Good vs. Neutral

No, it is not Zapp Brannigan personal war against neutrals :)

Well, not willing to emulate Futurama's Zapp Brannigan "heroic" acts to defeat neutrality in the universe...

Actually, this is the only left thing that confuses me in GC2: it is not a matter of what to choose, it is just that I can't evaluate the value of the bonuses coming with Good or Neutral alignment.

Both looks quite valid but, in the whole, Neutral looks superior.

Good:

  • Citizens are more loyal and less likely to defect if their colonies are under an opponent's influence
  • The five most populous planets have no maintenance costs for their initial Colony
  • Trade income with other good civilizations is increased by 25%
  • Gain a Diplomatic Ability bonus when dealing with other good or neutral civilizations
  • Unique technologies include Superior Defense
  • The "Temple of Righteousness" Galactic Achievement is only available to good civilizations.

My comment: loyality looks inferior to morale and the risk of defection is quite low if you can manage colonies in the right way. The 2nd bonus look interesting, but is that important? This bonus, together with all the other bonuses, look oriented to economic profit. The "temple" looks equal for each alignment but with a different name, since it is still connected with trade & money sharing.

Neutral:

My comment: happier citizens is something very useful especially with some tribes, as Terrans, with which I always have some morale trouble, like if some buildings were not working. It saves from building Orbital Terraformer, it is of aid when conquering and it has the non-galactic-achievement temple of neutrality which is more powerful than any other hi-tech research building that I've seen until now. Yes, it is also more expensive to mantain, but it is also worthy of!

Evil

The evil alignment has the following advantages:

  • Starbase upgrade fees are waived
  • Propaganda (typo in game) Center projects make planets less susceptible to rebelling
  • Secret Police projects improve a colony's approval rating
  • Other civilization's trade routes pay 1bc per turn they spend in an evil civilization's sphere of influence
  • Unique technologies include Superior Weapons
  • The "Temple of Evil" Galactic Achievements is only available to evil civilizations

My comment: ok, let's add the bad guys too. All that I see are minor bonuses which can be nice but are not as good as the other two civs. Also, should it increase the effects of Propaganda Center and Secret Police? Because they already do what Evil alignment description claims and, using some evil tribe, I didn't see any bonus or change. Also, some money here and there but I can't see big advantages. Probably it is to re-balance the fact that initial choices in the game give biger bonuses if you choose the evil path, but the fact is that being neutral looks like the better choice also for conquering other civilizations.

If I'm not moved by interpretation & RPGs purposes, I feel like Neutrality is the most proficient alignment, else Good is the second best choice in long therms *IF* there are other mayor good powers in the galaxy which may lead to rewarding diplomatic relations. If not, then Good doesn't look so good...

what do you think about?

15,013 views 14 replies
Reply #1 Top

I think the general consensus is that "Evil" is most strong in this game. This has to do with the bugged MCC, the Psyonic Beam Weapon, and the colonization events. The ToA MCC shall be very strong, too.

Of course it all depends on the gamestyle one has. All these alignments have their own individual bonuses, while I have to say that, "Good" only has the Defense bonus which is a real bonus. The other "Good" ones become neglectable, esp. in greater games.

Reply #2 Top

and btw, the "Secret Police Center" is bugged, too - it should give a flat 20% approval civ-wide - this would fairly top the "Neutral" 10%.

Another bug: there are no "Neutral" weapons/defenses. Also, you'll still need to research those terraforming techs for the tiles to become instantly accessable.

To be honest: some of these improvements (esp. Temple of Neutrality, Temple of Good/Evil & Propaganda Center) are a drag and to built them is actually a disadvantage, they are far too expensive (to build AND to maintain) for the little gain they give. They are not even worth the empty tile - where a Stock Market is more advantageous in all instances.

Reply #3 Top

Galactic Civ 2 is really a great game but there is really a lot of confusion coming from misleading text and nonsense buildings or tiles (including the +700% food bonus) or like Galactic Resort or Police Station. As I've stated in another topic, those unique buildings are less productive than non-unique ones, but can't be replaced once built. I wonder why Stardock/Kalipso didn't fix it with the 2.X release.

Another thing that, imho, generates confusion is that some "tribe" buildings do not upgrade into standard ones, or vice versa, when they are clearly better. For example, Drengin's Black Market is cool because it has no upkeep to pay but it should be supposed to evolve into the Avanced Market structure, while it doesn't.

Anyway, what a shame... in such a good game, it really wastes the good flavor with a little of bitter.

Hem... just to know, what does the Supreme Defense? I can't remember well of it.

Reply #4 Top

It's basically 2 different things. For one, 3 defensive shiparmament-techs are opened, and further, after "Good & Evil" a tech called "Concepts of Righteousness" is opened also - which let's you built the "Empathic Tactical Center" which gives +20% DEF.

Actually, the description above lacks some of the improvements one can built after researching Xeno-Ethics. Neutral also have "Neutral shipping" which adds some trade routes (and I think, a bit more money out of trade...). by the way, don't confuse the 'Temple of Neutrality' (which gives some additional tourism-income) with the 'NLCs Neutrality Learning Centers' which are labs.

The yellow Evil-tech is called "Concepts of Malice" and this gives you the MCC, as well as the ASC 'Artificial Slave Center' which adds +50% to Military Production civ-wide (!!!). I forgot this to mention, if you are actually producing ships then this is very significant.

Actually, there is only a 100% & a 300% food bonus-tile - you can always use them, they'll save you 1 farm. On the 100% built the Advanced Farm whih gives you then 2*7b = 14b + 6b(colony) = 20b. On the 300% built the 2nd tier farm 4*3b = 12b + 6b (colony) = 18b. This way you'll only have to built a cheaper farm with a lower maint, too. And actually, you don't have to grow each planet up until the cap is reached - a planet will find its natural limit once 20% approval rate is hit. Even if the farm(s) still would allow for another 10b people - don't care, there's no need to fill that in.

There's a small app called "Galactopedia" around, there you can easily go through all of the improvements and get some info on them. However, it's only DL/DA, the new unique techtrees in TA haven't been considered.

Reply #5 Top

Quoting 0rion79, reply 3

Another thing that, imho, generates confusion is that some "tribe" buildings do not upgrade into standard ones, or vice versa, when they are clearly better. For example, Drengin's Black Market is cool because it has no upkeep to pay but it should be supposed to evolve into the Avanced Market structure, while it doesn't.

That's because this improvement is granted form another branch in the Techtree. That's basically one effect of the different trees those races have, and is also the reason why these improvements also get destroyed when conquering their planet and one didn't trade for the corresponding tech beforeahead.

But what you can always do is to manually overbuilt/upgrade the BM with better structures, the old structure is most likely taken into account.

Reply #6 Top

Actually, the description above lacks some of the improvements one can built after researching Xeno-Ethics. Neutral also have "Neutral shipping" which adds some trade routes (and I think, a bit more money out of trade...). by the way, don't confuse the 'Temple of Neutrality' (which gives some additional tourism-income) with the 'NLCs Neutrality Learning Centers' which are labs.

Yes, I know. That one looks really good. I must say that, over all, Neutral looks the most powerful alignment for research, evil for warmongers and good for pacifists. Due to the significant research bonus, Neutrality looks the most powerful to me even if I must admit that the upkeep for those Neutrality learning centers is really heavy and in one game, where I've built them massively, I have had some troubles in keeping science funds at 100% without going into red. What's the use of such power if I can't afford it? So, probably, Good is also rewarding because it means that it is possible to increase global productivity and still having quite happy people thanks to the high economic bonuses :) What I dislike is that the alignment choices at the beginning of the game very rarely present some situation where the Good choice is the most rewarding too. I have like the feeling that initial sacrifices are not refunded in the long run.

About Evil, I can just say that I'm playing the Kling... ops, the Drengin in the second official champaign and that their status of "bad guys" has a serious impact on diplomatic relations, so... effectively there are consistent pro and cons in each choice. It is just that Good doesn't look so good! :) But maybe I've already wrote that.

Reply #7 Top

The problem with the NLCs is two-fold: One needs very long to built them. During this time one has to focus on Social Production, meaning that during this time Research usually comes to halt. Thus, in first instance, building them is contra-productive. Later on when they are built you'll have the most-greatest research output, but also the most-expensive one - and this you'll need to fund. And if you can't afford that - rather go with cheaper labs. The other thing you'll have to ask yourself is for what you need this great research output. Technology enables you to do certain things, that is you should focus on researching these techs that will bring you dominance over one of your neighbours, (or win the map entirely) and if you are already in this stage focusing on research actually keeps you away from winning.

Reply #8 Top

Quoting 0rion79, reply 6

So, probably, Good is also rewarding because it means that it is possible to increase global productivity and still having quite happy people thanks to the high economic bonuses What I dislike is that the alignment choices at the beginning of the game very rarely present some situation where the Good choice is the most rewarding too. I have like the feeling that initial sacrifices are not refunded in the long run.

Actually you can scrap the "good" economic bonuses. They are not really there. Alone the evil ASC brings you more in when you keep in mind that for the extra production you'll only have to pay half of it - and if you then reduce Military output to the norm it was before building the ASC it'll safe you much more than Colony-costs or Freighters ever can bring you in. Not speaking about the MCC....

Yes, your sacrifices are not rewarded. From the colonization events "Evil" is always the best choice, and some of these are a real advantage, foir example if you get 20-40% research bonus you could specialize that planet to research entirely. Or the event which increases Ships-strength - this'll make a good production planet.

Reply #9 Top

Yeah, except that if you choose evil and the Altarians are in the game and anywhere near you, expect to get pounced upon.  

Their paladin status combined with super organizer means you're going to get attacked a lot.  

I prefer neutral.  Better at avoiding wars.  The evil civs want to attack the good civs and vice versa and everyone just kind of ignores you, which is exactly how you want it to be.  

Reply #11 Top

Evil Alignment wins out in Dark Avatar, due to a bugged MCC granting a 100% economic bonus.   In Twilight/Ultimate version, Neutral is about on par with, if not slightly better than, Evil: the reduced Buy Now cost, instant terraforming, and most importantly, Morale bonus {higher morale means you can have a higher tax rate, which means more income} makes it very competitive.  Good Alignment is very strong in a tiny/small map where you don't have many colonies.  

Reply #12 Top

Thread necrophilia!

Doesn't Evil also eliminate paying for invasions by building the No Mercy improvement?  In a big map, that's quite useful.

Reply #13 Top

It's actually rather costly (both in people and ships) to physically invade worlds.  The "top" players have said that Diplomacy beats all in GalCiv II; what you REALLY want is to have a Military Rating and diplomatic strength so much higher than your opponent that they literally just sign over their worlds to you for peace.  No muss, no fuss.

Reply #14 Top

This is true but in a game not played for score you generally want techrate on normal or even less and this will seriously hamper your ability to swindle the AIs because, they will have established a military long before you can do that (you will also go broke before having the SCC, psionic beams etc)

Further, the game is still full of bugs and if you use them all to your advantage there's no way you will ever loose a game on any imaginable setting. I speak of that because the swindle tactic is also nothing but a bug, or, an exploit of a really careless coded routine.

I understand that a civ will be very impressed once the enemys MMR far outweighs their own, but then, there's simply no realistic approach or logic in making peace (= which is a means of *survival*) by handing them over all your planets (=which is the exakt opposite of survival)

That said in a warfighting game the No Mercy Invasion Center can really be helpfull if paired with a special invasion technique:

1. The turn you invade put spies on all morale building on these planets

2. Use "Information Warfare" (costs 800 bc, said Center will drop it to 0)

3. Invade with maximum fleet, the more the better around 8000 soldiers will always do the trick.

4. Usually someting like 1000-1500 enemy soldiers join your forces

If you have enough soldiering the battle will be won without loss, in fact, it might be that you'll just loose 500 soldiers, and only one invasion ship. That way it can even be productive to use all logistics available to you and put a simply small troop transport therein too, because it could be the one that will be lost, saving the more expensive ships.

 

A second tactic which is also very effective (in cases where you don't have the upper hand so to speak) is to bomb enemy planets with a smaller force using mass driver or planetary bombardment (or whatever it is called). This usually results in reducing the planets popultion by a great amount. Be carefull that you loose that fight though, because then the planetary penalty will not be in place. Afterwards invade with normal troops.