1) had the AI at least see culture starbases in neighboring sectors as a threat, and demand that you disband them
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Cure worse than the disease! I see people in this thread talking about leaving Cultural Victory enabled as if that were the behavior of aliens from outer space. LOL
Fact is, if you survive to reach a point of becoming friends with all civs, the game is over. (That is why setting all the AI's to the same alignment is such a cakewalk.) The AI can't defeat you by tech. The AI won't attack you if your relations are strong enough. What's left for the AI? Culture? They don't ever do anything on culture unless by military force and/or luck they happen into a monopoly or near-monopoly on influence resources.
WHAT THE HECK DOES THE CULTURE FLIP EVEN MATTER???
It doesn't. Like the Terror Star blitz, it's just a way to record your victory with reduced tedium.
About the only thing that can upset a stable alliance is a random event: alignment shifts. (The "diplomatic incident" events that start wars are avoidable by having invested enough into espionage).
CypherPax said:
I wonder if it's only those of us who submit to the Metaverse that turn 'Cultural Victories' off. If if I didn't, I wouldn't find it a satisfying victory condition - particularly when playing with a clusters map where a few well-placed starbases in empty sectors are going to get you to 90% fairly quickly.
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I find this point of view baffling. As I just said, the game is over when the AI no longer has a chance to beat you, and that point is reached any time you secure relations with all the remaining AI's. After that, the method of victory doesn't matter. Only if a good relation somehow goes south (rare) is the game thrown back into turmoil and doubt.
In order to win out with starbases, you need to be at peace. If you are at peace, you could win out just as easily with terror star strike as party palaces. If the AI is not attacking you, not going to attack you, you have all the time in the world to set up whatever you please with near-impunity.
For me, the moment I want out of a game is the moment the outcome has been decided. There is nothing "harder" about investing your time and energy into the complex logistics of invasions and ship wars if there is no chance left to lose. Alpha strikes, Stacks of Doom parked in the next sector, you name it. This AI lets you sucker punch it any way you please, on any timing you please, once you've gotten to good relations.
The ability to take out an entire target in one sneak attack blow is the biggest problem, in my view. The AI responds well enough once you have revealed your intent, but that won't matter if you've dealt him a strong enough blow, and especially not if you eliminate him in one blow.
If the AI will make war over cultural starbases in adjacent sectors, then we might as well strip that whole concept out of the game.
Suggestion: The AI should simply not ever sell or trade away its resource bases. Then at least, acquiring resources would take some gameplay by the player.
Suggestion: If the AI did not squawk at the FIRST cultural starbase in an adjacent sector, but at the third, fourth or fifth (to be determined randomly, just so that the player can't min/max effects with complete impunity), THEN perhaps we're on to something.
After all, one or two cultural bases, that's fair play. The trade and effects might be welcomed. Jamming them down somebody's throat, on the other hand, is WalMart Policy, predatory commerce in action, and that would stir up hard feelings.
2) They could have had the AI start building cultural starbases in a sector when it saw that your influence was greater than its influence.
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The value of that would depend on the situation. With the player able to bribe civs to war on one another, and starbases so extremely overexposed, the AI could invest heavily only to see all its work go up in smoke.
How to make the AI smart enough to know when and where it can afford to build bases? I'm not sure. The AI's are currently dominated by the need to push everything they have into military, just to be able to survive against other AI's, or to win militarily if they can.
SUGGESTION: What the AI's should perhaps do, is to improve their existing bases more. Add more culture to their resource bases, and do something with those junk bases they plop down. Add more modules to them.
SUGGESTION: If an AI is pursuing a cultural base strategy, it should refuse all bribes to be sent into war.
SUGGESTION: If player attempts to bribe another civ to attack a civ that has lots of culture starbases already built, the target civ might be granted a chance to match or beat the offer, in which case the bribed civ turns against the human player and wars on them instead! (That would take some of the certainty and predictability off frivolous bribery strategies, that's for sure!)
And yes, the AI should be able to detect buildups near its starbases, not only in the same sector, but parked in adjacent sectors. And again, one or two such instances should not alarm the AI, but a larger pattern of them definitely should. And if the number that will push the AI over the edge is somewhat randomized, the element of risk-vs-reward is re-injected into the game, and the larger maps, currently "easier" to play by all accounts, would actually see a significant stiffening, since the kind of buildups necessary to make alpha strikes there would be more quickly and certainly detected.
3) Even easier, they could have nerfed culture starbases so that they only work within a sector
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Bad idea, IMHO.
4) they could have made starbases on resources far more valuable than starbases elsewhere.
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Definitely. AND to alter the value based on the number of modules installed.
Plus, military and defense modules should perhaps also increase starbase hit points.
5) if 5 is too hard, they could simply make starbases unbuyable
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Strong medicine, but I would find this preferable to the current situation. Although more complex solutions might be better. (See above).
6) The AI should pursue other techs besides the military techs! They should at least have a couple AIs prioritize the influence/trade/economy techs and wonders.
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NO! I wholeheartedly disagree on this point!
The idea looks good on paper, but it fails to account for what the AI is actually good at, which is beelining its ships to overwhelm lesser civs who have fallen behind in production and technology.
Think of it this way. The AI's are all locked in an arms race. The human player can ignore that to pursue the diplomatic, trade, research and morale techs because the human player can finesse the diplomacy much better, thus find ways to survive without a strong navy. The AI's can't do that.
Any AI who wanders off the military path will be crushed by those who did not. This would destroy the current game balance.
The only way around this would be the Master of Orion solution: planetary defenses immensely more powerful than starships, requiring massive fleets to even contemplate overtaking a single well-defended system. Then the AI could rest on "just enough defenses" while pursuing production and research and trade.
GalCiv is the opposite of that. GalCiv is pure attack. With a pure attack game, the only hope is to have an even better attack than the other guy. I'm afraid this game is not designed to hold up to the AI's doing anything other than all racing together in a pack up the military branches of the tech tree. Mark my words, if Brad goes with sending some AI's down other branches of research, whoever does that will become the new Yor: disrespected and abused by all.
And currently, once you have the cultural lead, the AI just hands you the game.
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Currently, once you have good relations, the AI just hands you the game. Not sure what, if anything, to do about that, either. In my view, that IS the game. That is all there is to this game. Find your way to good relations, use the peace to build up your production, and as soon as you hit critical mass, fuss with the logistics of forcing the game to acknowledge that you have beaten it.
This is why I play with the default alignment spread. Truly, that is the only way this game appears to have been meant to be played. The full spread means that no matter what your alignment is, you're liable to have somebody unhappy with you. Keeping them busy with somebody else, or taking them out, or surviving their attacks on you while staying out of conflict with the rest of them... THAT IS THE GAME.
Those of you are cheesing the game in some way to defeat this strategic dynamic and catch a free ride to happy relations are, in my view, just going through the motions. You have the logistics to deal with of building this, ordering that, trading for this, selling that, but unless you have hot war enemies or some strained relations, there is no chance to lose the game. That's how I define challenge, the chance to lose the game. Rare is the situation in GalCiv that a loss will come after reaching stablized relations.
7) If an AI planet defects, the AI asks for it back from you. (Seems like reasonable behavior to me, and again easy to code.) If you don't give it back, you have a large automatic downgrade in relations and automatic breaking of any alliance.
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Irrelevant. If your influence dominates. The planet will only defect to you again. Seems rather silly to have to keep giving it back to them over and over.
What's really broken here is the stacking effect of the resources. Brad says he loves the stacking effect, so don't expect to see that nerfed at any point. Without multiple influence resources, flipping works perfectly reasonably. Only when you're loaded up with like +300% influence do the flips come absurdly easily.
What's the point of targetting the symptom instead of the cause? If Frogboy and Company are not open to toning down the resources or to capping the bonuses, or some other measure of containment, then trying to force containment through jury-rigged means with making the AI respond to various stimuli is a waste of time.
That solution is akin to the current problem with "re-importation of drugs" from Canada to the US. We make the drugs in the USA, but by law, Canada has price controls. We DON'T have price controls in the USA because having them would slow our research into new and better drugs. Well, we can't have our cake and eat it too. We should decide whether or not we prefer the costs/benefits of price controls, then behave accordingly. Exploiting a loophole in the system is only creating a crisis.
Same for influence in GalCiv. Do we, or do we not, want the massive effects of stacking multiple influence bonuses? If that is what Brad intends to stick with, then we're all here wasting our time discussing ways to declaw his arrangement.
8) Once you've taken some fraction of the planets owned by the AI (say a third), any additional defections, if you do not give the planet back, cause you to have to roll a saving throw. If you fail, the AI goes to war against you. The chance of this is determined by your relations and by your relative military strengths.
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Again. What's the point? This treats symptoms, not causes. The AI should be programmed to use cultural bases and terror stars. Currently, it is not. Thus it has no way to "fight back" when the struggles is confined to these methods, because the player has secured against all others.
We don't need the AI going nuts when the player starts pursuing victory, and hopping into a frenzy in which it plays the only card in its deck: the military option. If we are going to reduce this game to nothing but military, then do so openly, by removing everything else. At least of Master of Orion (the original) was honest on that score. Instead, let them improve the AI to where it can make use of starbases effectively, for culture, defense, and as terror stars. Only then will this side of the game come to life.
- Sirian