Why not? They "drastically" changed it from GC1 to GC2.
Drastic change from GC1 to GC2? If you assume drastic to mean they added 3 weapon types and 3 defense types from GC1's 1 weapon type and 1 defense type, then sure... but in reality combat essentially stayed similar. GC1 had a weapon roll from 0 to max, and defense roll from 0 to max and the difference was the damage. Similar method applies to GC2 for damage (although more complex). They should bring this GC1 mechanic back into GC3:
"Ships with a defense value that is greater than their attack value get a special bonus – when attacked, half their defense counts as an attack. A Battle Axe with 3 attack and 6 defense actually gets to roll up to a 6 for its attack roll when it is attacked."
I don't believe GC2 does this, but could be wrong... this is an excellent way to help defenses all-around without overdoing it. Add in the bonus ships get for being in orbit, and it would make defense much more viable, without creating the stalemates / trench warfare that was discussed on earlier pages.
Therefore, it's highly likely that combat will go along a similar path with GC3. They will add the 'Option' of tactical combat, and do some tweaks, make a relevant change or two, and probably leave it at that. Stardock said themselves they are not going to make this a combat game by implementing too much emphasis on combat. I guess they prefer to keep it simple and emphasize on empire building. Why not? I agree with you, they should... but it's doubtful it will be 'drastic' (which means a massive change).
It isn't that difficult to come up with a half-way decent algorithm for GC2's economy that allows a race to use its resources reasonably well.
Perhpas, but apparently Brad, who is in charge of the AI, wasn't able to accomplish this task to where he wanted it to be, so there is obviously some difficulty involved. Perhaps they gave the AI too much freedom to choose what to research... or more likely the tech tree branches WAY too much and would HAVE to be slimmed down without so many choices available, so AI would only have to choose between 5-6 techs at most. It's the only way to make the AI seem intelligent (unless they dump loads of cash into AI development, which no software company will ever do, since they will see no return on their investment).
Most companies give the AI very limited number of decisions it can make, while making the game appear to the player to have a vast number of options and decisions.. it is an illusion, and only those who truly know that game, realize it.
Stardock went off this path, and that's why they have had these AI problems pop up.
The problem we're now talking about is the "rich get richer, poor get poorer" problem.
The original statement I made was in reference to combat not being as bad if AI could change it's research priorties more often if it needs something, and if it doesn't build ships as well as a newborn baby could. But even if they fixed the economic problem, without fixing the ones mentioned before, the AI is still weak because it wouldn't know how to fight the player.
But regardless, with no corruption model, all the other mechanics are still on a level playing field and rich will still get richer no matter what you do... because the same ideas apply to all civ's. The rich will just get richer very slightly more slowly. <-- of course same applies to corruption model, but it is more apparent immediately as you expand... a slight amount of corruption wouldn't be that bad, say if a planet on the other side of the galaxy takes a 10% hit (that's not that bad, and wouldn't effect the game too much).
The fundamental problem with the corruption model is that it is a negative feature; it takes something away from you.
You threw some good ideas out there, but to keep runaway games... for techs:
1. Techs would have to become cheaper for civ's that don't have them yet, and they would be most expensive when few / no civ's have them.
2. Economy - there is no 'positive way' to reduce economic power from a leading civ.. taking or lowering their income would be a negative penalty any way you look at it.
3. Production - same as economy, only negative ways to go about it. If you lower it in any way because you are a powerful civ, that in essence is the same idea of a corruption model... and if you don't, it becomes a runaway game.
For example, in GC2, researching one of the government trees basically gives you a free economic boost. All you need to do to use it is to research the tech and you have no real cost to switching to that government. What if advanced governments gave a strong economic boost, but switching to them required then investing in their economic output for a fairly large number of turns? Or what if switching to an advanced government required resources equivalent to a Wonder. Yes, you get a good boost out of it, but you had to spend more than just research to get it.
I see what you're saying, positive things that may be costly, but are worth it in the end. The cost would HAVE to be relative to the civilization though. So a superpower would have to put out ALOT more than a smaller civ for the same change to government. If the cost was the same, that would make 'richer get richer' even more so than now, since small civ's could not afford to do so.
I do hope resources come into the game... but then again, if it comes down to placing a constructor on a resource, superpowers will still just take it from weaker civs. Planetary resources would be best, since it would take more effort to do so, imo. Perhaps resources on planets would not be able to be seen through espinoage, so big civs can't just take 1 weak civ's planet solely for the resource.
The best part about putting such things in starbases is that they're on the map now; you can actually attack someone's tech tree directly. It gives them more things to defend, which means it gives them more places that could be weak to a surgical strike.
True, it makes me wonder if they will program the AI this time around to actually protect their starbases and transports. (they do occasionally with escorts, but those are laser fodder). That would work quite well.
Here's my guess, Stardock will add a 4th weapon and 4th defense, have optional tactical battles, and do some tweaks to make AI fight better (engine will probably do a good job of this from what I've read).. and that is my guess for GC3 combat. Can't wait to see if I am right in 2 years! 