MagnificoGiganticus MagnificoGiganticus

I think Resources are overpowered

I think Resources are overpowered

~30% bonus per resource? God forbid someone gets 2 or 3 militarys.

Having been a Gal Civ 2 player since release I have come to my own humble conclusion that I think galactic rersources are way too overpowered. yeah, yeah, I know it takes 5-10 constructors, but having a starbase give you +30% to anything other than influence is overpowering.

that 30% starbase takes my 15/9 cruiser up to nearly a 20/12, ant the comp's who dont have a military starbase just cant pose even a remote threat.

THis is made all the worse when I play on a large to huge size galaxy and I manage to get 2 or more of the same type of resourrces. a 60% bonus to my ships just makes it impossible for the AI to pose any threat whatsoever. In addition, the 'curve' of the starbase, (ie starting at +2% or so and going on up to +10 or + 12% modules) wrecks the challenge f tha game just when it is getting to be a lot of fun with huge fleets of powerful ships running around.

Personally, I would MUCH prefer the resources to give a linear 2-3% per module and cap out at around 15%. This is significant without wrecking the game challenge or racial traits that make the game so much fun, especially in late-game.

Does anyone else feel this way, or do people like it to go from it being challengin to being a late-game cakewalk with 1 or 2 resource additions?

I know I am a bit of a masochist but please share with me your thoughts on the matter.

Magnifico
21,823 views 39 replies
Reply #26 Top
*shrug* I usually let the AI pick up most of the Resources (with the exception of maybe 1 research/1 economic for myself) it makes them a little more challenging. I think that nerfing them would be a mistake as they would decrease in strategic value, and honestly we want the AI to be as stragetically minded (I know programs don't have "minds") as possible. I want an AI that actually stands a chance of beating me without so long drawn out war of attrition, and if they have 2-3 millitary resources great it makes blowing them up that much harder...
Reply #27 Top

Influence resources are toned down in 1.1 (starting with beta 4a).

Reply #28 Top
I can see the idea of a literal resource that gives bonus to your economy, military and even to your moral. These kind of resources exist here and now in today's reality. In fact in the future we will no doubt find new resources that do the same things. However, can anyone name a resource that when harvested directly contributes to a nation's influence and nothing else (oil, natural gas, etc... don't count because they are also economic resources). I know this is a game and I don't take it too seriously, but influence resources make no sense to me, especially when you can build an influence starbase without having an influence resource. It would make more sense to me if influence were tied more directly to one's diplomatic and trade ability. Diplomacy and economic power have a much greater impact on what culture is the most dominant. Let's be honest military power has also had a great deal of control on how different cultures were formed. I say either keep all the resources except the influence resources or only allow each race one resource to mine.
Reply #29 Top
The influence starbase does just what you say. It is Babalon 5. A center for trade, discussion, and Diplomacy. The problem is how easy they are to build. I dropped one in one turn between an ally's two most populated planets, his capitan and first colony. 1 week later all those folks were living under the influence of my galactic forums and franchise headquarters.
Reply #30 Top
He's talking about the resource starbases, not the plain old Influence starbases.

Maybe they are a sort of precious stone- your citizens wear them, and all the other Civs look on them with respect and awe... 'I wish I was a Terran... look at all the pretty jewelry they get.'

Somehow that doesn't quite seem to work for the Drengin though.
Reply #31 Top
Influence resources are toned down in 1.1 (starting with beta 4a).


I can confirm that (not that anyone should doubt Frogboy). I switched to 4a mid-game in my current game, and my cultural borders took quite a hit. There were three races that didn't have a single planet that wasn't flying the jolly roger under beta 4 that have gone back to owning some of their own space, even several turns after reloading the game under 4a.
Reply #32 Top
I like the dimension it adds to the game though to fight over something else than planets, however I feel that they are overpowered as well. Sometimes I like the challenge of adapting to utilize resources I get a hold of, and sometimes I'd rather have a straight test of my abilities with a strategy that I want to use rather than be pressured to change it due to the random placement of these things throughout the galaxy which you don't discover until several turns into the game.

What I would like to see is the addition of an option to control how many resources there are in your galaxy and maybe even how powerful they are. The ability to eliminate or add more to help balance the map to your own taste would be a welcome addition. We can control the number of stars, planets, habitable planets, anomalies, and can even give your AI competitors extoraordinary abilities or a full frontal lobotomy, but have no control over the galactic resources?

Options to control the number and maybe the power of resources would solve this whole debate. I suppose that this can all be accomplished in mods, but IMHO it should be a standard feature. It is supposed to be a custom galaxy after all.
(P.S. If you impliment this feature add an option for NONE on it and anomolies please)
Reply #33 Top
Resource starbases are fine. If you feel that you don't need them then let the AI have em. That and increase your difficulty level to something competitive and your cake walk days will be over.


You mean 7 Genius AIs large/common worlds isnt something competitive?

Have you read my post #17? If people think having a military resource should be equivalent to an 8 tech advantage, OK, but I for one think it takes the balance out of the strategic element. Course to each their own, I am just raising a little awareness that the playing a resource focused strategy currently has no competition from any racial attribute or tech strategy.

Furthermore, my grievance was in no way having to do with the importance of resources (which I think is good) it is that the exponential growth of base upgrade effects eliminates any possibility of a late game. the games are always over shortly after getting manufacturing centers (with the +8% and +10% resource modules)

just saying there is some untapped potential to offer more than a early and mid game.
Reply #34 Top
What I would like to see is the addition of an option to control how many resources there are in your galaxy and maybe even how powerful they are. The ability to eliminate or add more to help balance the map to your own taste would be a welcome addition. We can control the number of stars, planets, habitable planets, anomalies, and can even give your AI competitors extoraordinary abilities or a full frontal lobotomy, but have no control over the galactic resources?


Using GC2Builder to make your own map you can add resources of any type where ever you want.
You can control how powerfull, indirectly, just by placing more of them around a certain location - say your home planet.
Reply #35 Top
Ok, to the people saying owning 2 or more then one resource is overpower. Well, IT'S THE WAY IT SHOULD BE.


You have one, you have an edge, you have 2, of course you'll be kicking ass. The resource is random, some game you can not find one for your name, some game you get for free, some game you have to fight for it, that's the whole point of it. As I said, don't try to nerf it to the point of meaningless just for balance shake like the way most RTS handle the air force. Later in the game building a resource base and properly defense it is quite a pain if you play on large map.



If there is something that should be changed about these resourse, it's the behavior of the AI toward resource base.


+ More agressive, like the AI should try to do something if you have resource base near their territory. Due to the "rush" sometime I snatch a resource point just next to their home planet, toward the middle of the game it just doesn't look right.

+ Take out resource base trading altogether. No matter how hard you make it be later in the game "NOTHING" is unaffordable, and the AI doesn't really seem to be smart about it.


If I want a resource within an enemy terriotory so badly I should have to fight for it, and then I should have the force to defense it. I love how the AI going after resource base right now, it makes thing hard but it also makes thing interesting. And for me to consider it's worth my time with all the hassle, the resource must hold some high value.


So except for the influence resource, I'm against modifer the other resource in ANY MEAN. Face it, in a Nuclear run and both country hold the same tech level, a country that has Uranium mines will certain do much better then a country that doesn't, will the other country want those mine? Yes. Will that country want to protect the mine? Certainly, it adds immersion into the game. I don't want resource point to become something that "I may have it I may not have it, it doesn't really make a different anyway"




Reply #36 Top
Just my 2cents, but throw me in with the crowd who thinks resources are overpowered (influence being the worst, but far from the only overpowered resource).
Reply #37 Top
I agree that resource starbases are overpowered a bit, however I don't think they should be nerfed to oblivion either, given it adds another layer of strategy to the game. So a slight decrease would be fine (20% cap would be okay).

Also, as it's been said already, the problem gets way bigger when getting 2 or more of the same kind. I'm not sure this has been mentioned yet, but how about giving an exponential penalty when owning more than one of the same resource? For instance, maybe a -25% or -50% penalty to the 2nd starbase of the same resource type, and so on.

Just my .02$...
Reply #38 Top
i just thing the AI should go after the SB more, and in a more intelligent way. if they are under influence then they should be attacking influence SB, if they have a shot at resource SBs then they should be planing how to take them out, NOT sending swarms of no chance fighters in either but actualy building ships capable of defeating them.

id almost like to see the spying come into play here, along with stealing tecs perhaps a random chance of a spy blowing up a star base from within. MOO III tryed that but it didnt work so good since nothing that could be blown up really had a major effect on the game, but this game it would work great. if nothing else it would take you a bit to rebuild that powerhouse SB, and given those fighters a shot at a 8/0/0/0 SB again instead of a 70/70/70/140/140/140
Reply #39 Top
Options to control the number and maybe the power of resources would solve this whole debate. I suppose that this can all be accomplished in mods, but IMHO it should be a standard feature. It is supposed to be a custom galaxy after all.
(P.S. If you impliment this feature add an option for NONE on it and anomolies please)

A none option would work for me.