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I think I've played my last game...

I think I've played my last game...

Review and commentary

So, I downloaded the 1.2Beta. And I played a medium game on Tough with abundent planets and 5 (total) races. And now I think I'm done with the game. Forever, regardless of expansions. So, perhaps I should review it.

Was it $40+ dollars well spent? In all fairness, I'd have to say yes; I've played it longer than Rome: Total War (though since I'm going back to R:TW, that may not be the case forever ).

I was introduced to some very un-Civilization-like game mechanics; Civ was the totality of my experience with TBS games, so it's interesting to see how different a TBS game can be.

The AI was the main feature touted by the game developers. From annecdotes posted on this forum, I could tell that the AI could be devious, starting wars of distraction while they built up power and so forth. However, at no time did I ever personally encounter such things.

In general, the AIs behaved somewhat similarly. Some races could expand well, others couldn't. Some went for offensive military, others just built a powerful defensive one. However, none of that matters because they all react to the same things in the same way.

The problem with the game is those intriguing mechanics. I've never played a game where you can trick the AI into doing the wrong thing so easily. If you want to keep the AI off your back militarily early on, build a few of cheap attack ships. and have a good diplomacy (build diplomacy wonders). If you want to keep the AI off your back later in the game, research the entire diplomacy tree, and build a Spin Control Center. That will keep you unmolested until you're powerful enough to kill everyone.

Another problem with the mechanics is that, once you get ahead, it becomes a continuously compounding problem. It starts with the tech tree.

In Civilization 2, you can't decide to research banks and marketplaces whenever you want, even if you have cities where they would be worthwhile. You have to research along the general intwined path that the game designers put together. You can get ahead in certain areas, putting off certain other techs and so forth. Terrain (and city size/growth) mandates that you can only get bigger so fast.

In GalCiv2, the only thing that prevents you from getting whatever building you want is how much research you have. Which makes research (and money) the foundation of any victory. Obviously, production matters, but research gives you production and more research. There's no slowing-down mechanism, so you can (relatively) quickly reach end-game status where you're just researching weapon techs.

In Civilization, you can only build one library in a city. Given specific terrain, and a specific tax rate, there is a fundamental maximum quantity of research that a city can do. In GC2, there are numerous ways to get more research; by allocating points during race creation, by finding galactic resources, by building more/better research buildings, and by using econ-starbases. If you do them all, the cumulative effects can "go non-linear".

Basically, in Civilization, the game designers can guarentee a certain pace to the game. They know just how fast a player is going to be able to advance, and so forth. In GC2, it is very easy to build up a world that has massive production, or has massive research, or has massive money making. And these happen pretty early into the game.

The fact that GC2 has no slowing down mechanism means that any slight advantage quickly magnifies and eventually becomes victory. And human beings always have an advantage over mere algorithms like AIs.

The ultimate problem with GC2 is that the mechanics make it a solved game, like tic-tac-toe. Population growth, morale, diplomacy, and research are the foundations of victory. You can, despite how many of the mechanics are hidden, easily find a strategy that will guarentee you victory on the highest difficulty level (before the AI gets cheats), without exploiting. The AI was designed specifically to be taken advantage of, and doing so is pretty easy.

No matter how simple and scripted other AIs are in other games, they, at least, don't have game-sanctioned methods for taking advantage of the AI. It's one thing for the AI to attack with a set style and set units, and to take advantage of this. It's an act of bad design when the AI is designed to be able to be deceived by certain factors.

The game is actually fairly entertaining before you find a way to solve the game. But once you do, the fun evaporates. Think of the game itself as being a meta-game puzzle: figure out enough of the game's mechanics to find the right way to play the game to guarentee success. Like any puzzle game, once you solve the puzzle, it instantly becomes less entertaining.

If I were to give this game some kind of numerical score, I'd say an 87/100 would be reasonable. I'm not fond of scoring games, however; I prefer having people read a review than just read a number and stop.
27,937 views 53 replies
Reply #26 Top
Hmmmm. Things are not always so black and white. For instance, in similiar games (!), it's obvious that the AI 'knows' you are the human player and will treat you differently. One of the main aims of the AI here (and the reason I like it so much), is that the AI is not targetted against the you, the human player. Ultimately, you are the 'first among equals' .


Exactly this I consider to be one of the major Problems in this game.
I believe the developers tried to create an ai that should have been able to cope with the majority of the players well. They wanted to create a galaxy full of civs with equal chances and benefits. This would be the standard settings for a multiplayer game. To apply this kind of settings on non-multiplayer game is just not right, because the condition for this would be to have an ai that is human like. I just don't believe that the ai can match the humans intelligence in a computer game, at least not in the near future. Therefor a little modification in the ai would be necessary, maybe the ai should be made more aggressive towards the human player.
I don't want to say the ai is bad or something, no in fact I find it's pretty good. But, as I said, as long as the human is more intelligent than the ai its wrong to give all players equal chances.
Reply #27 Top
@DarkMatter - Chess

@Justas5 - I tend to agree that the AI was hyped and has not lived up to the promises but would your time not be better spent giving suggestions to the devs for possible ways to improve the game? Maybe you already have but I think stradock are one of the few companies who sometimes listen listen so if enough of us continue to make suggestions for improvement and where we feel the game is weak this will probably make a difference.

I for one hope that an expansion is an AI focused expansion and not just candy. Eg. Some would like additional races added or more ship components etc... Well Adding another race is just cosmetic. More ship componets etc is a nice to have but doesnt really change much since the combat system is already laid out. -unless another dimension is ALSO added eg. Ability to capture other ships during combat or something.

This leaves the AI or changes in game mechanics. However since Frogboy did state that he thinks the AI is already strong and needs exploits to overcome the AI, I must admit the chnaces of major improvement is low. I wish stardock would run a poll asking what improvements an expansion should bring not just new features - new features are more inclined to weaken the AI or open up exploits imo eg a new race requires new AI code and more processing time if all races are selected. On the other hand maybe they can add another race and develop areally strong AI routine for it to make it actually worth playing against at Intelligent??
Reply #28 Top
I don't like games that treat the AI differently than the players though. Perhaps at the higher difficulties this should be the case, but I want to be able to keep playing on tough without the AI picking on me just because I'm a human.

That's RACISM

The worst example of this is in Rome Total War, where EVERY other civilisation (except for ones that are scripted to be allied with you) will just attack all the time. It's impossible to form meaningful treaties because the AI will always break them the very first chance they get.
Reply #29 Top
At least you were busy in Rome Total war. In Gal civ2 you sometimes spend a lot of time being friendly with everybody and the only 2 civs that are unfriendly with you won't attack because your military is a bit stronger.
Reply #30 Top
We shouldn't lose track of what an AI is. It is, in essence, little more than a function (or group of functions) which the program tries to optimize. If something is not coded in the function, the AI can't take it into account. It can only see what it is told to look out for, it can only act in the way it is allowed to act and more often than not, it is not capable of learning.

I believe it is this lack of learning capacity that will bring down any fair AI to its knees sooner or later. A human player will learn from his opponents and from his games. He might even 'assign' preferred tactics to specific players whereas an AI has to rediscover this every single game.

We also have to keep in mind that the 'wrong thing' is often depending on circumstances - something that is very hard to code in a function. Sometimes, accepting a bribe to go to war may be a good thing, sometimes it isn't. Discerning this is, for now, the sole territory of the human players. I guess that incorporating the nuances people are demanding and incorporating them in such a fashion they'll work consistently is beyond the current capacity of any games developper.

As it is, Stardock prouded itself on creating an AI that didn't need to resort to cheating to provide a challenge to players. Compared to many other games, this is quite a unique feature and something they did deliver. They never claimed the AI would be unbeatable. They claimed it would be bound to the same rules as human players and this is quite a stringent restriction they put on themselves. Given the limited space they allowed themselves, I have to say they did a pretty good job.
Reply #31 Top
Though I respect your well written critics, based on your gameplay experiences, I'd say it's unfair to compare GalCiv 2 with the Civ series based on the AI coding. At least in GalCiv2 the ''decent-but-still-stupid - AI- the-hardcores-will never-be-content-with'' doesn't cheat at respectable difficulty levels, while in a medium game of Civ 4 you can witness ruthless AIs constantly declaring wars out of a whim, with no reason. I like to know the motives to go to war. Firaxis' AI ( Civ III & 4 ) constantly cheat and instantly trade techs between them; the human player can't. In GalCiv2 you can easily ( maybe too much I admit ) trade techs even at higher levels. This makes the game easier, but at least an ally is an ally and won't break the treaties without motives.

I never played a TBS - even the best of the best , including my fave Moo2 - presenting a constant challenge through the later stages of a long campaign. Dominating a GalCiv 2 map is no more tedious than a dozen classics out there.
Reply #32 Top
@Master Marcus

And I can see by your Icon you played Alpha Centauri, a fun TBS that suffered from all the issues that you mentioned, but was still great.

Ultimately, I don't think the issue is with GalCiv II, it's with what TBS is and what it isn't.
I like the game, it offers a challenge, and I feel like most of the people that post about "issues" with the AI aren't considerate enough of the difficulty writing AI.

If you want to make a game moddable, then most of the AI goes out the window: AI that can be written for a game depends on a finite set of rules to be cross-referenced and evalutated, and modding opens that up many times over.

I guess I also don't understand these complaints. Seriously: if you're griping about GalCiv II so much, load up some of these classic TBS games. See how many more issues with AI come forth.

Personally, I'm more than satisfied with this game, and yes, things need to get fixed. This is why patches were invented! This isn't some huge operation bankrolled by EA or the like, this is an independent game, and I've seen amazing work out of this team.







Reply #33 Top
a fun TBS that suffered from all the issues that you mentioned,


Right! I loved that game but once you had hybrid forest it was all over for the AI. (just one of several things)
Reply #34 Top
@userfriendly
I for one hope that an expansion is an AI focused expansion and not just candy. Eg. Some would like additional races added or more ship components etc... Well Adding another race is just cosmetic. More ship componets etc is a nice to have but doesnt really change much since the combat system is already laid out. -unless another dimension is ALSO added eg. Ability to capture other ships during combat or something.


While I also appreciate any further development in refining the AI, I somehow doubt that the majority of Galciv II players (or should I say possible expansion buyers) would like to see an AI focused expansion that cuts down on extra content.

The improvement on AI for V1.2 (putting more cpu cycles to use) will hopefully have a noticeable positive effect and create room for further enhancement.

I think a lot of players are yet quite challenged by the AI and/or are comfortable with getting more new content instead.

You're right, It would definitely be worth a poll - even more since the expansion is planned to be sold digitally only, meaning the people visiting this torum would actually be rather representative.
Reply #35 Top

while in a medium game of Civ 4 you can witness ruthless AIs constantly declaring wars out of a whim, with no reason. I like to know the motives to go to war. Firaxis' AI ( Civ III & 4 ) constantly cheat and instantly trade techs between them; the human player can't. In GalCiv2 you can easily ( maybe too much I admit ) trade techs even at higher levels. This makes the game easier, but at least an ally is an ally and won't break the treaties without motives.


No, Civ4 *mastered* the +/- system for diplomatic relations. It did this about 100 times better than the super simplistic method that GC2 uses. In Civ4, I always knew why the AI declared war on me, most of the time it was because it was an aggressive AI and I didn't have much military but in Civ4 there are many reasons for an AI to attack and they are all clearly displayed to the player. In GC2, the AI does a simple power check, ***that is it***

On medium levels in Civ4, sure the AI gets cheats, but it also gets penalities so it evens out to bonuses for the human player.

Stop putting out misinformation on the Civ4 AI and bashing it when you don't kow what you are talking about. Thanks for playing.
Reply #36 Top
I mostly agree with Justas5 and the original poster. To make another chess analogy it is as if a set sequence of opening moves say PK4, PQ4 is always superior, and then other players call this two move sequence an exploit. Ridiculous. There are certainly exploits in the game. There are also many strategic decisions that are totally within the scope and spirit of the game.

I haven't tried 1.2 beta, and am hopeful. I have made my relatively easy to implement suggestions on improving the AI on at least five different threads. Hopefully some of the team has read them and has considered them. Briefly the suggestion is to have flags such as Bloodlust, Resource seeker, Speedy ships, Tech with little military, enabled at the start of the game for various races. Maybe 25% of games the flag is on, the other times it is off. This would make each game a bit less predictable because the human will not know if the flags are on or off until the sh*t hits the fan.

People are fawning about 1.2 because the AI actually builds factories. Please. That should have been in version 0.0001 not 1.2. To cut the team some slack, maybe it was and then the code grew trying to fix other problems, and bugs started crawling all over it and filling every planet with embassies.

In any case it is a fine game. The OP gave it 87/100 and that's pretty good. Hardly what I would call a baseless complaint.
Reply #37 Top
Since my original comment that adding new races in the expansion is just candy, I now think I may have to revise that since it has now been stated that one of the new races will have the ability to occupy different planet types not available to the player. This sounds like fun and a new dimension.

In the early stages of GC2 a few people suggested that some races should be more adapted to certain planet types than others, myself included. My argument was : The Yor especially should be able to colonise most planet types for resources and tech such as farms and soil improvement should be non essential.

Howevr this new race will hopefully have some specific weakness to componsate for the colonisation abilities otherwise game balance and AI strengh could get worse instead of better. Eg. They also mention that the other races will be able to search for a tech to enable acess to these pnew planet types so lets hope a rush to get this tech by players wont end up as a game exploit. Still, this feature sounds very promising...
Reply #38 Top
I think that the game was largely designed as a multiplayer game. I don't think that under the circumstances (that is - a known, fairly easy to "solve" tech tree and the concept of economic/military might victory) the AI stands a fair chance without cheating. However, since human players know the rules in advance, then the game takes on a whole new strategic point of view.

Attacking early will stop other players from efficiently advancing the tech, but would also stop you. Advancing the tech tree without any regard for weapons/armor tech will make you a sitting duck to anyone who took a more balanced approach. Advancing just one weapons tech means anyone with the proper defensive tech will have the upper hand. And this is just in regards to the tech, with out considering alliances(you take his left side, I'll take his right), tech trading (you research beam, I'll research mass drivers), and all the other things that turn this game into really sofisticated team poker.

To sum it all up - playing against the comp is a wonderful tutorial to playing against your friends.
Reply #39 Top
AWWWWWWW, Poopsie. Don't go away mad, just go away. And why not go back to CIV, if you are SO fond?
Reply #40 Top
Ok, here is my 2 cents...

I agree completely with the statements about the AI problems. However, I think its differences with Civ4 are actually "potential" strengths. I have played this game much more than Civ4 (so far), mostly because this game offers SO many different paths to victory. Civ4 seems to play out in very much the same way every time.


HOWEVER, the flaws you mentioned are the root of the problem as I am about ready to put this down as well. I now play the game on suicidal. Many have mentioned the early game being hard, and the late game being too easy, or the AI being stupid, which is completely the root of the problem. So, I have been trying in vein for a while to create a game on suicidal where I can barely keep up long enough to survive, and see if the AI on said difficulty at the end can actually pose a good challenge.

Now personally for me, the fun of games like this is in the challenge. I don't really enjoy playing a game that I KNOW I will win, so I am in the writers camp here.

First, let me say I do AI work for a living, so I have VERY high respect, tolerance, and understanding for you who do this. It is clearly the most difficult to implement part of any game, and probably always will be until someone invents the positronic brain.

Just to iterate what I see as necessary core improvements to the AI:

1. Continue to improve the AI's ability to manage improvements on planets:
a. Build associated buildings on proper resources. I see things like "planetary defense" on a "prairie" quite often.
b. Quit building farms "everytime" a planet hits the pop cap, and then some. Use some algorithm like "build farms until the total reaches 10% of the available squares" or something.
c. 30% of the squares having planetary defenses makes no sense. Screw planetary defenses. They don't help much anyway as they thus far have never prevented me from easily taking the AI's planets, it only costs me a few more solders. This would be MUCH better spent on manufacturing and building ships to defend planets with.
d. Where is the manufacturing? In the game I am playing (and most previous games recently), the AI builds WAY too few manufacturing centers.
e. Put a big-time cap on influence buildings letting other important structures lag behind. Influence is quite moot if you can't build your navy fast enough to thwart my attack.
e1. same with any other non-econ, tech, or manuf buildings like moral. You simply need to live with a pop cap, influence cap, and moral cap, then deal with it as you can without sacrificing econ, tech, or manuf.
f. Intelligently manage econ vs. tech vs. manufacturing planets. Too often I see mixes of them, which creates major inefficiencies.
g. Focus WAY more on building infrastructure. I see the AI focusing way to hard on building a navy early, clearly costing money and time to build and maintain.

2. Build killer fleets. I see small, and clearly ineffective fleets by the AI, even when it would "appear" they have maxed out their tech tree making them easy to defeat. I don't field any fleets that are not as powerful as possible if I intend it to be my main attack force (I do small fast ships for transport interception). Quit fielding many small fleets as they don't even dent my large fleets.

3. Build the best ship possible at all times. The AI builds wimpy ships.

4. Quit over-building transports. The AI builds them willy-nilly, and sends them apparently randomly all over the place. Only build them when you have specific goals/planets you choose to take. Pick a planet that you can attack with fleets, then soon after hit with transports that only leave a "safe area" or a planet when said target planet is ready to take. In late game, put a gazillion engines on transports. Wasting population as I pick them off in target practice really hurts the AI.

6. Only build and send transports when it is safe. As I knock off the AI's navy, it still keeps building transports and escorts. WHY??? It should be purely focusing on getting strong fleets together to thwart the now stronger opponent.

5. Guard transports with killer fleets. Screw escorts completely. They are non-sense.

6. Quit building 10 gazillion unused freighters running them all over the universe in random patterns. This is annoying, and clearly inefficient. It is ok to have a few backups, but zillions is ridiculous.

7. Have the AI focused on goals like taking the closest planets one-at-a-time, guarding its space with killer fleets, and focusing on taking out its opponents killer fleets.

8. The AI should be able to switch attack methods once it sees that I have switched countering its defense strategy, and the same with my defense strategy. The AI may actually do this, but once I have obliterated any large fleets, it seems to just build transports and escorts, so I wouldn't see it.

9. The bottom line is, on the highest difficulty level, large galaxy, when the AI is 4x ahead of me in all stats catagories, it should plain and simple, kick my ass every time "in the end game" regardless of any minor cheating I do in the early game to keep up. Just for reference, on my last suididal game that I won, I gave myself 10000 bc, made earth and mars 26 planets, and restarted until I had 1 800% manuf resource on earth. This really isn't much considering I was only able to colonize a total of 8 worlds before the rest were already populated by the AI. I was WAY behind until I was able to build a 125 attack, 27 defense (of whatever the most powerful AI opponent attack method is), and 43 move ship, stack 5 of these together, build about 5 fleets of these, then at that point, I have never seen any game where the AI can over-come this. If the AI happens to still be utra-powerful, like in one game, one AI opponenet had conqued everything else except my 8 planets, they put up an ok fight against me, but in this case, I focused on bringing the most experienced ships into a fleet, and continued to build that fleet's experience until its hit points were so high, it was unstoppable, thus giving me that final guarantee I needed.

10. Now to wrap it up, since the AI planets are poorly built, it just can't build the ships to keep up. Even though the AI has 50 planets to my 8, I still can out-build it, and over-power it with my fleets.
Reply #41 Top
I never played a TBS - even the best of the best , including my fave Moo2 - presenting a constant challenge through the later stages of a long campaign.


GalCiv I could do this on Gigantic Masochistic maps. Check out the "Losing" writeup on Link Sirian's Galactic Civilizations page. For the kind of person that the OP and I seem to be, I really think GCI was the better game.

Edit: except that I would never give up on a game because it was too easy when the level was set to easy. The OP complains that there are built in ways to trick the AI. That's because when the game is tough you need them! Like how some games have monsters with a built in vulnerability to fire so that if you aren't good enough to beat them normally, you can experiment and learn to use fire to beat them.
Reply #42 Top
I've never seen a coalition of AI players go to bat against me if I'm at peace with everybody. If I'm stomping somebody, though, I've gotten dogpiled by multiple races before. I think it would be nice if there were "from peace to world war" where some of the AIs would decide that they need to clip my wings and take some planets... Especially if it led to the AI squabbling over the trophies.
Reply #43 Top
Wait - you stop playing Galciv 2 because of the bad AI, and go back to playing ROME: TOTAL WAR ???
Romes AI can't even hope to beat me on the very hard campaign level, where it gets 10.000 gold extra per turn.

The strategic AI is utterly crap, the AI empires will even start wars with you when you have a three times larger army and them already having wars with two other enemys. I guess thats the reason why they called it "Total War"

The tactical AI is somewhat better, but not by much. Well, actually its much worse than the AI in Medieval: Total War, at least that one didn't charge his general uphill, alone, directly into a tough spear phalanx line

I'm not saying Rome is a bad game, I still love it despite its crappy AI.
Reply #44 Top
If you want the devs to read this, this is the wrong forum. They rarely stop by the Game Talk forums.

You would've been better off just putting this in the main GalCivII forum.
Reply #45 Top
Wait - you stop playing Galciv 2 because of the bad AI, and go back to playing ROME: TOTAL WAR ???
Romes AI can't even hope to beat me on the very hard campaign level, where it gets 10.000 gold extra per turn.

The strategic AI is utterly crap, the AI empires will even start wars with you when you have a three times larger army and them already having wars with two other enemys. I guess thats the reason why they called it "Total War"

The tactical AI is somewhat better, but not by much. Well, actually its much worse than the AI in Medieval: Total War, at least that one didn't charge his general uphill, alone, directly into a tough spear phalanx line

I'm not saying Rome is a bad game, I still love it despite its crappy AI.


Agree with that, although I've read RTW's AI has got a lot better with the last patches. I'm waiting for the mod Rome Total Realism 7.0 to come out, then I'll play the game agian. Those guys make awesome mods!

I also won't play MTW2 until someone mods it. Vanilla vesions really suck in the Total War series. The are gonna include the Aztecs in a medieval game!!! I heard they will even have Cavalry!!! but not sure about that last part. Well i guess some people will like that, but i'll just wait for a good mod to come out before buying the game
Reply #46 Top

I haven't played the game yet... however I haven't seen this AI improvement mentioned so I will suggest the improvement be made.

Within most games the AI opponents are at best below average... and one frequent mistake made is the AI opponents should play the same as a human player by joining forces with whatever nation human or computer and focusing on the biggest threat. If someone owns almost half the map the remaining players should work together, yet currently most games have AI opponents designed to attack the weakest at all times.
If as a human player you start losing a game one of the other weak AI opponents should ask you for an alliance if another AI opponent is dominating the map... it's only logical.
Reply #47 Top
You know what's funny? Every game I've ever stopped playing is because I figured out how to beat it. Now isn't that something? So yes the OP is absolutely correct that if you aren't the type of player that can enjoy something once you've won then this game or any other game for that matter is not going to have any replay value.

However GC2 is one game that I do continue to play even though I figured out quite a while ago how to beeline victory. You know why I still play? Well mostly because I can still try to come up with new ways of winning. Ok so I beat it with a small map. Well let's go to a larger one and see what happens. Ok so I beat it with five opponents. Well can I beat it with six? Hey how about setting four comps as allies with each other against me and see if I can survive. Or maybe allow the AI to trade techs but I refuse to. I even saw someone post once (and I'm sorry I've forgotten the screen name) but they had a novel way of keeping the game interesting. They always tried to keep the Snathi I think it is alive and in the game to the end. Going so far as to always declare war on anyone that attacked them. Now I'm sure that has made for some very interesting games. So a lot of the replay value has to do with continuing to see what I can do to handicap myself.

As for the AI let me be as simple as possible. This AI is probably the best ever written for a game for one pure and simple fact: It plays the same game as I do. No tricks. No extra knowledge. No special treatment from the other AI players. Nothing. Now whether or not you feel it has lived up to whatever hype there has been you've got to admit that no other game dev has been brave enough to even attempt this simple feat. And by simple I don't mean that it was *easy* for them to do. Heck the AI is probably thousands of lines of code longer just because they don't allow it to cheat. Not only that its been only recently that devs have even started to give AI any sort of budget. For the longest time the AI development had little to no budget and even less time to actually be coded. So for this game as an indie game no less to have this level of AI development is amazing.
Reply #48 Top
I wouldn't regard myself as a particularly good GC2 player, but I've been at the point for some time where I only play when updates come out. The game as it stands is too easy - I don't see the point in letting the AI cheat, since *I'd* just cheat and win anyway. I feel the lack of factional, coalition-building behaviour on the part of the AI is a big problem - it's rare to see anybody care that you've gobbled up half the galaxy, have the strongest military, etc. So, as has been said many times, once you're winning you've won. The game is fun until you're the clear leader, then it's boring.
Reply #49 Top
Hey how about setting four comps as allies with each other against me and see if I can survive.


Hey, that really sounds like a fun format. I'm going to try that!
Reply #50 Top
nice one cyberj914, was just about to go there myself

there are more than one way to win this game. just because you have ffound one doesn't mean the game has nothing left to offer you. so you know how to crush everyone techrushing? try working the influence angle instead. that too easy? try playing puppetmaster for a change(tough since 1.1).

use a standard race and try to play according to it's strengths rather than customizing it to suit your style.

and the game changes alot when you merely change the map size. there are lots of variables you have the ability to change to keep it from becoming just the 'same old shit' every time. and the self imposed handicaps...endless. try playing with building NO research improvements and see.

if you are sure there are greener pastures out there, by all means, go. but i suspect what is limiting your enjoyment is mostly your personal limitations, not the (enevitable) limitations of this game. the game simply hasn't been out long enough to have exausted it's potential;)