Quitch Quitch

Why choose anything but the best option

Why choose anything but the best option

Planetside options

When landing on some planets you are offered a choice of how to do a situation. Though these are split into Good, Neutral and Evil, they end up as BAD FOR YOU, MEH FOR YOU, and GOOD FOR YOU, of which the evil choice is always the good for you choice.

Why would you choose anything but evil (besides roleplaying, but this isn't a roleplaying game) with negative consequences when, as I understand it, you actually choose your alignment rather than it being determined by your choices.
19,219 views 42 replies
Reply #27 Top
+ Neutral civilizations won't discount relations with good players anymore (why be good? because good and neutral civs will tend to like you more).
+ Being a good civilization gives you more bonuses with neutral and good civilizations in terms of relations


But researching Ethics allows you to make all the best planet decisions AND still be whatever alignment you want. I believe there is a cost implication, but why suffer a long term economy hit through a planet decision when you can later swallow it in a short-term cost?
Reply #28 Top
But researching Ethics allows you to make all the best planet decisions AND still be whatever alignment you want. I believe there is a cost implication, but why suffer a long term economy hit through a planet decision when you can later swallow it in a short-term cost?

Then obviously the cost needs to be higher if this is an exploit that lots of people are using.
Reply #29 Top
Is there any way to CUT DOWN the number of these events.  I've been getting them about 90% of the time when colonizing and I find them quite irritating at best since the choices are stupid most the time.
Reply #30 Top
I always pick good or neutural planet choices with the exception of planet quality choices. I don't really care about taking morale or pop hits but changing a 10 planet into a 14+ is a deal I cannot refuse...
Reply #31 Top
The cost of going neutral.

I usually make a few evil choices (especially when it involves bugs or worms) but I have never had to pay more than low five figures for neutral and usually good is available for something similar but somewhat higher.

In one game when I had made more evil choices than normal the cost of good was over 400,000 bc so you can price yourself out of the market for some ethics choices
Reply #32 Top
Quitch: there are roleplaying elements - the text that accompanies the modifiers. Yes, most of us ignore the text after a while, but it does offer a framework for making your choices (i.e., is my race the sort that would "not meddle in things we should not understand" or is it one which would darn well open that black box?).

Other "elements" are opportunities for giving your civilization its own character--desigining ships according to a theme, naming planets, ships, and starbases according to a certain theme, trying to win the game in a certain way, taking a certain tack in diplomacy.

Again, these are only "elements." It certainly isn't a roleplaying game by any stretch - but those elements can make it an immersive experience rather than a simple numbers game.

By the way, concerning those who want to see some negative consequences for going evil, I have seen several choices come up with negative consequences for the evil choice. I can't remember the context, but the consequence for good was a small number of BCs (32, I think), whereas the consequence for neutral or evil was a small gain in soldiering but an accompanying loss of many millions of people on a certain planet. Yes, the consequence was not very significant - but it does happen that the evil choice sometimes costs you something.

Incidentally, we have the means at our disposal to do something about this if we want. Just add to or edit the "Events" xml file.
Reply #33 Top

There are no role-playing elements though, you're simply saying "punish me" or "reward me". There's no advisor with variant dialogue depending on your choices. It doesn't shape your society or influence your look. You're basically choosing whether you want a freebie reward.

A stratergy game should be a game of choices, not a pre-determined route. I should be saying "Hmmm, that evil option gives me +10 production, but then there's that -7 morale hit due to my actions" etc.

Being evil means:

- Other races automatically don't like you as much so you're more likely to end up in wars.

- Random events are likely to go against you such as civil wars, alliances against evil race, etc.

It's harder to play as evil than good in a typical game.

Reply #34 Top
Yep, Evil only LOOKS easier at first glance. I've found Neutral to be consistantly the easiest (but NOT lame-easy).
Reply #35 Top
I'd really like to see them add more depth to the good/ neutral /evil thing as I usually play a neutral race focusing heavily on economy, trade, and diplomacy. This lets me steer galactic events to an extent, but usually all the good and evil races die off, leaving only neutral, which as someone mentioned earlier is kind of boring. Well not boring really, it just seems to lack a certain character without the goods and evils.


Ernst

Reply #36 Top
I haven't tried the evil weapons, but don't knock good. Yes you can buy your way out of evil. IF you can caugh up 10,000 without an exploit. Most likely that would hurt more then all you gained through easy planet choices up to then.

My standard plan is to pick the good choices all the time unless they look particularly painful in which case I choose neutral. I never choose evil no matter what. Not only does that make good a freebie, but I like to roleplay that way anyway.

The good defense techs, coupled with a good offense of your choice (nanorippers are my first choice, good old phasers second) is awesome. I just finished winning a game set to challenging on a gigantic map. The final war was against the Thalians. The game rated them number one militarily and me number three at the start of the war. I chewed through their fleets like they were unarmed. According to the final stats I killed something like 400 ships in that game and lost *drum roll* 6. Not 60. Six. Most of those were the early ships before I could start mass producing heavy cruisers with the good shields, armor, and anti-missile defense all on a single ship. Luckily I had quite a few of those good ships produced when the war started, which basically lasted until my transports could get to the Thalian planets. I probably lost 1-2 of the good ones.

Now admittedly it wasn't just the good defense systems. I tried to do everything else right to the best of my ability. For example, I never ever attack fortified starbases unless there is a truly desperate need, which there rarely is. I bypass fortified starbases. Meanwhile the Thalians wasted several fleets trying to take out starbases they didn't really need to (I guess I need to go one level higher to get the AI working at it's best. I think I'll do that next game).

But still, taking out something like 400 ships while loosing six says something for the benefits of first rate ship defense.

This was an interesting game in another way. The Drengin had some sort of revolution and turned good. They LIKED my alignment. I allied with them.

Just to mention. I really like the idea of giving players moral quandries. It LOOKS like Evil is the best choice, but good has long term payoffs.
Reply #37 Top
I've choosen neutral in my games I've played yet. I like that automatic terraforming.

But you sometimes get an event "The always been good race XY has turned to evil blabla"

Could this happen to me too if I break treaties, attack my alliance partner, making "brutal" types of invasions or
something like that ? Or is it, once choosen fixed ?
Reply #38 Top
It annoys me that there's no penalties for choosing the evil option, stuff like forcing pain on your people or shortening their lifespan or enslaving the natives should definitely have negative morale and loyalty implications, it only makes sense.


Typical human responce.

I am evil, my race is evil and all my citizens are evil. If I chose (not that I ever would) some white washed panzyarsed goodie three shoed option, our next election would get bloody (mostly mine). But those are our ways.

Enslaving pre-industrial races? Never! Why waste a good resource on "work". We need their DNA for retro-viral replication. Our young'uns run the factories. thats what they are for, right?

Shortening the life span of our people is bad? Well, mister uppity bob, tell me how your people recycle their aged then. Our aged tend to get stronger over time anyway. It's those young-uns that are weak. We send them to those places to toughen them up, and if they don't make it...... DNA. We just take over a new host and go from there. I really don't see whats the big deal here.

umm'

hm

Of course we would never treat visitors badly, please feel free to come visit Viraxia sometime. We have great fooed and all the free beer you can chew. Our casinos are designed so you never lose and always win. Yeah, that might get you he..... convince you to visit. We'll even toke ya a room. Come on by.

You only have to have a small blood test to qualify, and we even sedate you so it will stay as one of your most memorable vacations.

yeah, thats the ticket.


Also I think any race that's Leaning evil should only be allowed to choose evil or neutral, and a race that's leaning good should only be able to choose good or neutral.


I really like this idea.

One of my gripes with good vs evil is the lack of balance between choices. A single evil event can move your slider quite a bit towards evil, and the good choice on that same option moves the slider towards good a single tick. (how far it moves is based on the event numbers). IE and evil choice that gives you +15 starship moves the slider less than if the event was +30 starship. In galciv 1, this was a big problem for attaining good. Not as bad now with xeno-ethics as you can reach good evey game if you want. But the original discrepancies are still there.

One idea would be to give a seperate bonus when selecting good. Like all races (except mine of course ) have a slight relations improvement (relations +5%) for all good choices. If your good, you want everyone loving you anyway. (oh gawd, go hug a tree or something).
Reply #39 Top
Although these are mere labels, the Yor are always acting good in their minds when laying waste to lands. The others are all acting good, according to their morality. The choices being labeled as good, neutral, and evil are simply for us simpler folks playing the game, considering genocide of beings to be "evil" while leaving them alone as "good." When the Drengin conquer, they are at the height of their virtue, their supreme good. I don't understand how "good" choices must incur detriments or recieve no benefit besides the ultimate ethical alignment with xeno ethics. All decisions should have their respective benefits and detriments: Kill off the native population, and get more land for yourself on the planet; Co-exist with the natives, and have a slightly faster population growth rate in light of cultrural assimilation.
Reply #40 Top
I actually came to this post hoping to find out what "+37% Starship bonus" means. I can't seem to find anything on what it does exactly, is it worth making an evil choice to get?

BUT, to be on topic to this thread I go mostly nuetral, hence needing to figure out where to place my evil choices while trying to find good choices that don't hurt TOO much.

This works great for me, but I do worry that the other races might come by and burn a question mark on my lawn.
Reply #41 Top
To the above post. I belive Starship Bonus' actualy increase starships built on that planet by however much percent. For example a 50% starship bonus would make a 2 beam 1 armor 12 hp ship built there actualy a 3 beam 1.5 (maybe rounded up?) to a 2 armor and 18 HP. However to be compleatly honest I havent looked at this yet. Just from what I think it would do.

Who here remembers Imperium Galactic 2? I absolutly adored that game but what really made me love it was the role playing factors in a 4x game. It had random events like in GalCiv 2 but with far more plots (which usualy impacted a entire games direction) and RP details. There were actual characters in the game that gave it a certain unique feeling. One of the specific events I liked in Imperium Galactica 2 was if you decided to finaly conquer the pirate base world the pirate leader would offer up his daughter for marrage in exhange you let him go and dont conquer the pirate base. If you accepted, you actualy get her has a general in your army with her own ship. She is a character, talks and everything. I understand implimenting random events such as these would be far to complex. However I hope the designers think of Imperium Galactica 2 when they make GalCiv 3. I would truly enjoy a GalCiv with those unique RP moments IG 2 had.
Reply #42 Top
The most powerfull tool in the Neutral arsenal is the Neutrality Learning Center.
Plop down a couple dozen of those and you will research the Doom Ray (and defenses like Zero Point Armor) in no time. They are cheaper than the other research facilities, and they give a higher return - 22 vs. 18-20.