Galactic Civilizations III

Galactic Civilizations III

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Mandemon 1/dez./2015 às 11:01
AI seems to be cheating the hell out.
So, I am not going to pretend I am some sort of genius or best player in the world, but does the AI cheat the ♥♥♥♥ out?

I mean, at first I thought "Okay, it's normal, it's not GalCiv 2, maybe dropping to easy would solve it and give me a chance" and... no. Same BS.

Basically, here is how every single game I had has gone.

-Start Game as Terrans
-Send explorers, colonize Mars, buy new colonization ship.
-Realize that AI has already colonized the entire galaxy
-Wonder how the ♥♥♥♥ they got 3-4 colonies when I am barely finding my first habitable planet, which suprise suprise, is already taken
-AI declares wars, turns out they already got frigattes and tons of guns
-I attack single Small Ship which has 3 Beam / 2 Shield, I got fleet of 2 Small ships with 4 Kinetic / 2 Shield and 3 Tiny with 2 Missile. LOSE
-All other AIs declare war on me
-Quit in disgust as alien invaders pour from everywhere, even from the other end of the galaxy where I don't have range

Is there any guide how to get started? I mean, this is pretty damn stupid at this point. How the hell can AI spam so many ships and colonies, when I can barely consruct 1? It's like AI doesn't actually DO anything, it just GETS stuff it wants.

Also, why are there so little races? Where are Arcens, Drakh, Torians, Krox?
Última edição por Mandemon; 1/dez./2015 às 11:02
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Exibindo comentários 106120 de 172
Escrito originalmente por Flower Hugger:
What's so wrong about min-maxing and meta-gaming, why can't you embrace it?

If you complaining about a game as complex as this and crying about why the AIs beating you because you pick a vanilla non min-max race, go play something else.


i can beat the ai on max settings without to many problems with the default races. but i played 2 for many years and still play my disk copy quite often. 2 really is a good way to learn the ropes in a long story. not the rather short annoying one in GS3 with no real clear point. you need to know the game to beat the ai on max settings. you have to know where the ai normally acts. each update like the last few makes beating the ai 5x easier. the ai update just made them stupid and clumsy. makes things too easy now. we need more control. not oh the game does all the work you just build ships and clicky clicky to win.
Escrito originalmente por Flower Hugger:
What's so wrong about min-maxing and meta-gaming, why can't you embrace it?

If you complaining about a game as complex as this and crying about why the AIs beating you because you pick a vanilla non min-max race, go play something else.

i majorly min-max personally. pure missiles and beam/mass defence. missiles will pump out 270+ damage per shot on all the Huge hulls. with rare mats you could in theory get over 300 damage per shot and kill any ai with a single ship. fleets would be a problem but 1 on 1 the ai wouldn't have a chance. beams and mass have good dps they just are much weaker than missiles at 270 damage you cant prevent them killing you with any custom ship i've been able to build. and the ai seems to only focus on shield and anti mass driver gear. chaff doesn't seem overly important to them.

building to your enemy's weakest point is your best chance. each ai seems to like a different weapons setup. if your killing one that loves shields and go all in on beams your gonna have a bad time. and your going to be dead in the first 50 turns. if your enemy uses mass drivers and you don't have any protection there going to wipe the floor with you in the first 50 turns.

expansion is a key part of any 4X game. if you don't expand you won't get anywhere. hell in gc2 the first to die were the minor races as they offered high level worlds with amazing upgrades yet only had one world each. even with under 20% chance the minor races were well worth taking out for the massive boost they offered. in GC3 its different minor races are not really worth taking. they don't have end game stuff at the start that changes the entire game for better or worse depending on who they die to/befriend/trade with
Mandemon 4/dez./2015 às 5:05 
Escrito originalmente por M-98 black widow:
Escrito originalmente por mastarfin:

I agree Mandemon. I hate micromagement to such a degree and avoid it as much as possible.



this has always been a big part of all the GC games. gc 2 was easy if you knew what to do. still had equal maybe more micromanagement. i have over 5 years of time in that game. plenty of people have way more. hell a few people on the fourms have 10,000+ hours min. if you hate micromanagement this isnt the place for you. and it never will be.

I never had to fiddle with the stuff in GC2. Adjust occasionally, for example when I wanted to quickly expand my navy or focus on something. I didn't need to constantly adjust them.

I do miss some things, like espionage, but even espionage in GC2 didn't require massive amounts of micromanagment constantly. Set funding for it, then waited to get spies and set them to spy on opponents or on counter-espionage duties.

Escrito originalmente por Flower Hugger:
What's so wrong about min-maxing and meta-gaming, why can't you embrace it?

If you complaining about a game as complex as this and crying about why the AIs beating you because you pick a vanilla non min-max race, go play something else.

Because its bad game design. It means the game is inheritly unfair and you need to cheese the system to win.
Última edição por Mandemon; 4/dez./2015 às 5:06
ElPrezCBF 4/dez./2015 às 5:40 
Escrito originalmente por Setzway:
I will reiterate once again: I shouldn't have to constantly mess with the Production Slider and Govern Wheel in order to perform well. Having to mess with that constantly is like having to Win via Conquest or Diplomancy exclusively. GalCiv is supposed to promote multiple styles of play and encourage freedom of action. If you need to constantly fiddle with menus and sliders and Micromanage every ~10 turns it becomes tedious and counter intuitive. Imagine having to manually upgrade Basic Factories and Research Labs every time you unlocked the next Tier. That's what having to fiddle with the Slider and Wheel is like to me.

Edit: Note that I'm not unfamiliar with 4x games. I've ~500+ hours in GalCiv 2, ~100+ in Civ 4 and Civ 5. I've also played a plethora of similar TBS games such as Age of Wonders and the Total War franchise. Needing to manage resources, tactics, strategies, expansion and dabble in some micromanagement isn't something foreign to me.
You mentioned two separate issues, so let's break it down.

Default settings causing everyone to declare war on you easily.
After so many setting adjustments over many games, I cannot remember what the "default" setting was like when I first installed this game. As far as I remember, my experience has been different from yours from the very beginning on normal difficulty. But for the sake of discussion, I'll take your word for it. If so, it does not make sense that it only happens on "default" settings but not others, which means what you're describing is a bug and has nothing to do with gameplay design, micromanagement or strategy. Send a ticket to get it fixed. Note: By "default" settings, I understand it to mean settings when the game was first installed and EXCLUDES abstaining from micromanagement which is a fundamental game feature.

I shouldn't have to constantly mess with the Production Slider and Govern Wheel in order to perform well.
This is a completely different issue from the default setting bug you mentioned earlier, assuming it exists. You are questioning the very fundamental game design of micromanagement itself. You mention games like Civ and TW, both of which I played my fair share and I can tell you their intended mechanics and appeal are different from GC. If I remember, Civ would suit more casual 4x players as it only allows you to set a fixed level of settlement resource focus, similar to the resource focus buttons that replaced the planet wheel. But unlike Civ, GC still has the empire wheel. Looking at the many upset players after the planet wheel was removed, it would not be unreasonable to conclude that a large part of the GC player base, if not the vast majority, enjoy a relatively high level of micromanagement. And if most players wanted a more Civ styled management mechanic, the empire wheel itself would have been removed a long time ago but it hasn't which is telling.

TW's focus isn't on micromanagement but it's real time battles, and hence was designed to appeal to players inclined towards such a preference. You can't take mechanics from games like these and project them on to GC expecting GC to play the same way as those games. If that were so, I would not have bothered getting this game if it would just be a repetition of the same mechanics in other games.

To be honest, I have not played GC2. But the issue is still the same. Are you saying you didn't need to micromanage to win on normal difficulty in GC2 than in GC3? If that's the case, why not try easy difficulty instead if you're going to "handicap" yourself by not making use of the empire wheel, which again is a fundamental game feature btw? And let the majority of players who play on normal decide for themselves if they want to micromanage or not on that difficulty.
Última edição por ElPrezCBF; 4/dez./2015 às 5:44
FlowerHugger 4/dez./2015 às 7:50 
Escrito originalmente por Mandemon:
Because its bad game design. It means the game is inheritly unfair and you need to cheese the system to win.

And I'll say it again. FInd me a strategy game that doesn't have min-max and metagaming in it?
The game is complex and the AI can only do so much in a complex game.
Sir-D 4/dez./2015 às 8:12 
I have to say I agree with many of the negative comments, but in my opinion the problem does not lie within the AI behavior or the complexity of the game but in grave logical flaws when it comes to cause and effect. To name a few examples: In my opinion following certain strategys regarding choosing technologys (especially in the early stages of the game), creating military starbase outposts, the gradual raise in necessary turns of developing new technologys while not adding new research sources or explaination of what technologys do in numbers. Predicting the outcome of researching and building upon that research does, in my opinion and understanding of the game so far, not lead to reliable and repeatable results. At least that was my experience with the limited time I spend on the game so far.
Mandemon 4/dez./2015 às 12:32 
Escrito originalmente por Flower Hugger:
Escrito originalmente por Mandemon:
Because its bad game design. It means the game is inheritly unfair and you need to cheese the system to win.

And I'll say it again. FInd me a strategy game that doesn't have min-max and metagaming in it?
The game is complex and the AI can only do so much in a complex game.

"Has" and "required to win" are different thing. Everygame has possibility to min-max and metagame. It's inherit in the nature of video games.

However, I should not have to resort to them to win.

AnemoneMeer 4/dez./2015 às 13:01 
Escrito originalmente por Mandemon:
Escrito originalmente por Flower Hugger:

And I'll say it again. FInd me a strategy game that doesn't have min-max and metagaming in it?
The game is complex and the AI can only do so much in a complex game.

"Has" and "required to win" are different thing. Everygame has possibility to min-max and metagame. It's inherit in the nature of video games.

However, I should not have to resort to them to win.

Galciv 3. Like Civ V. Like Starcraft. Like every other strategy game, is a game of two entities of equal starting point facing off against eachother, leaning on their unique quirks and their management skill to win.

The very nature of the game is a minmax arms race between multiple entities to accrue the most power in the least amount of time and thus overpower the others and win. While there is multiple ways to accomplish this, it is how the game works and is designed to work.

The AI itself is coded around the idea of this being a competitive game centered around accruing as much power as possible in as little time, and will thus attempt to do so within the confines of its programming. Increasing/decreasing the AI will give it bonuses or penalties, but the core idea of it trying to win is the same. For the sake of fun, it is obviously not perfect at this, but it is designed to at least -try-

It would not make sense for the AI to actively try not to win in a competitive game.

For comparison, the reason you do not have to for, say Civ V, is because the AI in Civ V is about as smart as two rocks in a sack. Not one rock because one rock at least doesn't actively destroy itself if jostled about at all.
mastarfin 4/dez./2015 às 13:23 
Escrito originalmente por M-98 black widow:
Escrito originalmente por mastarfin:
Well at least Draginol said it's coming back...in a more limited role (you will have to pick and choose the worlds you have it due to some kind of cost...administrative costs I think)

it wont. theres already people hating the devs and the game and refunding for it. its stupid. the feture is something a lot of us from the old days loved dearly. now its a storm of trolls and morons who cant even count to 5 saying its to much effort i cant just leave it alone i have to not have the option

IT'S BACK!!!!!!
Mandemon 4/dez./2015 às 14:40 
Escrito originalmente por AnemoneMeer:
Escrito originalmente por Mandemon:

"Has" and "required to win" are different thing. Everygame has possibility to min-max and metagame. It's inherit in the nature of video games.

However, I should not have to resort to them to win.

Galciv 3. Like Civ V. Like Starcraft. Like every other strategy game, is a game of two entities of equal starting point facing off against eachother, leaning on their unique quirks and their management skill to win.

The very nature of the game is a minmax arms race between multiple entities to accrue the most power in the least amount of time and thus overpower the others and win. While there is multiple ways to accomplish this, it is how the game works and is designed to work.

The AI itself is coded around the idea of this being a competitive game centered around accruing as much power as possible in as little time, and will thus attempt to do so within the confines of its programming. Increasing/decreasing the AI will give it bonuses or penalties, but the core idea of it trying to win is the same. For the sake of fun, it is obviously not perfect at this, but it is designed to at least -try-

It would not make sense for the AI to actively try not to win in a competitive game.

For comparison, the reason you do not have to for, say Civ V, is because the AI in Civ V is about as smart as two rocks in a sack. Not one rock because one rock at least doesn't actively destroy itself if jostled about at all.

I don't need to meta-game and min-max to win at Civ V. I don't need to do it in StarCraft (actually, you even can't min-max in StarCraft...) and metagame in that is based around multiplayer, not single player. I don't need to min-max and metagame in Endless Space and I didn't need in GalCiv 2. For ♥♥♥♥♥ sake, I didn't have to do it in Masters of Orion 2, the best 4X, the one that every other space 4X is compared to.

You say that they are possible, without actually explaining how it is good desing to force players to use them. Being forced to metagame and min-max is same as cheating, and being forced to cheat to win is bad game desing.

Imagine if only way to win at Mario was to use glitches to bypass an impossible enemy. Would you accept that as OK? Would you think it OK to make a boss able to survive all daamge, suffering only 1HP damage and give boss billion hitpoints, then create obvious hole in its AI to allow players to cheese? Would you accept that only way to beat such boss would be to cheese it?

Being forced to metagame, min-max, cheese and cheat isNOT a good desing. It's bad desing, one that does not allow player to win via skill and strategu, but rather through exploitation of game mechanics.

AI should play to win, but it should play by the same rules as the player and still give fighting chance to player. AI that is impossible to beat unless cheating is badly designed AI. So, with you saying that being forced to cheat is OK, you are flat out admitting this game has horribly desinged AI.

And horribly desinged AI is bad thing.

GalCiv 2 didn't require me to metagame, min-max, cheese or cheat to win, unless I was playing above normal. The fact that GalCiv 3 demands me that even on easy difficult is a mark against it.
Última edição por Mandemon; 4/dez./2015 às 14:43
Big Poppa 4/dez./2015 às 17:23 
what are there 10 difficulty settings it seems to me beginner should be for those of us that want a relaxing game where we dont have to fiddle with changing what were putting money into to win. Those of you who are really good at the game still have another nine difficulties to prove yourselves on. I hope the developers are reading these posts and can tone it down a touch on beginner.
ElPrezCBF 4/dez./2015 às 20:07 
Escrito originalmente por Mandemon:
Escrito originalmente por Flower Hugger:

And I'll say it again. FInd me a strategy game that doesn't have min-max and metagaming in it?
The game is complex and the AI can only do so much in a complex game.

"Has" and "required to win" are different thing. Everygame has possibility to min-max and metagame. It's inherit in the nature of video games.

However, I should not have to resort to them to win.
We all have to be clear on one thing. What people call "min-max" is not the same as cheesing. From my understanding of the discussion, "min-max" is micromanaging or playing in a way that improves your chances of winning within the given game rules and with given features that are meant to be used by the player for this purpose. Exploiting the game in ways that are not meant for this purpose and win with little or no effort is cheesing, which would perhaps justify nerfing. Micromanagement TAKES EFFORT in terms of knowing when to adjust resource allocation and how much. This is hardly exploiting the system.

If the game is not designed to suit your preferred playing style, it's not the game's fault if you have difficulties with it. Some say that the game must be designed to suit all playing styles, which is as good as saying that there should be no rules because specific rules do not inherently allow for every possible playing style.

Even when I micromanage on normal difficulty, I have noticed that my race ranking is still around the same score or less than some other races, unlike in the past when I would be way ahead of them. This leads me to think that the AI perhaps has been improved to keep up with the abilities of the average "normal" player who knows all the basic mechanics well. On gifted or harder, the AI's bonuses puts it way ahead of the player even when micromanagement is used.

ElPrezCBF 4/dez./2015 às 20:23 
Escrito originalmente por Big Poppa:
what are there 10 difficulty settings it seems to me beginner should be for those of us that want a relaxing game where we dont have to fiddle with changing what were putting money into to win. Those of you who are really good at the game still have another nine difficulties to prove yourselves on. I hope the developers are reading these posts and can tone it down a touch on beginner.
If you've played Civ before GC like me, you will have a good foundation and pick up this game very quickly. I never played GC2, but won my first few sandboxes in GC3 on normal difficulty with very little micromanagement. The big question you have to ask yourself is if micromanagement is your cup of tea. If not, you'd probably move on to another game after winning a beginner sandbox because micromanagement is critical on harder difficulties, not to cheese the AI but to reduce the gap with the bonuses given to the AI.
Última edição por ElPrezCBF; 4/dez./2015 às 20:24
AnemoneMeer 4/dez./2015 às 21:23 
Do you know why I flat out said Civ V's AI is terrible Mandemon? Because I have many hundreds of hours in Civ V and have seen the AI constantly self destruct from not understanding how money works, crashing their economy and taking themselves out of the game by not developing enough science to make more money. On immortal. Of course you don't have to minmax to win in Civ V. The AI can't play the game well enough to even grasp core systems reliably.

On the other hand, Galciv 3's AI is able to
-run a balanced economy
-trade amongst eachother
-capture and control resources
-build decently well equip worlds
-micromanage said worlds
-build armies somewhat intelligently (it may not be GOOD at it, but it's not Civ V levels of stupid)
-set up logistics and trade
-kill pirates instead of losing settlers or colony ships to them

The AI in Galciv 3 still has bugs on some of this stuff, but it's not Civ V level of self destructing while cheating.

As for starcraft? Trust me, the AI in starcraft is shackled to a positively insane degree. Do you have any idea how powerful they could have made the AI if they took all the restraints off? Frame perfect activity across the entire map at once to the point where professional eSports players would get destroyed. The reason you do not have to minmax in starcraft is because the AI is not actually designed to play like the player or compete at all, but rather, to fill a narrative in campaign, and to follow a specific set of build orders and play them out instead of reacting to the player.

Galciv 3's AI on the other hand

-Builds defenses to counter the player's attack
-Picks it's fights based on if it can win.
-Tries to attack the weaker areas.

Galciv 3's AI is, for all its many, many, MANY faults in the intellect department, is actively trying to win, and playing the same game as the player. This does not mean it is cheating or bad and I can personally walk all over it even on higher difficulties. It simply means that it is competent and demands you play the game with the same competence.
Última edição por AnemoneMeer; 4/dez./2015 às 21:24
JustaGamer 4/dez./2015 às 22:56 
Escrito originalmente por Mandemon:

And from there, I spammed constructors and space stations like hell. When I finally got the Medium ships, I min-maxed the ships to they were specifically desinged to hurt Krynn, who were the biggest threat to me. All they had was defenses and weapons.


Well, after reading through the entire topic (not sure why I did it to myself), I pick this particular quote to response to. Frankly, I think you're simply not combatible with the game design. That doesn't particular say you have bad taste, but neither it implies a badly design game. It seemly is a matter of taste.

The reason I picked out this particular quote because I think you're being extremely harsh in your definition of min-maxing, you're free to believe so of course but I want to point out why I wouldn not agree.

Why would you consider design a ship to counter the Krynn min maxing? In a game that's allowed customization for ship and distint seperated path of research, isn't that the whole point? To bring the most effective force against an appointment when you're able, isn't that the natural thing to do? How is this different than:

- Playing total war: I field spearmen when I see a lof of calvalry, I bring shield troop when I am against a superior acher force.
- Playing Homeworld: I will produce toperdo frigate if I see the enemy is amassing corvette, I will build iron canon if I see they brings destroyers.

You mentioned somewhere that one can't min/max in Starcraft ... and I'm not sure how that can be true. Scouting is always like the #2 most important thing, because you always want to know what your enemy is building and build the specific counter to it. In fact during my time with it, the only people who are more min/max than starcraft players are world first raiders in MMORPG. Oh btw, the #1 most important thing is to know your first 5min build order and be quick about it, I find a small game in Gal-Civ to be quite like starcraft in that regard ... start on the wrong foot and you get stormed to the ground. Min-maxing at its finest imo.


- Also, when I build a ship template to defend my planet, why do I need to throw support and warp module on it? When I build a patrol fleet with the purpose of quickly responsding to enemy incursion, is it cheesy if I give it enough engine to go 3 times as fast? When I want to build a ship for explorer, rigging it with sensor module is reasonable yet? Will you call these as "min/maxing" as well?


Again, in a game that offer different research path (instead of a single linear one), complete freedom in ship design, and those empire management tools were given to be used, it's quite obviously where the design philosophy is. I think as you play the game and picking up more "experience", you will start to see and use these tools as a natural way to play the game. So instead of demanding something like "I should not have to do these tools to win", you should try to learn the merit behind them.


I won't offer game play advice since you already got a few, but I would make a recommendation: play on big or huge galaxy. In any game, I hate rushing at the beginning, play on a big map enough and you eleminate that. By the time of first contact, every faction should have a footing that give them a fair chance. Also a large map I find offer a lot more tactical and strategic vareity toward the end. You'll never have enough ship to cover your territorries, so things like creating outpost, having buffer zones on your flank is a must. Ship have to be customized for specific purposes, picking your enemies carefully, and sometime even playing the politcal game. It's the kind of game that I don't really play to win (as in to see the scoreboard at the end), in fact, my game tend to be so big I rarely finish them. But I play them as a space opera, and I find them extremely enjoyable.
Última edição por JustaGamer; 4/dez./2015 às 23:10
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