2b impressions

I've not yet finished a game, but played through various bits of four separate ones.

the new (?) mega event that spawns pirates all over the galaxy happened in all four, and seems to have taken the place instead of the Plague event in terms of, the frequency of the event. It happened in all four games, and it's a serious blow to the galaxy. Even the AI takes a serious dip in military ability as their ships are blown to pieces, and their Starbases destroyed one by one. Though, in the 4th game I did manage to finally return fire and get out of the strangle hold they had on me and my planets, and eventually the AI coped with most of them as well.

I noticed the Strength of the pirate ships scales in relation to when it happens, late game has more powerful pirates then earlier, so it seems to be based on some average tech lvl throughout the galaxy. It's a fairly potent event though, and perhaps a tiny itty bit too harsh, or maybe I need to micromanage better and stop sucking.

Another trend I've noticed, and I saw this in 1A too, but rarely if ever in the orig. game, is the AI having multiple Allies. Take the latest game I was playing, one of the biggest powers in the galaxy was the Arcean for the longest time, then the pirates came and a bunch of other more minor events happened, and eventually the Thalans were between #1 and #2, with the Iconian Refuge, whom I'd traded with since the beginning of trade tech availability, and generally tried to keep on my good side showing up as #1 in military power, viewed as the most powerful of all the races.
So, without looking at the current relations of the Thalans, (I know I should have), I thought it be wise to attack them before they get even more powerful and so I setup a force to take the four planets of theirs they had near my home worlds. Upon attacking them though, several of the other races came to their "rescue".

In fact, they were allied to all but the Korx and my self. That gave them the Iconian, Drengin, Arcean, Terran, and Krynn as allies all stepping up to the plate when I attacked.
Hello Galaxy in other words.

This I found a bit frustrating, as the AI generally hadn't been very forthcoming in wanting to trade Economic/Research treaties (it hadn't at all in fact), or techs. Most of the times it was moaning at me that one of the other races were attacking them or growing too large for their own good.

I suppose I should have been more aggressive in winning over more races, and maybe allying one or two. But it'd be nice if the AI were, at times, the one approaching me with Alliances. I've noticed it doesn't research the Alliance tech that often either.

That said, some other things that I thought was worth mentioning.

The spy system is better, but I'm not a fan of ultimates. It still requires X agents on a planet to increase Espionage level, rather then it being something that happens over time as with the orig. game.
I still long for a more elaborate system, based on percent chances of success, in blowing up planet improvements, assassinating planet officials to possibly delay production for X turns, or steal techs from other races. All with chances of finding out who sent the agents.
The counter espionage option is also bottom line nice, but again it's an ultimate rather then a %. Spy invulnerability is a bit too much. I'd rather see the planet improvement you build lend a % chance towards capturing spies on the planet it's built on, or help train Agents. Or Separate structures that functions as either a training facility or a anti-agent police force.

I've noticed that morale i a fair bit harder to keep up then in 1A or previous games, overall it seems to be for the better. Have to actually build the approval improvements now.

Some pet peeves of mine, or one of them, is the Galaxy size. It'd be nice if there were a custom option to set a size of your own choosing, or an option between Large and Huge galaxies.

Another is Starbases, still too much micromanagement and constructor building for me to bother with mid-late game, having to build up 12-15 modules is just, urgh. Some type of auto-update or auto-build over time mechanism is something I long for.

I find that I miss some type of Planet Defense system that isn't ships. Some kind of planetary Missile/Beam/Mass Driver battery, or orbital space station ala the ones in Master of Orion.

Anyway this is getting long winded so I'll round it off, obviously it's also down to personal preferences, but thought I'd mention it anyway. There's possible things I've forgotten, but that'll have to be for another thread/post.
4,034 views 17 replies
Reply #1 Top
I agree with a lot of that, though mostly in the "wow, that *would* be nice" department.

I do think the agent mechanic needs to be tweaked quite a bit. The all-or-nothing approach bothers me too, and I prefer that espionage levels be built up over time. In DA, you can just splat 3 spies down and get High Espionage Level. That's way too easy.

I think you should be able to assign Agents to Capitals or Colonies and then they will build up intelligence over time. In fact, I like that idea so much, I'm putting it in a new thread.

The planetary defense idea is good too, but I don't know how that would work.
Reply #2 Top
Nice write up!

I have not personally experienced that many mega events in my DA beta 2 games but Iam sure they will get tweaked.

Other people aswell are longing for much more elaborate espionage system than currently is in place. Frogboy did write that this part of the game is not open for suggestions, but we can hope it gets bit more complex.

Constructor micromanagement is also one of this games greatest achiles heels, but I have not seen any comments about it from developers. I cross my fingers that they get some (as you said) automation to this aspect of the game.
Reply #3 Top
Something I forgot in my original post was the galaxy event that slows all ship speeds to 4. How ever rare it may be, that's a game killer for me, I find that ship traveling times are already sufficiently time consuming when playing in a huge galaxy. At the very least, it could dissipate over time until normal ship movements returns. Perhaps the scientists found a way so that the drives doesn't cause harm to space or something.

And another I forgot (jolts memory!), something that was immediately standing out during my first 2b game, was the amount of races going to war because some 3rd party had asked them too. Though that's with the AI using that super ability, I have yet to try it my self. But it seems a bit over the top currently.
Reply #4 Top
First off! Nice write up.

I have to say that I enjoyed the Pirate event. Yes they were powerful, and I was the leading race at the time with the best ships and the best tech, so, it really helped me as they wiped out pretty well two of my toughest opponents ships and it didn't take me too long to get on top of them. I do believe it could be different if I was not doing so well.

Alliances! Well I've been able to get quite a few allies, but I specifically picked the ones I wanted to butter-up. I offered good techs and cash for trade alliances and helped them with their wars, and very soon they became close. This cost me a bit but it was worht it. Once I had the alliances only one race was desperate enough to declare war with me. Overall I don't think it's that hard but you do have to work at it, which is how it should be. (I believe)

On you point about the Starbases, if it had not been for the prolific number of influence starbases I built I most propbably would not have won the game. They were fully armed and when the final last war finally decended upon me, the AI spent a great deal of its forces trying to get rid of them, allowing me to attack other strategic points.

I definately agree with the approval building. I make sure I have at least two on each planet at the begining. Keeping the approval above 60% is a must. One of the best strategies I found in the begining is to keep the building to a minium reduce social production to about half and really crank up the rersearch. Build everything you can to keep ahead in the research. Only when you notice that the AI is building defenders and is below neutral do you need to wrry about building you armada.

I think the game is really starting to pan out and it's a creadit to stardock and the team. Well Done!!!

Reply #5 Top
Constructor micromanagement is also one of this games greatest achiles heels, but I have not seen any comments about it from developers. I cross my fingers that they get some (as you said) automation to this aspect of the game.


Do you know that if you place a rally point on a starbase you can order newly built cobstructors to go to it automatically? When they arrive the module upgrade window pops up and its job done. Once you've upgraded that starbase to the level you want just move the rally point to the next starbase and all new constructors go there instead.
Reply #6 Top
Do you know that if you place a rally point on a starbase you can order newly built cobstructors to go to it automatically? When they arrive the module upgrade window pops up and its job done. Once you've upgraded that starbase to the level you want just move the rally point to the next starbase and all new constructors go there instead


This is ok if you only have a hand full of starbases. What if you have over 100,
this means over 100 rally points. Or aimlessly searching for starbases to upgrade.

Even if you only have a few, after you have researched new tech modules, you have to start all over upgrading.

I would like to see something similar to the space miner. Auto upgrade.

Maybe you would have to design a Military offense, Military defense, Economy, Influence upgraders. These could be set to auto, and when a new tech is researched they would upgrade the nearest base (if tagged) at a cost of X bc`s

Just a thought.

Reply #7 Top
I have a question, but I'm afraid it might be too newbie-ish to warrant it's own post.

Since updating to the newest version of Dark Avatar, my custom races all seem to receive 15 points to spend on their abilities. Am I mistaken that they're only supposed to have 10 points? I've never used a cheat code of any kind in GalCiv 2 *or* Dark Avatar, so I'm not sure why this would be happening. Can someone clarify how many points you're supposed to receive when creating a brand new custom race, and assuming my total is wrong, guide me in how to get it fixed?
Reply #8 Top
Since updating to the newest version of Dark Avatar, my custom races all seem to receive 15 points to spend on their abilities. Am I mistaken that they're only supposed to have 10 points? I've never used a cheat code of any kind in GalCiv 2 *or* Dark Avatar, so I'm not sure why this would be happening. Can someone clarify how many points you're supposed to receive when creating a brand new custom race, and assuming my total is wrong, guide me in how to get it fixed?


I think this was intentional, they have been rebalancing the abilities/points. I believe the Custom race was supposed to be given less inherent abilities but more points to spend = actually making them more 'custom'.
Reply #9 Top
Since updating to the newest version of Dark Avatar, my custom races all seem to receive 15 points to spend on their abilities.


This is correct. You should, however, delete any 'old' custom races you've made, as the way that they work has been changed and those 'old' races can be very much more powerful than they should be.
Reply #10 Top
I didn't think the original custom race was all that powerful...
Reply #11 Top
I didn't think the original custom race was all that powerful...


It's because the abilities you picked on the race in beta 1 will now be counted as 'natural abilities' and you'll get to pick ANOTHER 15 points worth on top of them.
Reply #12 Top
Ah - thanks for clarifying. Yes, that will be powerful!
Reply #13 Top
This has been bugging me for a while, actually ever since original GC2 came out. Does the AI races spend their ability points when you start a game?

To me all the AI races always have "federalists" selected as their political party. This leads me to believe that AI does not spend their ability bonuses either? :/
Reply #14 Top
It's because the abilities you picked on the race in beta 1 will now be counted as 'natural abilities' and you'll get to pick ANOTHER 15 points worth on top of them.


Thanks to everyone for the replies. Am I correct that "natural abilities" accounts for why my custom race always enjoys a +6 to logistics, even when I'm trying to create one from scratch? This bonus doesn't really bother me...I've just been unclear on where it's coming from.

Also, unless I'm quite mistaken, it seems like the original Iconian ship style has been replaced in the newest beta build with a completely different one. I really liked their original ship style and doubt it's actually been *deleted* -- do those Colony Ship and Constructor templates still exist somewhere in the game where they can be selected for custom races?

Thanks again for the responses!
Reply #15 Top
Autistic Angel, the +6 Logistics is meant to be one of the natural abilities, I believe everyone starts with it, as it's the first six logistic points you get.

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Something to add to my OP.

A new game, year is 2228 April 15th and the Yor was fighting the Krynn, and just surrendered 7(!!!) planets to me. That seems quite unbelievable and somewhat cowardice. Obviously it should have been able to manage those planets sufficiently well, as they were by no means spread out or terrible, in fact there were plenty of bonuses on some of them.
Reply #16 Top
Autistic Angel, the +6 Logistics is meant to be one of the natural abilities, I believe everyone starts with it, as it's the first six logistic points you get.


The races have differing values of Logistics, actually. The more warlike races have a higher starting Logistics.
Reply #17 Top
I see. In that case, I'd like to be able to buy additional Logistics ratings for a Custom Race then. Along with Miniaturization, and all the other bits that aren't traditionally available.