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You also played with the Magistrate player difficulty in this session, which is the easiest you can go with for the player, giving you a very good start (e.g. many ideal worlds nearby) and considerable early population and infrastructure bonuses for yourself. These settings will skew the game tremendously into your favor
With settings like those I'd say that that session is probably equivalent to an Average difficulty game at best. If you wish to play a real Impossible game, please go with the default settings of 100% sliders for you and 175% sliders for the AI player. Even a Severe difficulty level session should provide for a tough experience at first. In that case it is 100% sliders for you and 150% for the AIs.
The Moltar have a negative population growth modifier but they also have the Tolerant special ability which denies the population growth penalty on Ideal worlds. Judging from the screenshots, I count 3 ideal worlds in the top 5 colonies, so the pop penalties don't apply there.
The Humans didn't expand much in this game because they were boxed in and were probably attacked by the Draguul, so they had to react to that aggression early on. You also set Very High AI aggression, so the AI will attack everyone much more, which includes every other AI. Very High AI aggression also skews the game tremendously towards war in detriment of expansion.
You couldn't have a bad start with the Magistrate player difficulty level. That very easy difficulty setting actually always confers very good starts for yourself. Magistrate is only meant for novice players when they start learning the game.
Colonization is not as fast in ISG as in other 4X games, as you probably are very aware by now. That is intentional and by design. Many design considerations were take into accout to allow for that, including a deeper than usual exploitation and exploration models. So, the slower than usual colonization rate in ISG applies to the player but also to the AI. So, even if you expect to see planets colonized at a certain arbitrary turn in some other game that does not translate directly to ISG, so there is no comparison that can be made there.
'Hard' difficulty levels can't be compared directly either. What is 'Hard' here may not be what is meant with 'Hard' in other games. I'd say 'Hard' in ISG is probably equivalent to 'Average' in some other 4X games. This was done intentionally to slowly increase the challenge as players learn to play since ISG is somewhat of a complex game.
Since you are an experienced 4X player, and you learned the basics of the game at this point, I'd suggest that for you to have the most fun the 'Severe' difficulty level may be the sweet spot for you in ISG (all AI players in 'Very Powerful'). As for the player difficulty level I'd say 'Viceroy'. Anything below that will give you very good starts. If you wish to try a bad start then you should try the 'Emperor' player difficulty level. Playing with anything above 100% in the sliders for you will make the game very easy on the player. If you wish to play with sliders above 100% because you wish to have a faster experience then I'd say that you could try setting 125% for you and 175%/200% for the AI if you play in Severe/Impossible, to help compensate for the extra speed for you.
These are my recommended settings for you or for anyone wanting to have a decent challenge in ISG. Impossible with the above settings being the ultimate challenge, especially with the Emperor player difficulty setting, but that's not for the faint of heart. If you still don't enjoy the experience with these settings ,and don't find the game engaging or challenging enough, then perhaps the game is simply not for you.
ISG is a traditional space 4X game but has many new nuances, pacing differences and subsystems that work up together and provide for a lot of synergies to be found and exploited. This makes ISG a particularly different experience from other 4X games in the market. Trying to play ISG like you play any other particular 4X game will probably not work for you because of that. There are many options available for you to tailor your experience. Some of them have tremendous implications, so I advise that you go with the default settings first, and then start to toy with the available options, otherwise you will not be able to judge the game very well.
look at this guy. essentially playing on easy / noob setup and complaining about difficulty like a know-it-all.
check you settings again and repeat your game without noob-difficulty for your starting position and without you having 200% boosts.
i really don´t want to be offensive here but try to be more humble next time please when you criticise stuff.
SiS has better graphics to me, as they are hand drawn and well done. There is better population management in it as you can move around colonists as long as you have the transport capacity ships for them and you can clear out a colony in one turn and replace with with another race instantly so there is that compared to the one race per planet and non co-mingling of ISG. ISG also doesn't have planet killer tech in game because the are planning another DLC with it. (i hope)
I also don't like that you have to pick and choose techs in ISG with the helium and other things but can't steal them from other empires. It'd be nice to be able to steal the techs and just choose the three you want to use with maybe a cooldown of say 50 turns before you can change again. I understand that they are limited resources but being able to eventually steal and use the tech would be nice. I also don't like that you can't get a Ruins tech from any other empire if they just happen to get lucky at a ruins and makes me want to save scum every game so i get them instead of another empire. This is especially true of the Adminatium armor which is probably the most important tech from the Ruins as it allows your ships to survive the crystal entity monster earlier on than normal.
There are a few things ISG has over SIS and that is custom built races, and a wider variety of playable styles for those custom races. I'm especially liking the titan advantage the ships seem to have and how one type can negate another potentially. Also the solar systems in ISG are bigger with up to 6 planets while SIS only has the capacity for 4. Stars in shadow does seem to have the better planet builder and instant Terra-forming which i like. SIS also limits the amount of planets based on star type while I've seen that ISG seems to just do it randomly.
Both games are worthy and good updates to Moo2 but neither of them seem to be quite there yet as scratching that perfect itch for me. It'd be nicer if ISG had visual changes to uplifted planets so you could see them right away in system view, (even if all the uplifted were the same looking type it'd be much better looking). Also Stars in Shadow has Gaia planets but no way to make them like Moo2 so there is that too.
Both games don't have a late game wild card like a Borg or other menace race to come in and unite some empires or drive them apart. If either game did that it would make both games way way better and set them apart from their peers.
interesting. i always found shuffling unlimited colonists gamey and exploitable. i really like ISGs semi-realistic less gamey approach.
same with terraforming. from all moo-a-likes this one got my favourite terraforming. i hate it when games only make ´transform all worlds in the galaxy into terran´ approach viable.
i agree with you on visibility and late game challenge. would be nice to see uplifted worlds easier and have some surprises for the endgame.
Seriously, I'm sure I would have put more hours into SiS except for the fact that ISG gets so much right. ISG manages to carry over familiarity from game to game, yet often provides a different challenge than previous games. It's the only 4X game I have ever played that after finishing one game, I'm ready to start another. I also love creating my own custom races.
I noticed that it was an "election" victory, which means that the AI is attempting to win the vote, not to defeat the competitors by battling them down (at least not as a first priority). In addition, alliances were also enabled, but I can't see if this played a role in the game.
The history graph looks relatively balanced (with small advantages for the player), until about turn 110, then something dramatic must have happened, a 1-1 war without the other 4 empires affected, which the player won, and subsequently obtained all or most votes. Looks like a normal game to me (given the settings). If at all, it shows that the player had focussed more on military than on diplomatic development, and outpaced the AI in this respect. If at all, it proves that the AI has certain weaknesses compared with a human player - no surprise, isn't it?
Nate: The REAL fun in ISG starts when you make the player empire as weak as possible (emperor, production, research 50%) and the AI empires as strong as possible (like you did, including highest possible aggressivity) - and disable election victory!
200% or 100% or 50% - there is no difference if the player got the same rate = normal difficulty
all-powerful AIs (AI starter handicap) but coupled with big player advantage (player starter handicap) = normal difficulty
Voting enabled = easy difficulty
AIs more aggressive = hard difficulty.
so it was normal on average. in my opinion more on the easy side of playing normal difficulties.
PS: Regarding election victory: This is an interesting setting. I play without most of the time, because I want more challenging games. But if you enable it, together with setting AI aggressivity to low, and then play a diplomacy / intelligence game on, say, hard, and without going for a military victory, you might get an interesting game, too.
I found out that you can terraform just about any world in one turn using enough support ships. it's about 5 per world size so a tiny would need 5, a small 10, medium 15, large 20 and huge 25. Best part is they work for the whole system and not just one planet. Your needs may vary on production bonus and amount of pops but that seems to be what i need for a starting colony with 2 pop in it. also with the right space culture you can turn all worlds into terran, or if you terroform them into barren because of crummy resources you can turn them over to an opponent and then go and bombard them later and use planet constuction on them if there is more than one planet in the system.