The initial colony grab appears to be critical to victory on the harder levels. |
Everyone in this thread is commenting on a series of fundamental flaws in this game:
1) You start with limited fog of war - you know where stars are and how many planets there are per star (AI knows this as well). There is very limited exploration in the game.
2) You start with (for all intents and purposes) unlimited ship range - so you can instantly colonize vast expanses of the galaxy.
3) You start with far to much cash - enough to buy four or five colony ships, or several planetary improvements. You should maybe have enough starting cash to buy ONE ship or ONE improvement.
4) All colonizable planets can be colonized by all races (unlike MOO where planets had size AND type, and type dictated what tech or race was required to settle on the planet).
5) There are no research techs that allow you to colonize "grade 0" planets or create new planets - what you get at the beginning of the game is it.
So what's left? An all-out land grab for the first hour of the game that dictates the winner 90% of the time. The rest is just careful management of resources until your planetary superiority overwhelms your opponents.
The thing that made MOO so successful was the DEPTH of gameplay strategy, and that you could play the game over and over and use different races and different strategies and win the game in very different ways. GC2 is close, but needs some definite tweaking to get there. The whole early game aspect of "race to colonize planets regardless of your race, situation, or strategy" has to be reworked.