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Will Stardock fix all factories/labs exploit in upcoming addon ?

Will Stardock fix all factories/labs exploit in upcoming addon ?

Hello.

I guess many of people here, know about economy "issue" in GalCiv2 when you can get more planet output points by building all labs or all factories and focusing planet on opposite (while moving absent buildings spending slider to zero).
I think that works because of other really odd economy rule in the game - player cant keep all labs and factories work on full capacity, he needs to divide some unclear 100% (what is it anyway?) between science, soc. production and military production.

I would like to know if Twilight of the Arnor will change any of this.

I believe the game's economy will be much more attractive if those three sliders would not be related, so player can vary spending from 0% to 100% for all branches independently. That is more logical and I guess that would fix all labs/factories exploit as well.

20,899 views 33 replies
Reply #26 Top
Edited out.
Reply #27 Top
Hi!
all labs/factories exploit

If you see that as an exploit, then how would you call:
- trading for all research treaties early in the game?
- trading for planets early in the game?
- inciting wars among leading AIs to make them weaker to allow me to grow in peace for significantly more turns?
- inciting war between strong AI and my "weak" neighbour so I can conquer "him" with just troop transports, warships providong the strong AI?
- tech-whoring?
- making trade routes only to get better relations?
- using nearly-indestructible most-defenses ships in early game?
- using singleton all-attack ships in late game?
- going around AI's ships for its planets instead?
- leaving one single planet for the AI to avoid being marked as a conqueror?
- researching only invasion tech branch, obtaining most other techs with planetary invasions?

This are all exploits of the current game mechanic. Quite big exploits if you ask me, and also easy ones (but tech-whoring). Why don't you complain about THEM, but instead of an approach, that requires quite a lot of knowledge and compromises to pull out successfully?

BR, Iztok
Reply #29 Top
Whether you want to call it an exploit or not, I don't really care; that's just semantics.

I do care that it significantly narrows the way to play the game effectively, unless you choose to *deliberately* handicap yourself.

Just decouple the sliders...a pretty easy programming change(?) requiring no other adjustments to balancing or AI (assuming the AI will have the sense to build more economic buildings to meet the higher demands on cash. If it can't do this automatically then it really isn't as good an AI as everyone thinks!)

Reply #30 Top

Hi!
all labs/factories exploit

If you see that as an exploit, then how would you call:
- trading for all research treaties early in the game?
- trading for planets early in the game?
- inciting wars among leading AIs to make them weaker to allow me to grow in peace for significantly more turns?
- inciting war between strong AI and my "weak" neighbour so I can conquer "him" with just troop transports, warships providong the strong AI?
- tech-whoring?
- making trade routes only to get better relations?
- using nearly-indestructible most-defenses ships in early game?
- using singleton all-attack ships in late game?
- going around AI's ships for its planets instead?
- leaving one single planet for the AI to avoid being marked as a conqueror?
- researching only invasion tech branch, obtaining most other techs with planetary invasions?

This are all exploits of the current game mechanic. Quite big exploits if you ask me, and also easy ones (but tech-whoring). Why don't you complain about THEM, but instead of an approach, that requires quite a lot of knowledge and compromises to pull out successfully?

BR, Iztok


- snipe enemy Transports since you can't fight their warships?
- drop agents on a farm to kill billions before you invade?
- use multiple Transports and destructive invasion tactics to soften a planet for conquer?
- sending all your trade routes between the same 2 planets?
- covering those trade routes with Economic Starbases for more income?
- going evil and building a Mind Control Center?
- surprise blitzkrieg attacks on unassuming AIs?

etc.

The all-this, all-that things aren't 'exploits'. As Dystopic said, you have to pay a price for them. You're either stuck with an inflexible empire, or have to throw in tons of cash and time to 'flip' out of your deeply-embedded system(which obviously isn't cheap).

I personally think Stardock should put more priority into developing a timer that automatically saves and quits after an hour rather than fixing these 'exploits'.
Reply #31 Top
Hi!
etc.

Yep, we forget to mention building factories, labs and econ buildings on most planets. And building our own ships! BIIIG exploit!!!

I personally think Stardock should put more priority into developing a timer that automatically saves and quits after an hour rather than fixing these 'exploits'.

       

BR, Iztok
Reply #32 Top
and it takes exploitative gameplay to win on masochistic and higher, frankly.


Not from my experience with masochistic, which at this point includes just 4 games at that level admittedly. Maybe it's necesarry at obscene or suicidal, but I havent used any of the major "exploits" I've seen talked about on the forums to win a game at masochistic. I know I'm kinda splitting hairs here, but that's what I've experienced so far.



- inciting wars among leading AIs to make them weaker to allow me to grow in peace for significantly more turns?
- inciting war between strong AI and my "weak" neighbour so I can conquer "him" with just troop transports, warships providong the strong AI?


I do think it is way too easy to get the AIs to go to war with each other. Getting a civilization to declare war upon another should be a major undertaking/expenditure. The farm/spy tactic to kill billions in one week doesnt make any sense either. The people should starve slowly.

Sentient species taste better... Sentient species taste better...
Reply #33 Top
Somewhere along the way, someone asserted that the basic complaint here was about an "unrealistic" game mechanic, not about an "exploit" per se.

I would think that anyone that bothered by an "unrealistic" game mechanic would start with complaints about the games basic time scale/distance/development relationships, rather than the little slider manipulation details.

BTW, I can point you to a good little game where conquering the galaxy takes 1000-1200 years...if you are very skilled at it.
Not as good as GalCiv2, however

drrider