Ray--
Thanks for your thoughts. Your position seems to be that since GalCiv does what most TBS games do, that it is ok. I on the otjer hand see the potential for this game and want it to live up to it like a few rare others have. Ultimately for me the true measure of success for a title is replay value. From what I can see I think Galciv may have a long way to go at the higher levels to keep one stimulated.
I will take your word for it that you can placate hostile civs up to intelligent even if they are much more powerful than you, you have the wrong race picks, and you have nothing to trade. I'll chalk that up to inexpeience, poor lock, not using ctrl-n or reloading.
I however fundamentally disagree that MASO level MUST have massive bonus to be competitive for a high end player like yourself. Letting an AI cheat rather than making it smarter is a cop out, period. How many games of electronic chess have you played Ray? As you up the skill level on a chess machine/program it does not cheat in any way, but I guarantee you will eventually hit a skill level that you will consistantly lose to the AI on. So I will not buy that it is not possible to make super smart AI's when it has already been done.
Now let me ask you this. Would you find it challeneging to play against another human in a multi-player environement? What if that human was just as good at the game as you are Ray. Would he still need massive bonues on top of that skill to give you a good run for your money? Do you think Staffa could beat you head to head at least part of the time WITHOUT any cheats? I think you will submit that the answer is yes. So then the question is not how much cheating you have to allow your high end AI to do to compete with your high end players-- but rather how do you get your AI to be as SKILLED as the high end players using the same rules set. The answer is Neural net. This has already been done in video games, I am not proposing anything revolutionary.
Even the developers of GalCiv realize this, I seem to recall in my registartion to metaverse that one of the eventual features they had in construction was to use the game data players upload to be able to profile a player and let one play in effect a "clone" of that player.
Yes Culture is far less important in this game than CIV III period. I stand by my assertion that that is a mistake. How many of your high end games against high-end AIS do you win a cultural victory on? Why is that? Perhaps because the military route is safer, quicker, and more effective? If you answer yes to this then it means that the game is not well balanced. A well balanced game would be one in which every winnig strategy had an equal chance of sucess on the median board. How far are we from that?
I agree with you that culture can be effective in the late game. Of course if you are in a late game, that means you either are not skilled, or not playing to win. If you are skilled and playing to win your game will read like your AAR to my WOTR challenge, and it will never even get to mid game let alone late game.
Now I am an experienced strategy gamer, but I can tell you I found my games below normal challenging in GalCiv for my first few. In your first couple of games you are trying to figure out the interface, have no idea whats on the tech tree or how to achieve any of the victory conditions. The only game that I did not find challenging is my cakewalk game where I set all the AIS to foolish just to see what they would do. They did not collonize much, built no warships, never built bases on resources, and never challenged me.
Yes Civ I had many blatant cheats including a pleathora neither of us have mentioned. Hence my reasons for using it as the quintesstial example of a poor TBS AI.
MOO2 had an AI that was very similiar to the higher end Galciv. The computer cheats progressively more and becomes more agressive. Yes it did not due well with some of the unique techs. MOO2 is not a good example of how to make good AI. It is however a good example of how to weight games scoring based on difficulty level-- something Galciv does not seem to really do.
As far as the scanning routines and computer speed, it is not that uncommon in games to set up a text file .config that the user can toggle features and pathing nodes etc off/on/up/down whatever so that the faster machines can take advantage of this while the slower ones can still play.
I will have to disagree with your beef that the biggest problem with GalCiv is the broken scoring system. I agree that that is a problem, but not nearly as much of a problem as the redundant GAME PLAY experience. Let me put it this way, when we boil down galciv to its lowest common demoninator, at the higher skill levels does it not come down to who can build the biggest tank the fastest and send it to the enemy en masse? While galciv may have different graphics, sounds and effects, is this not ultimately the same exact game play experience as CIV I, Command & Conquer, Warcraft I, and countless others? It seems to me that the label STRATEGY game implies more than "Tank Rush Game", I wish this title would share that vision. :notsure: