Lead Developer, Stardock Entertainment

All the discussion on Brad's last dev journal sparked another discussion about the right of passage treaty here at the office, and I have come up with another suggestion that I would like to put to you, our users.

Currently, you can attack a ship or planet, which causes a declaration of war. My suggestion is that we put a "Declare War" button on the foreign policy screen and make it so that the player must declare war before attacking any ships or planets. When you first declare war, any of your ships in enemy territory will be moved out of enemy territory, as it is when that United Planets issue is in effect. Since this behavior would now be standard, we would remove that UP issue.

This would have the benefits of not nerfing the engines while not allowing sneak attacks, and eliminate a lot of the complications that would come with trying to simulate borders in space. It's not a realistic solution, but it's one that I think will benefit the gameplay.

I realize that this might disapoint those of you who would like to see more meaningful diplomacy options, but I think that we can come up with other ideas for you.

edit: Sorry, it's doing that weird thing again where it shows up as black text on the forums, so I had to made the text blue so it would be more readable on GalCiv2.com, but I'm afraid if I make it white or something, it will be illegible on joeuser.


Comments (Page 5)
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on Sep 26, 2007

Who are these people who are complaining that it's too easy to beat the AI on Suicidal about which you speak?

I don't know.  I've been so busy that I only randomly check some of the most recent posts, or what kryo points out to me.  Brad reads a lot of different sites, though, it's possible that people are still complaining elsewhere.

 

on Sep 26, 2007
I don't know. I've been so busy that I only randomly check some of the most recent posts, or what kryo points out to me. Brad reads a lot of different sites, though, it's possible that people are still complaining elsewhere.

Not sure where the elsewhere would be if not here but be that as it may. Let's say I grant that there are folks that think winning at suicidal is too easy. Again I ask what is so magical about the suicidal level that essentially draws a line in the sand and says OK I'll give the AI bonus up to this point but no further.

I could easily complain that winning on Tough is too easy. Would your response in this case be to figure out ways to make Tough more difficult? No you wouldn't because of the aforementioned concern about the players that are perfectly OK with lower levels as they are coupled with the fact that you can merely suggest folks can increase their difficulty level. The only thing unique about Suicidal is that it's currently the highest level. Of all the possible solutions to the game being too easy what could be easier to implement than adding another level above suicidal?

on Sep 26, 2007
Any chance we can still get the culture zone of control thing as an option? I like it for gameplay as much as difficulty reasons. As it is, the tactical side of the game is just too easy, and culture is irrelevant if you are sufficiently aggressive. Any marginal increase in difficulty on this point would be appreciated.
on Sep 26, 2007
Again, Why?

By the same analogy that you've stated why penalize players that are perfectly happy with suicidal as currently implemented. Let those that have become bored or otherwise find suicidal beneath them play at a higher level but there are many that find suicidal plently challenging enough.


I actually agree with this. I was going on the assumption that the powers that be were unhappy with the current state of Suicidal gaming and were looking to add additional challenges. I haven't seen anybody complaining about Suicidal was easy ever.

Having just slowly worked my way up to that level myself, I find myself hanging on by my fingernails for a good chunk of the game and don't require any additional difficulty, thank you... However, I've always kind of felt that it's too easy to get detailed info on your enemies, so I made that a suggestion.
on Sep 26, 2007
Yup i agree Marshall. I have always wanted to come up against an opponent whom i know nothing about. It is very easy at present to know exactly what your opponent has installed on his ships and a simple removing of this knowledge (or making it so a spy on a spaceport could possibly uncover the plans for 'X' ship) would be more advantageous than moving ships all over the map. I am not fond of that idea at all and although i like the idea of the war button i would prefer some different approach to the penalty of declaring war rather than just moving all of my ships away. Hence the aforementioned minefield idea!


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on Sep 26, 2007
Perhaps an alternate solution: lacking right of passage disallows you from moving your military ships within x parsecs of an inhabited planet owned by that civ. If that would result in no possible paths (or a highly unoptimal one) speed is reduced to 1, as proposed. Basically, making the movement cost in the A* search (or whatever pathfinding algorithm you're using) maxspeed-1 within the disallowed radius.

It'd still allow for sneak attacks, especially once ships started getting faster, but it would give the AI plenty of time to get their own ships in position before it would become an issue.
on Sep 26, 2007
Personally I think sneak attacks are much too powerful. I always butcher my opponents with them, but am never on the receiving end.

I think the key here is to allow sneak attacks but have it COST you something. The obvious cost is Diplomacy rating on everyone else in the game (hey ... word travels fast).

But how would you define what constitutes a sneak attack? As a rough approximation I would say the following boolean yields an approximate answer

1) Is this ship attacking when it started the war within the enemy's space AND within X spaces of a target?

If so, then everytime that ship attacks your diplomacy rating takes a beating.

So how does a ship considered to be sneak attacking ever cease being a sneak attack ship? Well - you could have a flat number of turns decide this with perhaps a sliding scale based on the size of the universe.

Just my 2 BC

Dano
on Sep 26, 2007
Personally I like CariElf's proposed solution in the first post. It's far from the desired outcome i.e. the AI being able to defend well against sneak attacks. Frankly even with border relocation it's still pretty easy to do sneak attacks although not as devastating on the 1st turn of war.

Yes it may not be realistic, but it will help the AI which is all I really care about.

If the AI was capable of making devastating sneak attacks then the change wouldn't be needed... although a human will likely be able to respond to a buildup of forces better than the AI.



on Sep 26, 2007
Again, Why?

By the same analogy that you've stated why penalize players that are perfectly happy with suicidal as currently implemented. Let those that have become bored or otherwise find suicidal beneath them play at a higher level but there are many that find suicidal plenty challenging enough.


I actually agree with this. I was going on the assumption that the powers that be were unhappy with the current state of Suicidal gaming and were looking to add additional challenges. I haven't seen anybody complaining about Suicidal was easy ever.

Having just slowly worked my way up to that level myself, I find myself hanging on by my fingernails for a good chunk of the game and don't require any additional difficulty, thank you... However, I've always kind of felt that it's too easy to get detailed info on your enemies, so I made that a suggestion.

No probs. As far as I can tell it's always been an issue with the powers that be and have really never understood the apparent desire to have a level of the game that's unbeatable.

The idea of providing a range of difficulties is as standard in TBS games as it is a great idea. Frankly I think this is a credible game to play at any difficulty level pretty much from tough and above. Playing a particular difficulty level can be as much a matter of preference as galaxy size or victory condition or any other setting of the game perhaps even more so.

No one would come along and say that they thought the players playing at Tough have it too easy and should be forced to play a more difficult game. In the same way I find it objectionable to be forced to play a more difficult game than the level I've come to prefer.

Although I can win at suicidal I've never said it's been easy. I also am leery of increasing the difficulty of suicidal and thereby leaving a void where I can't win at the new suicidal but I find obscene too easy.

I have no problem with providing more challenge to those that truly find one lacking at the current level of suicidal. More power to them, but to do so at the expense of those that are comfortable at suicidal is just as objectionable as forcing all those that play at tough to move up to the next level.

I can't really presume to know the how's or why's of the implementation details but to simply have a new higher level where the AI's started out with more bonus than they do at suicidal seems like an easy thing to do and I'm sure the result would be a more challenging game. This doesn't force me to either lower or raise my game in order to provide more of a challenge to those that wish it. However, I honestly have seen no real evidence on these forums for any great outcry for a more difficult game.
on Sep 26, 2007
A way to define 'sneak attack' for the purposes of diplomatic penalties would simply be a player taking one or more planets within the first few turns of a war declaration.
Make the diplomatic penalties universal.

Has anyone considered a universal tactics rating for the ai to follow when assessing threats? I.e. number of planets taken/(number*quality of ships destroyed)?

I would also like to have the option to have diplomatic penalties determined by the size of the player civ as a % of total civ power, so that diplomatic oppositon rises as you begin to dominate.
on Sep 26, 2007
I would also just like to reiterate that I'd like to see these rules changes as 'options' atleast for a more balanced game, militarily challenging game.

If cari wants to de-nerf engines, I would like to make that optional as well, or atleast boost the tactical difficulty at any given difficulty level to compensate. I like the speed balance as is quite frankly.
on Sep 26, 2007
"I don't agree with this on the grounds that borders in space really don't make sense and trying to enforce a border system would be a micromanagement mess."

well borders in space seem to make a whole lotta sense for shows like star trek and babylon 5 and nearly every other spaced based scifi show so why wouldn't it in a video game? a video game that operates in only a two dimensional plane mind you. I'm not buying into that argument. civ 4 enforces their border system without much micro management, i don't see why this game can't, especially since regardless of it being in space we're still playing only on a 2d plane like civ4.
on Sep 26, 2007
Question- why is it you just can't make it where ships in enemy controlled territory can be attacked by anyone who wishes to unless there is a RoP treaty? (With a relations hit of course) AI wouldn't know how to handle it? I think the idea I mentioned is the best combination of realism and mechanical effectiveness. You could still sneak attack to a point, but you couldn't just park your battle fleet outside the planet, with transports set to race in once the fleet is detroyed. The AI could form a force and whittle down the battle fleet first.

I would also seperate the cultural influence borders and territorial borders. I think that needs to be done.

I'd suggesting having an option as well- with two ideas, you're more likely to get one good one. I think a three-part option would be best.


on Sep 26, 2007
Beg pardon if I missed someone else mentioning this, but why not make these new passage treaties a matter of your diplo status? Many of us have asked for more in the diplo area, and such a change could make most of the worries in this thread moot.

I'm asking this bucause A) I am not interested in the Suicidal question because I believe GC2's greatest virtue is having AIs worth playing against on equal terms, and I like the SF that I follow to be merciful with my ability to suspend disbelief and this proposal's potential for peta-lightyear teleportation is a little hard on me given what I know of the backstory for the game. It seems that at minimum we'd need a mega-event to make this scenario work, aesthetically speaking. Teleports like that are Precusor stuff.

on Sep 26, 2007
I play crippling, but I feel that this is as good an opportunity as any to say that the AI simply is not effective at fighting war.

In my last game, I defeated the AI using only battleships and dreadnoughts, very rarely in pairs. The truth was while the Thalan Dreadnoughts I was facing were extremely tough, the AI never took them out of orbit to fight me, never proactively went after me, and never put the units into fleets.

The AI does not adapt to what the player is doing militarily. If I am researching x weapon type and y defense, the AI needs to work harder to counter that. If I am moving past it militarily, and it sees me as a potential threat, it should shift its focus onto that matter.

It really doesn't, as far as I've seen. I could be totally wrong.

One of the biggest issues is that the AI does not sanitize an area before attacking with transports, and the transports are simply to few.

So while there are things you could change in the way the game is played to fix this, I tend to think that it is an issue with the (amazing) AI.
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