My Two Cents on the Expansion (long)

First of all, I've long been a fan of your work. I've owned each of your galciv games buying them on or near the day of release. As a long time strategy fan I appreciate what you do.

I've played two DA games. Not as many as some I'm sure, but enough to collect a few impressions for anyone interested:

1. Mega Events (ie. Jagged Blade) -- This event has been commented on in other posts, but I'd like to add a few words. First of all, I am a big proponent of anything that adds late game excitement. As most people know, games like this and the Civ series are usually decided well before mid-game even if there is quite a bit of mopping up. On the other hand, this is also when you want to play with the new toys you've spent the whole game building. But without an end-game challenge, I never finish most of my games.

The big problem with the Jagged Blade event is that it just isn't fun. You may remember one change that was made from Civ III to Civ IV was that pollution was removed. They realized that while their implementation of pollution represented a real challenge that added to late game complexity, it WASN'T FUN. So they took it out. And most people felt this was a great move.

My suggestion is an event that consolidates several weak powers rather than one that creates a new one out of several civs. (Perhaps such an event exists and I just haven't encountered it.) I can't count how many games of Civ or GalCiv I've quit because the opposing empires just didn't look strong enough to make finishing the game seem interesting. Perhaps the event was designed to be balanced for multiplayer. As someone who primarily plays against the AI I tend to think that way.

2. Planet Civ Techs -- I think this has been commented on elsewhere, but the AI is way too hungry for these. I was able to turn these techs into 20k credits several times in my games (largest map with max number of major and minor civs.) It is particularly silly for the minor civs to be willing to turn their entire 6000 credit treasury over to me for these given that they never colonize.

3. The new planet types -- I am generally a fan of this decision. It slows down the fast expo if nothing else. On the other hand, now that you've gone to all the work of adding the techs and icons for these, it seems like there should be more to the planet types than just when I can colonize them and partial penalties until I research the appropriate techs. Specialization makes planet-building fun. This is why people were mad when the tile resources disappeared. My suggestion is that the planet types have long-term bonuses or penalties (like 5-10% to research or production) to give us something else to think about as we plan our empires. Perhaps something like this exists and I just haven't seen it in the documentation.

4. Surrender -- I was playing a builder style hiding out in my corner of the map, when suddenly, two civs surrendered to me that I had only barely contacted. I had never traded with them and hardly had any contact with them. I assume that they were being demolished in wars with other civs and my relations were higher than other civs, but it seemed really bizzare at the time. Suddenly I owned about 40% of the map in my nine player game. I tried to replicate this with save games and they didn't surrender to me again, so perhaps it was just a freak event. Either way, it was weird.
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Reply #1 Top
1) There is no MP. Making the AI handle mega events better is what they should do IMO. Which I just got from reading yet another pirates post.

2) Up your difficulty, other races wont value tech so much in your favor anymore. Maybe make them longer to research or something.


4) AI gives up when it's getting annihilated. It's random.
Reply #2 Top
3. The new planet types


I like the idea...

Reply #3 Top
Regarding increasing the difficulty so the AI won't give me such outrageous trades for the colonization techs:

I typically play at crippling or higher. My ability to generate such huge amounts of cash allows me to run an overheated economy indefinitely without regard to the tax slider. It's unbalanced. I'm sure increasing the difficulty slider to the range of "godlike" would reduce the trade value, but it doesn't change the fact that it will still be an overpowered strat for the other levels.
Reply #4 Top
In regards to the different planet types and the tile types disappearing, I think there should be MORE tile types, and a greater frequency of them. I've had enough games with four class-18 planets and not one of them had a special tile on it. Planets need to have their own unique character to them. Give me planets with toxic regions (and not the whole planet), give me a class-4 planet where I can do a Soil Improvement and 5 new tiles pop up. Give me an ethical choice where I choose between a Morale tile and a Manufacturing tile. Give me a +50% planetary defense tile. Give me a tile that augments and/or speeds up Super Projects. Make it matter more WHERE I build planetary improvements. The different planet types can come from all the different tile combos--not just the global planet types.

I realize that makes the AI harder to code, but come on...before DA the AI was completely ignoring tile types already. Just getting them to build a Lab on a research tile and a factory on a manufacturing tile is a step forward.
Reply #5 Top
In regards to the different planet types and the tile types disappearing, I think there should be MORE tile types, and a greater frequency of them. I've had enough games with four class-18 planets and not one of them had a special tile on it. Planets need to have their own unique character to them. Give me planets with toxic regions (and not the whole planet), give me a class-4 planet where I can do a Soil Improvement and 5 new tiles pop up. Give me an ethical choice where I choose between a Morale tile and a Manufacturing tile. Give me a +50% planetary defense tile. Give me a tile that augments and/or speeds up Super Projects. Make it matter more WHERE I build planetary improvements. The different planet types can come from all the different tile combos--not just the global planet types.


I like these ideas.

Tiles with multiple improvement types, different icons in each corner (up to 4). Chooose which improvement is important to you.

Super Project tiles. Nice. Precurser Library or something. Bonus to time to build Super Projects on this tile. I like it a lot.

Same with Defense Tiles... though in keeping with the concept, you'd only be able to build the Plnetary Defense improvement on them to make them work, so I'm not sure how effective that would be (since there is no upgrade option for this improvement, and it already gives exactly that bonus in itself). Potentially this would be one of those things that would work best in conjunction with your 'multiple improvement types' per tile idea.

Toxic Tiles. 50% improvement building time and usage on these tiles with Toxic Colonization tech, 100% (negates effect) with Advanced Toxic Colony tech. This could also be fun in late game on Manufacturing planets as an Event. A planet with a lot of manufacturing end up with a certain number of toxic tiles. If you haven't researched Toxic Colonization, suddenly it becomes a whole lot more important even though there may not be any more toxic planets on the board. (Similar to Civ3 pollution, but better.)
Reply #6 Top
WRT to super projects and special tiles, it would obviously be overpowered to allow them to give their bonuses to super-projects, but very cool to allow them to give a bonus towards the productions of the project; A +100% tile to give a free 10% bonus, +300% tile to give a +30% bonus, etc. This would also allow you to build wonders more quickly.
Reply #7 Top
What I was posting was, I just want MORE of that stuff. Planets just need this unique character to each one, & you're never quite sure which strategy is the right one. I'd say just brainstorm every kind of tile type you can think of--it doesn't have to be overpowered to be fun--and throw it in. I'd think ~1/3 of a planet's tiles on average should have something on it, even if it's some crap bonus/penalty you almost never use ("almost" being the operative word). Let the game randomize it all.

You know, -% building time tiles, +Planetary defense tiles, toxic & water tiles, Economic tiles, Trade tiles (build a Market Center here and trade to/from that planet goes up), +Population growth tiles (Precursor whorehouse?? (: ), Starship bonus tiles (build your Starport here and you get a bonus), Sensor tiles (i.e. build a Research Lab there and the planet gets 10 sensor), whatever. Or vary the # of tiles per planet which require Soil/Habitat Improvement, that'll change their character. It doesn't have to be some massive game-changing/AI-changing thing, just enough to add some flavor & variety.
Reply #8 Top
4. Surrender -- I was playing a builder style hiding out in my corner of the map, when suddenly, two civs surrendered to me that I had only barely contacted. I had never traded with them and hardly had any contact with them. I assume that they were being demolished in wars with other civs and my relations were higher than other civs, but it seemed really bizzare at the time. Suddenly I owned about 40% of the map in my nine player game. I tried to replicate this with save games and they didn't surrender to me again, so perhaps it was just a freak event. Either way, it was weird.


That has nothing to do with Dark Avatar, I had the same thing happen to me in the vanilla version. I had two civs flip to me in the same game once, it was quite baffling at the time. Ever since then I've made an effort of being nice to civs who ask for my help during a war, in case they flip to me at the end. Though I'm really not sure what the mechanism is that determines this occurence.