 |
|  |
 |
|
Vanguard
|
|
Monster Island
Apr 1999 time: 05:27
|
|
Well, Galactic Civilizations provides a nice bit of 4X gameplay in a fairly clean layout.
But I just can't help thinking how much better Alpha Centauri was than this. AC was deeper, more intelligent, more strategic, had loads more atmosphere and sense of place.
It also had far better AI. I know people believe, for some reason, that Galactic Civilizations has great AI, but as far as I can tell it doesn't. The reason it can beat you is because it starts with loads more stuff in a game where you can't do anything that the AI doesn't do as well (or, in some cases, better. It would be nice if they would explain what some of the stuff in GC does). The logarithmic growth means that the AI ends up doing everything better than you because it is continually ahead of you in tech and exploration.
Also, the AI in GC never has to do anything very hard. There is no terrain in space and there isn't any need for tactics. All GC's AI has to do it build ships and point them at their targets. It does do that fairly well. But it isn't nearly the same thing as guiding mixed force armies across complex continents to attack defenders hiding in fungus.
Gal Civ's diplomatic AI is slightly better than AC's, but it has most of the same problems. AI players don't act "realistically", they act according to rules designed to give the AI as a whole an advantage. In addition the terrible Diplomatic Interface makes trying to strike a bargain more trouble than it is worth.
Overall, this is a weak 4X effort that is redeemed slightly by the moral dilemma screens. It is interesting, in the way that any 4X game is interesting. But it really doesn't hold a candle to a true work of imagination like AC.
|
|
|  |
 |
|
Pyrkaige
|
|
quote: Originally posted by Vanguard
Well, Galactic Civilizations provides a nice bit of 4X gameplay in a fairly clean layout.
But I just can't help thinking how much better Alpha Centauri was than this. AC was deeper, more intelligent, more strategic, had loads more atmosphere and sense of place. |
Interesting idea of comparison, and worth looking at. To answer briefly, the only thing where I'd agree here is in the atmosphere; AC had amazing atmosphere when it came to sucking you in to that weird world. Personally, though, it got rather boring once you figured out how to beat the fairly simple AI in it.
quote: It also had far better AI. I know people believe, for some reason, that Galactic Civilizations has great AI, but as far as I can tell it doesn't. ... |
From from your descriptions of GalCiv's AI, it would seem you haven't played it to a great degree or at the higher difficulty levels. Case in point:
quote: The logarithmic growth means that the AI ends up doing everything better than you because it is continually ahead of you in tech and exploration. |
The AI usually isn't ahead of me in those two aspects, in the games I play against Genius AI opponents. (It is usually ahead of me until late in the game with military production, given how I play.) If you jump into the game and try it on too high a difficulty, it will probably seem this way; I started at the very bottom difficulty level and worked up.
As for your other issues, again a lot depends on the sort of game you play, and especially the size of map. Larger games take a lot more tactical skill, and it can be fun to play "hit and run" with the computer if you manage to eke out better sensors and speed on your ships. AC had certain tactical issues to deal with as far as the terrain went, but that was generally easy to get around once you figured out how the game played itself out.
GalCiv certainly isn't the "micromanage every aspect" sort of game that AC was. You don't sit there and fiddle with a bunch of different aspects to your government's style, or build up a zillion different types of ships based on what you researched. Although I enjoyed aspects of that, personally that sort of thing gets tedious after a while, and you want to play against an AI that will actually give you a run for your money, fairly. GalCiv does that, and ultimately AC did not.
I suppose GalCiv isn't for everyone, but it seems rather over the top to call it a weak 4x effort given the ultimate strengths it has that are enjoyed by the many people who have bought it and found it intriguing. It may not be ground breaking in the sense that AC was, simply because there's less ground to break in the genre. But it takes the themes that people in the 4X arena enjoy and does them so damn well, that it ends up being an ultimately deeper game because of it. The best comparison I can think of is Warcraft III; not necessarily revolutionary in any specific part, but evolving beyond the rest of its genre to be just more... fun.
|
|
|  |
 |
|
MichaeltheGreat
|
|
Apolyton Grand Executioner
|
 |
mooning the house that Ruth built.
Oct 1999 time: 21:27
|
|
quote: Originally posted by Vanguard
But I just can't help thinking how much better Alpha Centauri was than this. AC was deeper, more intelligent, more strategic, had loads more atmosphere and sense of place.
|

AC had the xenofungus puke color scheme, and was really a Civ 2.5 modpack that we got to pay full price for. The "sense of place" and atmosphere got old quick when the name of the game was ICS, just like with all the Civ series. Then there's the litany of bugs, including the great maintenance cost bug, etc.
quote:
It also had far better AI. I know people believe, for some reason, that Galactic Civilizations has great AI, but as far as I can tell it doesn't.
|
The SMAC AI stinks enormously - unless you started five squares away from Santiago (happened) and she found you first, the "AI" relied on map cheats, production cheats, and the same obsessive send a continuous stream of units up the same path ad nauseum. One PBEM game where we had a couple of AI factions and five humans, I got started next to good ol' Miriam, but with a land bridge and some good defensive terrain between her civ and mine on the close side, and a wider open area on a little less direct path. Naturally, she tried the direct route, and for 80 turns or so, I did a Fredericksburg, sitting and letting over 120 low end infantry and rovers obliterate themselves against my fortifications and losing 8 defenders. So much for tactical AI. Build a transport and go across the lake? Go the slightly longer open way that's harder to defend? Not in SMAC. I remember top level single player games where I destroyed over 1000 enemy units and lost less than 20. To give single player any challenge, people invented stuff like the "One City Challenge."
SMAC and SMACX had garbage AI, that relied just on huge cheats. The only thing that kept it from being instant shelfware for me is PBEM.
quote:
The reason it can beat you is because it starts with loads more stuff in a game where you can't do anything that the AI doesn't do as well (or, in some cases, better. It would be nice if they would explain what some of the stuff in GC does). The logarithmic growth means that the AI ends up doing everything better than you because it is continually ahead of you in tech and exploration. |
You apparently aren't playing right, then. I haven't seen any indication that the AI starts with loads more stuff, although I'm sure it's handicapped in some way. SMAC, depending on level, gives the AI as much as 70% production subsidies on everything.
If you pursue the right early approach, you can outdo the GalCiv AI in exploration and anomoly harvesting. In one game I'm finishing now, my original survey ship lived up to the name "Hero" by killing enemy ships up to battleships. Between space junk harvests and all those one percent to this and that, the ship ended up with 109 hit points, an attack of 18 points, and defense of 39 points. With a movement rate of six, it's been all over the (huge) galaxy, harvesting away. Being ahead in tech doesn't matter - the trick is to focus on the right techs, consistent with what you want to do. In that sense, GalCiv is so far ahead of SMAC it isn't funny. In SMAC, I had no trouble at the top level being ahead in tech even as Miriam. Get tachyon fusion choppers, and it's all over. Transcend victory as Miriam in 200 turns? On a decent map, not much of a problem. Get the right improvements and build your science city, a ton of formers and a ton of crawlers, and put up those echelon mirrors. Micromanagement R Us.
GalCiv gives you/forces you to make a lot of tradeoffs to try to compete. SMAC gives you "how shall I overwhelm today, unless I get bored to tears playing with 120 formers and 100 crawlers."
quote:
Also, the AI in GC never has to do anything very hard. There is no terrain in space and there isn't any need for tactics.
|
Newsflash: GalCiv isn't a tactical level game. You're doing top level management of resources and priorities.
quote:
All GC's AI has to do it build ships and point them at their targets. It does do that fairly well. But it isn't nearly the same thing as guiding mixed force armies across complex continents to attack defenders hiding in fungus.
|
SMAC's AI didn't do that. It did map out predictable routes and fixate on target colonies, so you could slaughter the AI with a tenth the military forces it had, and concentrate on nothing but research and terraforming. Sometimes you can get away with that for a while in GalCiv, if you have the right start conditions with tight clusters and a large or huge galaxy. You could get away with bogus tactics a lot due to SMAC's A-Non-I stupidity, but GalCiv may well punish you. The only time SMAC was a challenge is if you got started right on top of an agressive enemy, because they know exactly where your colonies are, and might get one while you're out exploring in the first turn or five.
quote:
Gal Civ's diplomatic AI is slightly better than AC's, but it has most of the same problems. AI players don't act "realistically", they act according to rules designed to give the AI as a whole an advantage. In addition the terrible Diplomatic Interface makes trying to strike a bargain more trouble than it is worth.
|
Civ 2.5, er, ooops, SMAC's AI consisted of trying to extort a tech from you, then declaring war, whether the AI could do anything effective or not.
GalCiv's is substantially better than SMAC, although it has problems, like all diplomatic AI in all games.
quote: Overall, this is a weak 4X effort that is redeemed slightly by the moral dilemma screens. It is interesting, in the way that any 4X game is interesting. But it really doesn't hold a candle to a true work of imagination like AC. |
(a) You obviously don't know how to play very well, and (b) my first reaction to SMAC was that it was a graphics mod of Civ 2, with a few code flags added to create "factions" with different abilities, instead of just different "personalities." SMAC had very little creativity to it at all, 90% of it was a rework of Civ 2.
The only thing that kept SMAC from being shelfware after the first month was PBEM play. GalCiv doesn't have multiplayer, but it's the first 4x game since MoO2 that I've found to have long-term potential. MoO3 rapidly got tedious, with a choice of insane micromanagement or letting the governors butcher your production, so it's on the way to being shelfware. I don't anticipate that happening for quite a while with GalCiv.
|
|
|  |
 |
|
dr. blackclove
|
 |
Gainesville, FL (USA)
Jan 1970 time: 05:27
|
|
I thought AC was pretty much a snore, so maybe I'm the wrong person to comment on this. I love GalCiv. You have to imagine the story a little bit more than in AC, but I find that a "narrative" for my culture does emerge. Consider:
My first game I lost when the Yor Collective overran my underdeveloped and undefended worlds. Our allies, the Torians, tried mightily to save us.
My second game I won militarily. I played a "good" civilization that always did right by everyone until the end. Unfortunately, virtually the whole Drengin Empire, who were (shockingly given the attitude differences) our major trading ally, defected to form the Fundamentalists. They were just GONE. Then the Draginol showed up. I became a major military power against my will and ended up conquering everyone.
In my third game, I won with a culture victory. I had actually called the game "Evil Warmongers" thinking I'd be super militaristic. I attacked everyone with my USS Hero, wiping out colony ships to expand my empire at my own pace. Unfortunately for me, by the late game, the Drengin had double our population (they got a couple of worm events I think, they had planets of class 32) and much stronger ships thanks to well-placed resource harvesters, plus in some ways better technology. We were forced to live behind a wall of military-bonus starbases and a fleet of defensive dreadnoughts. It didn't matter that their ships were worth two of ours with THOSE defenses. Eventually I studied all the yellow techs and the whole galaxy started culture-flipping to my side. We even managed to capture one Drengin world (killing like 90 billion people total in our failed invasion and then our successful one).
That's what I love about GalCiv. Each game is so different and your victory strategy has to be adaptive. In AC I just did the same thing in every game.
|
|
|  |
 |
|
yin26
|
 |
This space reserved for Darkstar.
Apr 1999 time: 14:27
|
|
quote: The reason it can beat you is because it starts with loads more stuff in a game where you can't do anything that the AI doesn't do as well (or, in some cases, better. It would be nice if they would explain what some of the stuff in GC does). The logarithmic growth means that the AI ends up doing everything better than you because it is continually ahead of you in tech and exploration. |
Umm, the AI only gets more 'stuff' on the Incredible level. And even on the Genius level I almost always manage to stay ahead of the AI in tech. What GC does much, much better than AC, however, is have the AI react to your actions in a much more human manner ... so you can win in a peaceful way if you play smart in that direction. You can also try to take over the galaxy, but plan for the AI to gang up in defense against you -- or even in defense *of* you if it makes sense for the AI to do so.
No, AC was off my drive in a matter of weeks. Good game but too predictable. GC, if it continues to get updates that close off some of the loopholes that make the game too easy, will stay a long, long while.
|
|
|  |
 |
|
Ellestar
|
|
Russian Federation, Moscow
Feb 2003 time: 08:27
|
|
It's good enouth that GalCiv is compared with such a great game as SMAC. MOO3 mostly compared with sh*t.
|
|
|  |
 |
|  |
 |
|
MichaeltheGreat
|
|
Apolyton Grand Executioner
|
 |
mooning the house that Ruth built.
Oct 1999 time: 21:27
|
|
Movies and fluff are nice the first few times you play, but after some number of games, they just become an interruption, IMO, except for the victory screens.
The real problem with graphics is that they often take a disproportionate amount of the development budget, because the average (i.e. low level) gamer is perceived to be more interested in glitz than in things like strong AI and long-term replayability.
In pre-release marketing, you can't hype AI, but you can splatter screen-shots all over the game press, and visual marketing is the norm, so boxes, store displays and everything else is driven by the kind of graphics you have. Stills from the different movies are used extensively in that stuff too.
If you look at SMAC, which was/is buggy as hell, not counting stability issues, and also look at the game design and implementation quality of CtP and CtP II, it's an interesting question to ask how much better would the games have been on release if half the graphics budget was shifted to design, coding and playtesting. 
SMAC was hyped pre-release as being based on a new, proprietary graphics engine. So what? The results didn't justify the costs, but then you had things like the top two weapons reactors having the same value, despite the tech level difference, a wonder that didn't work, the maintenance cost bug, and a zillion cheats such as the infinite right-click paradrop bug. Then the A-non-I which seemed to me to be absolutely no better than Civ II out of the box. What a difference a budget shift could have made. IMO, the only saving grace for SMAC was multiplayer, and MoO3 looks to be abysmal for MP play, so that's not a likely source of salvation.
GalCiv's graphics are OK - nice, but not a lot of sizzle, but the game was playable out of the box, has a lot of replayability, and has reasonable semi-competent AI in a game world where really semi-competent AI hasn't yet been achieved. Given the choice, I'd much rather see more games with the development emphasis like GalCiv's than like SMAC's.
|
|
|  |
 |
|
The Templar
|
 |
People's Republic of the East Village
Oct 2001 time: 00:27
|
|
quote: Originally posted by MichaeltheGreat
If you look at SMAC, which was/is buggy as hell, not counting stability issues, and also look at the game design and implementation quality of CtP and CtP II, it's an interesting question to ask how much better would the games have been on release if half the graphics budget was shifted to design, coding and playtesting. 
|
I certainly think this contributes towards a large portion of the problems with games. But oddly enough, the Civ3 boards were filled with grousing over the lack of wonder-movies when Civ3 first came out. So I don't think its just the average gameplayer focused on graphics.
On the other hand, the graphical coolness of CTP2 just added insult to the injury of an entirely botched game. The AI in that game made the MoO3 AI look agressive.
A 10-year old kid at the divorce proceeding of his parents is asked by the judge who he (the kid) want's to live with.
Kid says, "You honor, I don't want to live with my mommy because she beats me. I don't want to live with my daddy because he beats me."
Judge responds, "So who do you want to live with."
Kid answers, "The AI for MoO3 - it don't beat anybody!"
|
|
|  |
 |
|  |
 |
|
Vanguard
|
|
Monster Island
Apr 1999 time: 05:27
|
|
First of all, I did not mean to imply that the AI in GalCiv is unbeatable------ it isn't, of course. What I meant to say was, "The only reason you can't beat the AI in GalCiv as easily as you can in SMAC is because the AI starts with tons more stuff. And it is NOT true that the AI only gets more stuff on Genius level. It starts with more stuff on all the non-simple difficulty levels.
Starting with more colony ships is a major advantage in GalCiv, since it allows the AI to bogart more stars----- which is basically the entirety of early game strategy. In addition the AI apparently knows where all the good stars are, which greatly contributes to its bogarting ability.
So the AI "cheats" all the time, although I admit that this sort of cheating is probably (slightly) less annoying than some of the grosser forms of productivity cheating.
If the AI were particularly good in other ways then I would still admit that the GalCiv AI was as good as claimed. After all, the purpose of the AI is to provide a good game that seems fair. If it does that, then I really don't care how it goes about it.
But, honesty, I have yet to see the AI in GalCiv do anything that I thought was especially intelligent. It is competant at building and moving and attacking------ but no more than competant. And how hard is it to do this stuff competantly on a map without terrain and with a highly simplistic combat system? Not really very hard. Certainly not as hard as trying to launch trans-continental amphibious invasions with air support.
Of course, there really isn't all that much that the GalCiv AI could do that would be really impressive. There just isn't much in the way of actual strategy or tactics in the game for the AI (or the player) to excel in. The game itself has to be the most simplistic major 4x game produced in quite a while. Combat is trivially simple, the layout of your empire is entirely random and not subject to much improvement, there are no real "alternative units" or unusual tactics. It is all pretty much "move to planet and attack".
I guess Stardock does deserve some credit for sticking to basics. But unfortunately they have reduced the 4X genre to a game where only the production is fun. This entire game consists of nothing more than producing the stuff needed to follow one of several "Golden Roads" to victory. There is no tactical game, no real strategic game, very little game at all, except for the admittedly quite compelling process of building up your planets.
|
|
|  |
 |
|
MichaeltheGreat
|
|
Apolyton Grand Executioner
|
 |
mooning the house that Ruth built.
Oct 1999 time: 21:27
|
|
quote: Originally posted by War of Art
Well, we all know that MtG isn't a big fan of SMAC (because its not Civ2 ) but the wonder movies, bugs, etc all add to the game IMHO. Everyone who plays SMAC for a while knoes the "characters" of the various factions - who's more evil? Hive or Drengins? Chairman Yang is more "real" to me than Lord Wassisname. |
SMAC as a PBEM base was quite nice, minus some bugs - you had to trust players not to use several cheats in the rules, because there was no real way to know. As a single player game, it was just lacking. The only playtesting apparently done prerelease was ICS + rover rush on small planets, because anything outside of that was just grossly unbalanced.
Getting all of the wonders on the supposed top level is absurd, but I did it, and I got all but one several times. To keep it entertaining, I did stuff like make transport choppers (only 5 moves with the transport module) and drop rover super formers, and transport tons of them en masse to raise elevation west of the AI's main colonies, desertifying the colony tiles. Or nerve gas everyone, with lots of wormburner choppers back home, so I'd make tons more money from worm harvesting than you would from the 9000-odd years of UN sanctions.
quote:
GalCiv is rapidly becoming my No.2 game though - it only needs a bit more "tinsel" to make me feel that the Torians really are too nice to kill, and not simply too weak. 
-Jam |
One of these days, I might get back to those MoO3 games I left unfinished. And I think that SMAC CD is still around in a box of shelfware CDs. 
|
|
|  |
 |
|
MichaeltheGreat
|
|
Apolyton Grand Executioner
|
 |
mooning the house that Ruth built.
Oct 1999 time: 21:27
|
|
quote: Originally posted by Vanguard
First of all, I did not mean to imply that the AI in GalCiv is unbeatable------ it isn't, of course. What I meant to say was, "The only reason you can't beat the AI in GalCiv as easily as you can in SMAC is because the AI starts with tons more stuff. And it is NOT true that the AI only gets more stuff on Genius level. It starts with more stuff on all the non-simple difficulty levels.
Starting with more colony ships is a major advantage in GalCiv, since it allows the AI to bogart more stars----- which is basically the entirety of early game strategy. In addition the AI apparently knows where all the good stars are, which greatly contributes to its bogarting ability. |
With all due respect, there are strategic counters to that. A 50% bonus to colony ship speed in the early going is nice, so I flip to 100% output, run a deficit, shift to 50% military and 50% research, and do propulsion theory -> cold fusion -> impulse right off the bat, while cranking scout ships, and heading them out for likely intersections with other races (assuming loose or tight clusters). I first colonize outermost planets to extend my range and deny them to others, then I fill in planets I've bypassed.
quote:
So the AI "cheats" all the time, although I admit that this sort of cheating is probably (slightly) less annoying than some of the grosser forms of productivity cheating. |
In some form or another, game AI all cheat, since they have to move much faster than you do (who's going to wait 20 minutes on a turn while the AI figures out what it wants to do?) and is a minority of the overall development effort. Write an adaptable game AI engine, and you can retire.
quote: If the AI were particularly good in other ways then I would still admit that the GalCiv AI was as good as claimed. After all, the purpose of the AI is to provide a good game that seems fair. If it does that, then I really don't care how it goes about it. |
"Admit" means to concede what is already true.
quote: Certainly not as hard as trying to launch trans-continental amphibious invasions with air support.
|
And what game does that? Certainly not SMAC, which it's "send every unit from here to x,y" approach. All SMAC does is obsess and do a bunch of goto tile orders. There's a difference between a herd of lemmings and a coordinated combined arms attack.
quote:
Of course, there really isn't all that much that the GalCiv AI could do that would be really impressive. There just isn't much in the way of actual strategy or tactics in the game for the AI (or the player) to excel in. The game itself has to be the most simplistic major 4x game produced in quite a while. Combat is trivially simple, the layout of your empire is entirely random and not subject to much improvement, there are no real "alternative units" or unusual tactics. It is all pretty much "move to planet and attack".
I guess Stardock does deserve some credit for sticking to basics. But unfortunately they have reduced the 4X genre to a game where only the production is fun. This entire game consists of nothing more than producing the stuff needed to follow one of several "Golden Roads" to victory. There is no tactical game, no real strategic game, very little game at all, except for the admittedly quite compelling process of building up your planets. |
"A senior commander must focus on where, not how, to defeat the enemy." - Gen. George S. Patton III.
GalCiv focuses on the top level, and avoids micromanagement. In games like SMAC, Civ and MoO, I'm the hardest of hardcore micromanagers, because I detest the inefficient and often downright insane things the AI "governors" and "viceroys" do to screw up your planets and fleets.
GalCiv is like a big step forward from Stars! which also rocked as a top level empire management game. It's a joke to even compare it to games like SMAC, same as it is a joke to compare games like SMAC to X:COM. They're TBS, but beyond that distinction, they're not at all the same genre of game and they're not intended to be.
|
|
|  |
 |
|
Eric S
|
|
Las Vegas, NV
Jan 2002 time: 21:27
|
|
Vangard, I suspect that you haven't played GalCiv enough to get the hang of it. There's quite a bit going on there once you figure it out, it just isn't all starship combat.
And as others have stated, the AI doesn't start out with extra colony ships. It may lease them, immediately, but you have the same option. If you can't at least come close to matching the AI's expansion, then you need to examine your playing style. It's not that hard to do that once you get the hang of it.
|
|
|  |
 |
|
MichaeltheGreat
|
|
Apolyton Grand Executioner
|
 |
mooning the house that Ruth built.
Oct 1999 time: 21:27
|
|
In another game I started last night, I opted to trade several race bonuses for the five points necessary to get +1 speed, then I followed the same initial research path of Propulsion Theory -> Cold Fusion -> Impulse Drive.
On a huge galaxy, no clusters, I have 25 planets and six more on the way, plus six resources (three mil, two research, one econ) and three resources with constructors headed for them as of September 2184.
I bounced the Yor early, was lucky to get a starfighter from an asteroid pop, and I proceeded to kill Yor colony ships until I'd colonized all the good planets around them. They eventually asked for peace, and were willing to give five techs I didn't have, so I let them live now that they're stuck being a two planet race. 
You have to unbalance some of your play approach and be willing to take risks.
|
|
|  |
 |
|
Ray K
|
|
Allen, TX
Nov 1999 time: 23:27
|
|
gah, I just *wish* I could start with the Drengin in my home sector just so I could wipe them out before they could build up their industry
|
|
|  |
All times are GMT. The time now is 05:27. Apolyton Time is 00:27. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|