especially with Civ IV sitting on my hard drive. I haven't discovered the layers of depth that I find in Civ IV in GalCiv. They may be there - I'm certainly going to continue to give it a shot - but I'm not sure that the game has the legs to compete with something like Civ IV.

I played again last night - bigger universe, smarter AI. Not much changed. Again, the first 50 turns were like the Oklahoma Land Rush - build as many colonization ships as possible and send em out. Meh.

The anomalies were gone shortly thereafter.

So after setting up my planetary building queues and trading the occasional tech to keep the AI happy, the game runs mostly on autopilot. Seriously. I'll control a scout ship or two to visit the other planets and send a couple of frieghters on their merry way, but I'm just not doing much. It feels to me a bit like Dungeon Siege - point the guys where you need them to go and the game does the rest.

Yes, the game can be "situationally" fun. But it seems you almost have to be put in a deficit position for that to happen. If you're not, it's not that interesting and combat just seems to be a zerg rush. Combat in Civ 4 is MUCH more interesting, if only for the rock-paper-scissors design of the units in it. For example, I'm going to need cannons to blast he defenses, macemen to take out the melee units, knights to take out the archers, etc. It seems to be of little consequence whether my GalCiv ships have mass driver cannons, lasers, plasma or missiles. Maybe it's due to a lack of feedback on the actual damage done, but I don't see much difference at all.

As for events, the ONLY one I've had happen is a prison break where they capture a couple of ships. That's 3 complete games...and that's the only real event I've had happen.

I'm not down on the game - it's a fine piece of work - but I'm probably missing some level of complexity. If I'm not, the game is pretty shallow and will be forgotten pretty quickly.
14,804 views 26 replies
Reply #1 Top
Combat: I agree completely. With a capitol ship, you should be able to engage from several sectors away. Anyone remember Alpha Centauri? They had ships that were actual weapons. Let me build a ship with no defense and 100 offense. I could pump out 20 of them and demolish the enemy armada.

As for the Tech Tree, I agree, it's too big. I'm working on paring it down now. I'm gonna condense things like Laser I through V into one tech. However, the tree is so big because you'll need that if you are playing a month-long game on a massive map.
Reply #3 Top
as for the colony rush, if you dont like it, as I dont, just ctrl-L so that all planets will be assigned. thankfully the xmls are easy to edit
Reply #4 Top
GalCiv has the same paper/rock/scissors combat but it needs some tweaking. Tech trading in part causes alot of races to build the same weapons. I'd leak to see them spread out more, or split their damage more. My suggestion for weapons is to limit the weapon techs to three

Prototype Laser -> Test Laser -> Mass Production Laser -> repeat for Phasers

Three each is plenty. I'd also increase the base damage on the lower techs and reduce the damage on the higher weapons. Maybe increase the amount of space they use up on larger hulls. Then take the defensive techs and reduce their hull size. If every ship had defense it would increase that paper rock feel I think.

When a capital ship has 56 attack and your enemy ships have 4 defense it's pretty boring. I'd like to see a more Magic TG approach with closer more meaningful numbers.
Reply #5 Top
What map sizes are you playing? I personally love the larger maps... things get a whole lot more complicated and a lot more fun (and normally I'll have far fewer planets than anyone else but then pull out a victory because I eat them up piece by piece).
Reply #6 Top
What you're missing is the full ability of the AI. It is handicapped by being forced to ignore it's best ideas at any difficulty below tough, I think. AI = intelligent or better.
Colony rush is a pain, although it reminds us of the Oklahoma land rush for a good reason: when a new frontier opens up, there usually is a land grab in real life. Haven't played with the ctrl-L function yet, but it looks liek an interesting way around that issue.
The various tech levels make their effects felt in custom ship design most of all, and so peaceful players won't notice it as much. A tech level can mean the difference between a fighter with only one weapon and a fighter with a weapon and a defnse system, and that's a quantum leap in combat ability between laser 1 and laser 2, say.
Combat gets better the longer the AI has to adapt to what you're doing to it. It takes time to research the defenses to your guns and refit their fleet. I've yet to find an AI that can deal with blitzkreig tactics, but then again most humans can't either.
Reply #7 Top
Yeah it seems the AI usually goes up one tree, or if there are two factions forming they may go up two trees. Personally though I usually try to go for the weapon that they have the least defense against, which is usually the weapon no one else has.
Reply #8 Top
yeah, the game seems to go in stages for me as well...

first stage is a land rush, during which i ignore everything but the two militarization techs that give a bonus to ship building, and faster drives, so that i can beat the AI to the last few planets. first tile gets a factory, then two economic tiles, then a starport, then another factory, and then a mix of reserach, econ, and factories (aiming for an even split between the three), and maybe a morale and influence tile too, and a farm, leaving one to three tiles empty, for future development. buy the first factory, if funds remain.

when the last planet is settled, then it's freighter and economic starbase building time, for as long as the peace holds/nobody has enough warships or troop transports to think about attacking. during this time, i hit an economic wall, becasue i've got so many low population (and therefore, low tax) worlds producing so much more than their income. the freighters, econ starbases, and completion of those front-loaded econ tiles on worlds where i couldn't afford to buy the factory (and which are therefore developing more slowly) eventually get me over the wall.

and up until hostility breaks out, i'm usually only researching econ/production/reserach/diplomacy techs... by the time i need to be able to defend myself, i can see what the enemy is coming with, run up the right defense tree, and trade with a friend for a reasonable weapon to defend with, and hold back the enemy attack.

if i've won the land grab, and made it over the econ wall in time, then i can tech up fast enough and build ships fast enough to mount an overwehlming counterattack. a border world comes under my control first, to give me the range i need to reach their juicy worlds... but when possible i go for the best world i can see first, so that it doesn't get given away when the enemy realizes they can't win.

when the invasion is over, the fleet heads to the next enemy, and the next round of improved ships starts heading directly for that front.

rinse and repeat until only Allies remain, or Influence saturates the map.

i'm interested to see how this changes, as i up the difficulty... i already had to give up my "influence starbases of victory" strategy, when i got to difficulty Normal... if the AI's get more money to start, they can rush more production and expand faster at the start, i bet... making it harder for me to win the land grab?

without an overwhelming manufacturing/research/tax base, the play must be more clever, i assume?
Reply #9 Top
I agree with most of what the OP is saying. There are several people who have commented in various threads on the issue. The primary concerns tend to be around the tech tree, blah combat, too much automation/abstraction, etc. I've also commented on a lack of flavor; e.g. military resource and not say, Tabana Gas (Military Resource). The game has some flavor in the tech tree, but not much (e.g. Tri-Strontium Armor). The resources have none (something I'm asking for in future versions).

As for your mentioning of nothing happening, I have to concur greatly. I actually played on a big map and hit turn 50 times in a row without anything happening. I was just waiting for my next tech. That's rediculous.

Also I'm asking for more interesting combat abilities; there are currently 4 (attack, defense, type, assist). But it still comes down to a very basic system. There's no real specialization; as you said, no rock/paper/scissors.

I'm also asking for more interesting terrain. I know it's space, but there aren't really areas of interest. They only thing I take into consideration is distance when choosing targets. I just take over the closest planet to my fleet. Again, planets and areas of the map don't really matter all that much to me.

The one thing that is neat, and I made good use of it is speed and sensor range. You can totally trounce the AI with it. I took a fleet of very fast, high attack, no defense large hulled ships and I paired that with a very fast, long sensor range sensor boat. I had this on a map where I should have been toast, but with my 4 ships I took out about 300 of their high-attack ships. At some point the fleet of four had a combined hit points of 3000. The enemy wouldn't even attack the ships at that point. So I just sat there in the middle of their territory taking out more ships. I think I took out another hundred or so before my 50-move transports swiped in and took out their planets on the same turn they were built.

All in all, I haven't been that impressed with the AI. The game lacks complexity in the core engine. There's just not that many decision points to make. Most races seem to have a preference for a particular attack type and defense and even so, it's just following the human scripted list of priorities. The AI doesn't have to understand choke points or strategic planet locations. It doesn't have to understand when it needs new techs to counter your techs because they don't matter that much (not like say Siege Mode in StarCraft).

I also don't understand why it's important that the AI not cheat. Who cares? If you're playing your 5-year old nephew and he's not very good at the game. Let him cheat. Make it more fun for both. What matters is not the means (cheating or not), but the ends (was the game challenging).
Reply #10 Top
My advice

1. Up the difficulty level. I essentially did 2 games normal then 1 challenging and am now doing my second game on tough. Frankly if I wasn't playing the Altarians with their ridiculous luck then I would be losing my current game, since I'm in the middle of the map and surrounded by the Yor, Drengin, Korx and Thalan.

2. Either play larger maps or if you enjoy the medium and smaller maps put more civs in than is recommended for that map size. It makes for a much more intense game when in your opening rush you're hoping to get 4 planets and you can easily be 'map screwed'

3. Learn how the different civ AI's function/respond and put an interesting/challenging combination in. For example if you put in the Torians and Arceans you'll be forced to either kill them quickly or try to match their ridiculous influence. Or if you're playing an evil civ and put the Arceans in...well I'd say it's extremely likely that they'll be all over you.
Reply #11 Top
Good suggestions all...

I guess what it boils down to is that the game is very situational dependent, which means that the gameplay is largely dictated by the situation you're put in. That might sound like every game out there, but read the posts above - it quickly becomes apparent that the level of gameplay is largely determined by an initial luck of the draw setup.

That usually means that some underlying gameplay mechanic is lacking.

Again, I'm not bashing the game. I'm just a bit underwhelmed at this point. I'd say it's solid but unspectatular and if I had to do it all over again, I wouldn't spend my $50. I may just take the 25% hit and get a refund, which is a bit disappointing because I generally love games of this type.
Reply #12 Top
well, you could add a special shield that you get when you finish the shield tech, which has the effect of all the best shields in one.

Anti-Laser, Anti-Mass Driver and Anti-Missile

But it will cost alot more, but less room to be cost effective.

I personally don't like the idea of needing to rush to colonize planets, it reminds me too much like Warcraft III and C&C Generals.
Reply #13 Top
Agreed 100% with original Post...

O and the AI does know were all the habitable planets are...they don't need to explore.

in the first 2 turns I followed a colony ship to a different star system were It knew exactly were the Habitable planet was without even exploring...only "cheat" I have seen the computer use.

But I agree the game does lack some...Zing...
Reply #14 Top
Another way to play that is interesting is Rare everything. I haven't tried it on a large map but on tiny and small you wind up with not much more than your own system.
Reply #15 Top
guys, play on tough with max races on gigantic map

i have won my first two games relatively easy on that, but this third is...getting complicated Im fighting an alliance of 3! races, they totaly negated my main attack ships(i got beam 7 they shields 4-6) and now they are producing large ships en mass. I produce atleast 10 ships per turn but my fleet is rapidly shrinking. of course im sourounded from three sides by them! and the neutral KORX, wich i have beaten few years ago, lost after the declaration about 40% of their ships, and my enemy the altarians gained the same amount!? whats going on there? did they sell, or aid? anyone got this same thing happen? first time ive noticed anything like this. im in deep s***
Reply #16 Top
all I have to say is; you are all a bunch of wusses, max out the ai, use all the rases(except whoever you are playing as(otherwize I get confused) and play on a large or bigger map. after you've been backstabbed by an ally twice, and destroyed by that race in the corner you hadn't notice 3 times, been half way up your weapon tree to find you nemisis surrender to somone with defence against you everytime, then come back and bitch, but all you posers tslking about how the game lacks depth when you haven't even let the AI use it's Intelegence, let alone some advantages, are enuff to make me wish the game was multiplayer, so you could get made fun-of as the noobs you are.
Reply #17 Top
Usmc - Look the AIs don't know where the habitable planets are till they build scouts and explore just like you. If you don't believe me theres proof in the developer journals.
Reply #18 Top
O and the AI does know were all the habitable planets are...they don't need to explore.


Sorry, this is said often but it is not true. At least at tough i've seen several times AI-Colonize-ships heading straight to star systems without any habitable planet. They changed their direction at that moment, all Planets were in sight of their sensors and headed to the next star system.But most time the Ai uses heavy scouting with sensor ships to find habitable planets. If the AI play a non-human race it will have stellar cartography wihich shows them where the planets are, but not their class.
Reply #19 Top
Well as far as the colony rush goes, maybe they could add modifiers on the size of the galaxy as it relates to distance were able to travel. Sort of slow down the rush until certain things are researched etc...I think it would add to the strategy and force us to think about whats more important, getting more home worlds or focusing more on infastructure or both for that matter. This may only apply to small galaxies because the colony rush isn't as extreme when playing a huge galaxy.
Reply #20 Top
I agree 100%. Not sure what difficulty you played your last game on, but I think you need to crank it up to crippling or suicidal difficulty. Any difficulty below Intelligent acts like a flaming moron. A higher difficulty will mean even if you grab more planets, AI bonuses + a large map will give you at least a few strong AIs.

I would classify the AI as working but broken so I would try again after patch 1.1 is out (will be in beta sometime this week) I really do believe tha #2 and #3 are because of a lack of challenging AI, if you had a neighboring AI threat then you might be busy watching the border or frantically trying to balance getting new weapon/shield technologies and churning out ships to stop a suprise invader.

Dunno why you bought this game if you have Civ4 waiting to be played. I mean if you are anxious to play Civ4, then just play Civ4(Lol and don't even think about trying to win on the 3 highest difficulties on Civ4, mwahaha). I am merely playing and enjoying GalCiv2 until the SDK for Civ4 comes out and SEV and then the Civ4 XP. I think you got over-hyped on GC2, it's a great game and one of the few remaining TBS's but it's not one of the best games ever. GC5 will probably be godly though.
Reply #22 Top
There are some techs that are just pointless. They are just gateways to other techs. I forget which exactly, but look along the larger ships line (medium/large scale building) and you will see at least one tech that does nothing at all. Just get rid of it and make the next one take longer to research.

I don't mind all the weapon upgrades, it's nice to get smaller ones and squeeze more stuff on a ship, but why do the old crappy ones stay in the ship designer?

There are many "do nothing" turns that make the game boring. One thing that could pad this out is to not give everyone a survey ship at the start of the game! Here's why:

- You don't have the tech to build survey ships yet
- Exploring anomolies is fun
- It would add a second exploration phase to the game
- It would give building survey ships a point

Does anyone ever build a survey ship? By the end of the colonization phase of the game, all the anomolies are explored, and if any ever pop up again, you probably still have your free survey ship.

By moving the survey phase of the game after the colonization phase it would make that part of the game more than just a next-turn-fest of not doing anything. Plus it would make building survey ships have a point, as you would competitively build them to try to nab more advantages than the AI.
Reply #23 Top
Does anyone ever build a survey ship? By the end of the colonization phase of the game, all the anomolies are explored, and if any ever pop up again, you probably still have your free survey ship.


On gigantic maps I do. Sensor ships that double as scouts with more range and a lot more speed than your flagship. As sensors are one of my favoured techs once I've got the basic requirements down, I normally get to pick up a lot of anomalies that were out in the depths of space that the AI just couldnt get to.

Oh and I just generally dont agree with 99% of what has been said about this game above. I find it fun. I enjoy a lot of the parts that people say are boring, but I play on higher level AI settings and it does a good job in most areas (not all).

I have also seen the same posters hash out the same arguments about the lack of depth and quality to the game.... yet they are still posting on the fan forums here!?!? I am not talking about the OP as he/she/it has clearly just posted up their initial ideas.... (although he/she/it is missing the point on play level) but some people here have been posting this stuff for weeks. If I didn't like a game as much as they said, the last place I'd be is the fan forum for the game! It just doesnt make any sense to me whatsoever.
Reply #24 Top
If I didn't like a game as much as they said, the last place I'd be is the fan forum for the game! It just doesnt make any sense to me whatsoever


I'm pretty sure it's not because they don't like the game, but that they see areas for improvement. And they are posting here because the developers of the game read these forums and their suggestion or thoughts might influence future updates.
Reply #25 Top
O and the AI does know were all the habitable planets are...they don't need to explore.
I've seen the Yor send out colony ships as scouts. Clever, in my opinion and a strategy I've repeated. Sure, it's a crap shoot, but when you find that class 26 planet you can colonize it that turn, and you don't have to worry about the enemy's scout finding it before you can mobilize a colony ship.

If it backfires and the colony ship finds nothing, you've lost 1800bc or so. If you've found a planet, you should make that back in no time