Opinion, suggestions or just random thoughts on GCIII

I have not played any of the previous versions of Galactic Civilization so I am new to the franchise. CIV: Beyond Earth was a bit too stale for my taste so when I saw GCIII I thought I looked like a good opportunity to get back into space.

At full price even! Not something I do that often anymore for an unfamiliar franchise (I am getting older and more conservative I guess)


On the positive side CG is very different from e.g. CIV and although it really could use some more in-game information it was mostly engaging to figure out the how to play it. I even postponed getting into TW3 (something that I am planning to remedy now); so GC did manage to get its hooks into me for a while.


Nonetheless, I admit that I am ultimately disappointed. Not in a “the game is crap way” but more in the “it could do with some tuning way”. I am not given to ranting so if I had thought the former I would just have settled with shelving it (at least I hope this does not come off as a rant).

 

Here is a few thought on the game and what I personally feel might be improved.

 

The difficulty or lack there off

The primary issue is the difficulty level; which, from my observation, mainly comes down to the scaling.

I started out on normal, got to around turn 50, looked around, decided I had an overwhelming lead, restarted and upped the difficulty level. Rinsed and repeated. At suicide, it looked more promising; but ultimately it only managed to add 40 extra turns before continuing became pointless.

For good order, I have played mainly around huge size. The largest number of planets I have had was around 9. On suicide I had 5 including Mars. I never felt the inclination to attack anyone and for reasons unknown everyone else left me alone too; so I have never actually fought a war.

 There is a lot depth in the planet/production system; particularly the adjacency bonus system.  This is excellent and probably the strongest selling point of the game. Nevertheless, it is diminished by the AIs inability to also specialize effectively. The value of specializing is just too great leading to an explosive power creep. I am generally a “tall” player so I like the system, but in the current state, it is just too much.

I sincerely doubt it will be possible to balance early/late game effectively using only percentage modifiers for production/science/commerce buildings. I think a simple and more effective way of balancing will be to reduce the percentage modifiers and compensate by adding some form of base production to buildings instead. E.g. instead of a 50% science modifier a building might provide a base production of 0,25 and a percentage modifier of 25%.

It would most likely also be easier to balance upgrades with such a system. The current scaling of upgrades: E.g. paying 30 production for a 25% bonus + adjacency bonuses followed by paying 45 production for a flat 5% percent increase is frankly not exciting.

 

The ideology tree

The ideology tree feels like a missed opportunity. Since it is tied to expansion it does not provide much meat on smaller map sizes (huge; size is relative I guess). At the risk of generalizing, I think most enjoy the opportunity to add some flavor so I do not see why it should be reserved for wide playstyles/very large maps. Does expansion even really need more encouragement than it already have?

I admit I thought I was immensely clever when I chose all the starting ideologies that provided ideology point generating buildings. However, as I never actually managed to play particularly long I never gained anything from it.

I cannot really offer an obvious suggestion for an alternative but I would suggest that some thought be given to if a better system could be put in place.

 

Ship design

Since I have never actually fought a war I am not really suited to offer particularly qualified suggestions on that front. I will just notice that tailoring ships is one of the most interesting gameplay element. That it is probably totally unbalanced. But if the latter is the case I would be perfectly satisfied with giving the AI a logistics bonus scaling with difficulty (might already be the case of course).

Fighting hordes of enemies with a numerically inferior force is fun.

The fewer the men the greater the share of honor…

 

A few convenience issues

 

The number of opponents

It is good that there is the option to create new races but I do not think that is for everyone. It would be nice with a bit more room for choosing the number of opponents without having to create new races yourself. A simple race randomizer, possibly with a selection of premade variants that the randomizer can choose from, could be a simple way to do the trick. Alternatively, if for lore reasons that idea doesn’t sound appealing then a TW2:Shogun solution with multiple factions of the same race would be just fine.

 

Naming convention for tech trading

In regard to tech trading I found the naming convention somewhat tedious. If I am Terran I would prefer to see the tech names on both sides based on the Terran tech tree so I have clear idea what I am trying to buy and sell. Of course, if it is necessary for multiplayer purposes; then so be it.

 

Ending my turn

I still do not know how to end my turn without having to go through every ship, shipyard and planet to pass. What is wrong with the traditional “return key ends turn”.

I would have given quite a bit to know how to force skip a turn!


Ps. Big plus on the research and production overflow. I only wish I had figured it out sooner.

9,058 views 7 replies
Reply #1 Top

Since I have never actually fought a war I am not really suited to offer particularly qualified suggestions on that front.
End of quote

Perhaps you should try that.  :digichet: On the higher levels of difficulty I find it surprising that you're able to run away with the game without conflict. The AI at higher levels gets some pretty massive bonuses.

I still do not know how to end my turn without having to go through every ship, shipyard and planet to pass. What is wrong with the traditional “return key ends turn”.
End of quote

You can set your idle ships to Sentry (s) or Guard (g). You can also station them on a planet or starbase and the game wont bother you about them.

You can idle your shipyards (there's a button on the left-hand side).

You can set production to a continuous project on the planets.

But why are you doing that?


[The ship designer] is probably totally unbalanced.
End of quote

The AI will use your designs against you in future games. So don't worry about it.

Reply #2 Top

I think if anything expansion needs to be reigned in. You should be able to get your 5-20 starting worlds freely but after that you should have to take them. If you play an Insane galaxy with only 8 races then it is different but why would you want to when you could add a 100 races with the new randomizer?

The whole lets rush and take 20 colonies by 20 turns isn't really all that strategic or the way a civilization would be able to do it anyway starting with one planet. I wish you could adjust your starting income as well, eliminate the 5000 starting credits. Maybe there is a way.

Reply #3 Top

Good feedback in that initial post.

Quoting sweatyboatman, reply 1

On the higher levels of difficulty I find it surprising that you're able to run away with the game without conflict.
End of sweatyboatman's quote

Well when you go the way of diplomacy.... It's kinda easy to be friends with everybody. Not saying the OP did.

Reply #4 Top

May I suggest a slightly different game? 

 

Play on a much larger map that your computer can support. Play with Abundant stars, Common Planets but Rare habitibility and Rare extreme. Put the galaxy on 'scattered' this gives a fairly even distribution of planets over the entire map.Put your difficulty on Genius.  Its a very very different game. You rush to find you planets. You will not have enough planets to 'race' ahead of the ai who will have more than you. Each planets will be important and you will not be overwhelmed at the amount of micro you feel compelled to do. 

 

Also try designing your own ships. These can and will help you beat the ai. 

 

Glad to hear you are playing and feedback is always good to hear!

 

Reply #5 Top

Quoting Kyoss79, reply 3

Well when you go the way of diplomacy.... It's kinda easy to be friends with everybody. Not saying the OP did.
End of Kyoss79's quote

In my experience, the high level AIs are really good at expansion and that if you just leave them alone, the bonuses they get will very shortly outstrip what's possible even with extreme specialization. I'm not a hardcore min-maxer (for example, I don't do the Pragmatic Constructor to Colonizer cheese) but every strategy for beating the higher level AIs I've seen on these forums is dependent on rushing them before the AI's bonuses really kick in.

at some point, if you leave the Terrans, the Altarians, the Krynn, or the synthetic race alone they'll grow too big.

I suspect the OP is finding the game uninteresting because they're avoiding conflict, and they're extremely effective at min-maxing to the point where (at least in the first hundred turns) they're on the top. Perhaps the other factions are fighting each other, IDK.

The diplomacy game does have a problem where the AI picks on weaker players and is super super nice to stronger ones. Which is rational, but also upside down, since weaker players need more help and stronger players need more opposition.

Reply #6 Top

The AI will use your designs against you in future games. So don't worry about it.
[/quote]

 

I theory yes. In practice no. Since production cost of ships is more or less a non-issue I exclusively go for any tech that increase mass. So, in practise, the AI will never have the mass necessary to actually use the designs I create.

Reply #7 Top
Quoting Sweynforkbeard, reply 6
I theory yes. In practice no. Since production cost of ships is more or less a non-issue I exclusively go for any tech that increase mass. So, in practise, the AI will never have the mass necessary to actually use the designs I create.
End of Sweynforkbeard's quote

 

Plus, a player-built design is usually more expensive. Not a problem for a fully-specialized player, who produces 300+ military production from individual planets, but quit different for the AI, who is limited both on how much it can specialize planets AND how far it can push the military v social slider in either direction.