All-X and tech-trading
from
GalCiv2 Forums
Hi, I've just returned to GalCiv after taking a long break. Got a new laptop now! So I apologise that my first post in a long time should be on what are probably the two most talked about things in GalCiv2. I just hope I'm not going over ground that has been covered repeatedly already.
I've been spending my time at work reading the forums and have since started an all-factory game and it does seem to work very nicely. I've been thinking about why this seems to be so successful, especially in the suicidal games described by Wyndstar, Purge and others.
A lot of it is obviously down to making the greatest use of your tiles with the somewhat strange way the sliders work. But this is only part of the equation - maximising your production ability is not the same as maximising your actual production, in GalCiv2. You need to pay for that production too.
From reading the AARs, and my own limited experience playing all-factories, tech-trading is essential. Without it is impossible to keep those sliders at maximum. With all labs in particular, your civilisation is set up like a software company. You use your initial "loan" of 5000 to go all out to be the first to several techs. Then you sell them to every other civilisation. While each civ is paying you less than it cost you to develop the tech, together you make a large profit. You can then use this profit to repeat the cycle, all the time diverting some of your profit into building up your empire.
While on "fair" levels, where the AI gets no bonuses, it might be equally valid to split econ and all-x, on suicidal it isn't worth it since the huge bonuses the AI get mean that they are far more efficient at raising money than you. By selling tech to them you are essentially redirecting their bonuses to yourself.
The problem, I think, is that the AIs don't evaluate the tech market properly. I know a lot of work has gone into trying to get them to trade more efficiently (and I know there is the no tech trades option, but it isn't much fun). But I don't think they properly consider that they can get the tech from elsewhere. Just because you are the first to offer the trade, doesn't mean they can't look and see who your competitors are. So when you are going through all the other civs selling your techs, i think each civ should look to see who else they can buy it off, and how much they want for the tech, and offer no more than that. So you are in competition with all the civs you have already sold to that round.
I believe this would greatly reduce the amount of money you could make selling techs and effectively limit the power of all-X on the higest levels, so that new strategies would be needed to provide the income for all those labs/factories. (It's possibly the AI already does this, I don't know how to find out. If it is the case this post is a big waste of time.)
I know there is a No tech trade option, and suicidal, all-X is seen as effective but not very fun strategy. I just think it would be good to make suicidal suicidal, even for the top players.
I've been spending my time at work reading the forums and have since started an all-factory game and it does seem to work very nicely. I've been thinking about why this seems to be so successful, especially in the suicidal games described by Wyndstar, Purge and others.
A lot of it is obviously down to making the greatest use of your tiles with the somewhat strange way the sliders work. But this is only part of the equation - maximising your production ability is not the same as maximising your actual production, in GalCiv2. You need to pay for that production too.
From reading the AARs, and my own limited experience playing all-factories, tech-trading is essential. Without it is impossible to keep those sliders at maximum. With all labs in particular, your civilisation is set up like a software company. You use your initial "loan" of 5000 to go all out to be the first to several techs. Then you sell them to every other civilisation. While each civ is paying you less than it cost you to develop the tech, together you make a large profit. You can then use this profit to repeat the cycle, all the time diverting some of your profit into building up your empire.
While on "fair" levels, where the AI gets no bonuses, it might be equally valid to split econ and all-x, on suicidal it isn't worth it since the huge bonuses the AI get mean that they are far more efficient at raising money than you. By selling tech to them you are essentially redirecting their bonuses to yourself.
The problem, I think, is that the AIs don't evaluate the tech market properly. I know a lot of work has gone into trying to get them to trade more efficiently (and I know there is the no tech trades option, but it isn't much fun). But I don't think they properly consider that they can get the tech from elsewhere. Just because you are the first to offer the trade, doesn't mean they can't look and see who your competitors are. So when you are going through all the other civs selling your techs, i think each civ should look to see who else they can buy it off, and how much they want for the tech, and offer no more than that. So you are in competition with all the civs you have already sold to that round.
I believe this would greatly reduce the amount of money you could make selling techs and effectively limit the power of all-X on the higest levels, so that new strategies would be needed to provide the income for all those labs/factories. (It's possibly the AI already does this, I don't know how to find out. If it is the case this post is a big waste of time.)
I know there is a No tech trade option, and suicidal, all-X is seen as effective but not very fun strategy. I just think it would be good to make suicidal suicidal, even for the top players.