Coercion: Is it going away, and how do you deal with it?

Me and some friends dipped back into Galciv 3 after a long break to check out Mercenaries, and were quickly met with some significant changes to how the economy works. No more individual planet economies, and coercion. I don't think we've had a match of anything last so short once we figured out what was going on, nor such an intense desire to uninstall the game and calls for a ban of said game in our clan before. The idea to put in a mechanic that is counter micro-management, in a 4x game, is.....Who decided this was a good idea, and when are they being fired for their inexperience? 

 

Mockery aside, and trust me there's plenty of it from pretty much everyone who's looked over when this mechanic really is, especially from the RTS guys oddly, is this bad mechanic going away in a future update, or have the devs committed to it despite feedback? [I don't think I've seen any positive feedback on this change anywhere, and trust me I looked just to see if someone actually wanted this.]

And if not, is there a way to disable or mod this roadblock out? A lot of us did like Galciv3, but that mechanic alone is enough for the large majority of us to completely drop the game, and any prospect of picking up DLC or future games, let alone play the game itself. We'd love to keep playing, but I need to know if there's a way to disable Coercion, directly or indirectly?  

122,730 views 38 replies
Reply #1 Top

You can counter Coercion with high Morale. Eco SB's do a fine job of this with the modifer from Intimidation Center.

As to disabling it:-

    <CoercionForgiveness>0.11</CoercionForgiveness>
    <CoercionMaxPenalty>0.50</CoercionMaxPenalty>

In GalCiv3GlobalDefs.xml. Change what is in red to 0.0.

Edit:

Set your global wheel too 12/44/44 (W/R/M) and forget about it, should be fine upto Genius (I have not progressed past Genius to know if its fine there after)

Reply #2 Top

Quoting Horemvore, reply 1

You can counter Coercion with high Morale. Eco SB's do a fine job of this with the modifer from Intimidation Center.

As to disabling it:-

    <CoercionForgiveness>0.11</CoercionForgiveness>
    <CoercionMaxPenalty>0.50</CoercionMaxPenalty>

In GalCiv3GlobalDefs.xml. Change what is in red to 0.0.

 

Thanks. Will this work in multiplayer as well? Again, me and my friends want to play together, but with/against eachother in multiplayer.

 

And doesn't Coercion effect Raw production directly, as well as through Morale? So having high Morale only takes care of half ofit, right?

Reply #3 Top

Quoting gigaus0, reply 2

Thanks. Will this work in multiplayer as well? Again, me and my friends want to play together, but with/against eachother in multiplayer.


And doesn't Coercion effect Raw production directly, as well as through Morale? So having high Morale only takes care of half ofit, right?

You would all have to change the GalCiv3GlobalDefines.xml to the same value for MP I think, or it will cause de-syncs. (I cant be sure not played MP I am to addicted to mods)

 

Urm I dont know tbh,  I thought it was just a Morale Penalty tbh. (I'd have to check in game to see)

Reply #4 Top

Yup your right it effects RP directly.

Reply #5 Top

Quoting Horemvore, reply 3


Quoting gigaus0,

Thanks. Will this work in multiplayer as well? Again, me and my friends want to play together, but with/against eachother in multiplayer.


And doesn't Coercion effect Raw production directly, as well as through Morale? So having high Morale only takes care of half ofit, right?



You would all have to change the GalCiv3GlobalDefines.xml to the same value for MP I think, or it will cause de-syncs. (I cant be sure not played MP I am to addicted to mods)

 

Urm I dont know tbh,  I thought it was just a Morale Penalty tbh. (I'd have to check in game to see)

Yeah it's been some time since we played MP together, and we haven't had to edit the core files so....Here's to hoping. Kinda sucks too, if that's the case then it means we can never play with anyone else who doesn't change that. Small loses I suppose.

 

And both the wiki and several guides say that it double penalizes Raw Production; First directly, then a second time through Morale.

So overall if you like micromanaging or specializing, or just playing a 4x the normal way, you get and unavoidable punishment. 3: 

Again, I wanna know who thought this was a good idea so I can avoid wasting time on them at the next convention or seminar. 

Reply #6 Top

Quoting Horemvore, reply 1

You can counter Coercion with high Morale. Eco SB's do a fine job of this with the modifer from Intimidation Center.

Last I checked, Coercion applied a penalty to raw production that stacked multiplicatively with the various bonuses to raw production from economic starbases, improvements, and high approval. A 50% penalty that stacks multiplicatively with everything else is enormously more powerful than any of the bonuses you can get from anything else; a perfect constellation of economic starbases and 100% approval just barely brings net production above the base value. On top of that, last I checked it looked like Coercion was also applied to morale for some stupid reason probably related to Frogboy's nonsensical justification for the name and mechanic.


is there a way to disable or mod this roadblock out?

To restore player control over individual planets, there are a number of options. The easiest is to find Prefs.ini in (user)\My Documents\My Games\GalCiv3 (default directory), find the line that reads UseColonyProductionWheel=0, and change that to UseColonyProductionWheel=1. Alternatively, you can find GalCiv3GlobalDefs.XML and change <PlanetaryProductionWheelImprovement>BureauOfLabor</PlanetaryProductionWheelImprovement> to something like <PlanetaryProductionWheelImprovement>ColonyCapital</PlanetaryProductionWheelImprovement> or some other improvement which you'll have on every planet. One other way to enable the wheel for each colony is to edit FactionDefs.XML so that each faction has the line <RaceTraits>PatrioticAbility</RaceTraits> in the definition, though I'm uncertain how this will affect custom factions which were built using the in-game faction editor, and this is more difficult than the other two ways anyways since there are at least seven entries that you'd need to edit rather than just the one you'd use for either of the other two methods.

Reply #7 Top

Quoting joeball123, reply 6


Quoting Horemvore,

You can counter Coercion with high Morale. Eco SB's do a fine job of this with the modifer from Intimidation Center.



Last I checked, Coercion applied a penalty to raw production that stacked multiplicatively with the various bonuses to raw production from economic starbases, improvements, and high approval. A 50% penalty that stacks multiplicatively with everything else is enormously more powerful than any of the bonuses you can get from anything else; a perfect constellation of economic starbases and 100% approval just barely brings net production above the base value. On top of that, last I checked it looked like Coercion was also applied to morale for some stupid reason probably related to Frogboy's nonsensical justification for the name and mechanic.



is there a way to disable or mod this roadblock out?



To restore player control over individual planets, there are a number of options. The easiest is to find Prefs.ini in (user)\My Documents\My Games\GalCiv3 (default directory), find the line that reads UseColonyProductionWheel=0, and change that to UseColonyProductionWheel=1. Alternatively, you can find GalCiv3GlobalDefs.XML and change <PlanetaryProductionWheelImprovement>BureauOfLabor</PlanetaryProductionWheelImprovement> to something like <PlanetaryProductionWheelImprovement>ColonyCapital</PlanetaryProductionWheelImprovement> or some other improvement which you'll have on every planet. One other way to enable the wheel for each colony is to edit FactionDefs.XML so that each faction has the line <RaceTraits>PatrioticAbility</RaceTraits> in the definition, though I'm uncertain how this will affect custom factions which were built using the in-game faction editor, and this is more difficult than the other two ways anyways since there are at least seven entries that you'd need to edit rather than just the one you'd use for either of the other two methods.

 

Jeez, it's multiplicative?....Why give players the choice to move the wheel at all then, it's a total tease and borderline bait and switch. 'You get to choose what your economy will focus on, but if you do you lose production instead of gain it, so go ahead and touch the wheel!' 

And was Frogboy the one that designed this, or just the poor sap that had to deliver and defend it?

 

Also, thanks, that opens up options. It also gives us something to look into for editing our local mods to provide relief from this flaw. Though the question is now; Is there a way to disable this in multiplayer as the host? Just have it so that players don't need to edit their files, and it's just a global effect for that match?

Reply #8 Top

yeah the first thing i do after patching is mod that max penelty from 50% down to 5%

Reply #9 Top

I will speak up and say that the coercion mechanic is a well designed game mechanic.  I hate it intensely and avoid it obsessively in-game and that is why it is there.  :)  You are free to feel differently, but please do not assume that anyone needs firing for what some people think is a very good idea.  Find some other reason to fire people, instead.  There was plenty of heated discussion of this subject while you were gone.  If you are really interested, it would be better to go look for those threads than rehash it once again in true eternal forum conflict style.

Reply #10 Top

Quoting erischild, reply 9

I will speak up and say that the coercion mechanic is a well designed game mechanic. I hate it intensely and avoid it obsessively in-game and that is why it is there.

Well said.  Its part of game that makes it a challenge (learning to deal with it)  One can always argue/question if it is well balanced or not but IMO its OK.  I hated it intensely when it was first introduced but found how to adjust my play to deal with it.  Isn't that what a good game is supposed to do? 

Reply #11 Top

Quoting erischild, reply 9

I will speak up and say that the coercion mechanic is a well designed game mechanic. I hate it intensely and avoid it obsessively in-game and that is why it is there.

A mechanic like Coercion should not be there to provide an obstacle to the player, it should be there to provide a trade-off between specialized and generalized resource allocation. However, as implemented, they may as well have just removed the wheel and completely separated the three production-based output fields from one another, because the way they implemented things lets you get very nearly the same production going into a field that you'd have with a fully-specialized allocation while using a mostly-generalized allocation like Horemvore's 44-44-12 allocation (0% coercion penalty, so 44% of base production goes to each of the high fields and 12% goes to the low field; a 100-0-0 allocation gets a 50% coercion penalty, so 50% of base production goes to the high field and 0% goes to each of the low fields; is there really a decision to be made here? 44-44-12 barely offers less base output in each of two fields than a fully-specialized allocation would offer in a single field, and gets twice the total production over all fields that the fully-specialized allocation gets), and to add insult to injury there are relatively generalized outputs like 60-20-20 that get more production going into a chosen output (13% coercion penalty, so ~52% of base production goes to the high field, compared to only 50% with a fully-specialized allocation) than a fully-specialized allocation would provide while still not having any significant reduction in total production across all outputs.

Regardless of whether or not Coercion is conceptually sound, the implementation is garbage. That's before even getting into the idiocy of applying the penalty twice, once directly and once through morale, because I guess specialized allocations weren't made sufficiently bad relative to generalized allocations and how Coercion actually affected things wasn't sufficiently murky just through the direct penalty.

Reply #12 Top

Quoting joeball123, reply 11


Regardless of whether or not Coercion is conceptually sound, the implementation is garbage. That's before even getting into the idiocy of applying the penalty twice, once directly and once through morale, because I guess specialized allocations weren't made sufficiently bad relative to generalized allocations and how Coercion actually affected things wasn't sufficiently murky just through the direct penalty.

 

I think you miss the point entirely.   If the Federal Gov suddenly came down and said that the ONLY THING ALLOWED on TV is Dancing with the Stars and EVERY person MUST now participate in this now GLOBAL dancing with the stars competition...


how put out would you be?       how much would you enjoy that?

How well would the average paraplegic do?



Gal Civ is a Civilization management game.   You should not get 100% efficiency in anything ever.  there is always some waste  some loss of production.  and the coercion mechanic does this beautifully. ...   this aspect of the game adds realism to the game.   it is a good mechanic and I am betting will be even more employed once the politics get fully implemented.

Reply #13 Top

Coercion just makes me more picky when and how long I adjust the wheel.

It acts like something else to consider when making decisions.

Last in real life if a govt goes all out on one thing some people are happy but more are unhappy. It is best to do some form of doing many things at once.

Reply #14 Top

Don't be silly. The devs didn't have some grand gameplay or lore reason for implementing coerocion. And despite what they claim it was never a planned mechanic until someone dreamed it up around 1.4 to address balance. They did it because adjecency and starbase bonuses were too powerful and caused a snowball effect where a player who specialized would get ahead and could steamroll everyone. Specialization was far far more effective than generalizing and that meant specializing wasn't a choice. Since they claim most of their playerbase wanted to generalize, they nerfed specialization. Coerocion is a way to flatten the exponential economy curve for pacing reasons so that min-maxers have less incentive and less benefit to micromanage. It's a weird solution, and even the people here who support it claim they just "avoid it and deal with it".

Reply #15 Top

Quoting joeball123, reply 11


Quoting erischild,
 

A mechanic like Coercion should not be there to provide an obstacle to the player, it should be there to provide a trade-off between specialized and generalized resource allocation. However, as implemented, they may as well have just removed the wheel and completely separated the three production-based output fields from one another, because the way they implemented things lets you get very nearly the same production going into a field that you'd have with a fully-specialized allocation while using a mostly-generalized allocation like Horemvore's 44-44-12 allocation (0% coercion penalty, so 44% of base production goes to each of the high fields and 12% goes to the low field; a 100-0-0 allocation gets a 50% coercion penalty, so 50% of base production goes to the high field and 0% goes to each of the low fields; is there really a decision to be made here? 44-44-12 barely offers less base output in each of two fields than a fully-specialized allocation would offer in a single field, and gets twice the total production over all fields that the fully-specialized allocation gets), and to add insult to injury there are relatively generalized outputs like 60-20-20 that get more production going into a chosen output (13% coercion penalty, so ~52% of base production goes to the high field, compared to only 50% with a fully-specialized allocation) than a fully-specialized allocation would provide while still not having any significant reduction in total production across all outputs.

Regardless of whether or not Coercion is conceptually sound, the implementation is garbage. That's before even getting into the idiocy of applying the penalty twice, once directly and once through morale, because I guess specialized allocations weren't made sufficiently bad relative to generalized allocations and how Coercion actually affected things wasn't sufficiently murky just through the direct penalty.

 

We have some different views of game design.  Almost everything in the game should contain some sort of obstacle or challenge as well as some tools to meet that challenge, but it is all about the obstacles.  The AI players are just the most obvious part of that principle.  Then the question becomes what is fun.  I find the present system satisfying and enjoyable.  I really did not enjoy the control system with such severe min-max capabilities and how those capabilities strained all the economy and balance issues.  I like having lots of things to exploit, but I dislike exploits that feel like they break the game.  Just lately,,Stardock has drastically impacted my gameplay by nerfing my Thalan hives.  I will miss that exploit badly, and I have not yet figured out a re-adjustment, but it was a very good decision.  At least, that is my opinion, even while I mutter vile things about the devs and their ancestry while I contemplate what to do without all those production bonuses.

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Reply #16 Top

The fact that the individual planet wheel exists at all was simply a concession to the tremendous backlash that Stardock received when first removing the wheel and replacing it with the focus buttons.

 The wheel allowed players to overspecialize to the point that it was breaking the other game mechanics. And it was honestly a bad design in the first place since it allowed ‘something for nothing’ which then required the players to micromanage every planet at various repeated times to optimize their economy. So you were left with an econ system that was very exploitable at a great cost in time and effort leading to severe balance issues with the game.

 The ‘Coercion’ was implemented to control the massive advantage gained by micro’ing the wheel obsessively. So it NEEDS to be painful or else it still becomes a no-brainer choice that every player MUST take to be competitive. You still can derive some benefit from micro’ing the wheel, but it’s commensurate with the cost (either a racial pick, or a facility on each planet).

Reply #17 Top

Careful...the great cost in time and effort is just as much an issue with UI as it is an issue of complexity. Many of us proposed terrific ideas for UI improvements that kept specialization in place with less work through mechanical automation (as opposed to AI automation). During beta such ideas were regarded by the devs as "we want to do something like that". As the months and post release patches rolled by the ideas were silently dropped and just ignored. Not enough development staff is my guess.

It's their game and it is going where they want it to go now, not where they promised. Specialization hasn't worked out as well as their initial pre-release intentions, so coercion is their answer to put micromanagers and non-micromanagers on a more level playing field, which is what they needed for balance. Now they offer false choices: less production through low morale or through generalization. They should have scrapped their system in alpha, or got it working. Now they have a system that feels tacked on late...which is exactly what coercion is incidentally.

Reply #18 Top

Quoting Taslios, reply 12

I think you miss the point entirely. If the Federal Gov suddenly came down and said that the ONLY THING ALLOWED on TV is Dancing with the Stars and EVERY person MUST now participate in this now GLOBAL dancing with the stars competition...

If that were a logical, or even a vaguely plausible, explanation for what the wheel does, sure, but that Frogboy claimed that that's what the wheel setting represents doesn't make it so. Every planet improvement visible to the player, except maybe the trade resources, is state-built, state-owned, state-maintained, and state-operated. The factories that the player builds on planets only work on state projects like warships and more state-owned, state-operated, and state-maintained factories, and the labs that the player builds only work on state research projects. Rush-buy costs are unrelated to local production costs using player-built factories, strongly suggesting that whatever provides the manufacturing points for rush-purchases is unrelated to the public sector economy (which is the economy that the player sees and controls) - i.e. there is a private manufacturing sector sufficiently large that the public manufacturing sector directly visible to the player has no real impact on the cost of goods made by the private manufacturing sector even when the goods are going towards the same thing, and moreover this private manufacturing sector is sufficiently large that it can provide arbitrarily large amounts of manufacturing points at any given moment even when the amount of manufacturing required greatly exceeds the sum total manufacturing output of the entire public manufacturing sector.

Despite Frogboy's nonsensical claims to the contrary, wheel settings do not represent forcing the entire planetary population into specific jobs. Wheel settings represent public sector spending allocation at the locality, and when you shift from 33-33-33 to 60-20-20, what you're doing is putting more state funds into the public manufacturing sector while cutting back on funding for local state-owned labs and reducing the fraction of the local tax income which goes into the treasury rather than being spent immediately.

Reply #19 Top

Man you guys never stop with the Wheel. The entire wheel and its mechanic NEEDED to be NERFED into the ground. If you played prior to the coercion mechanic than you will need to relearn how to play again.  Seriously if you are unhappy now with the way things work you all are gonna whine really bad when the Stand-Alone drops. That will be a complete rework from the ground up on how production/manufacturing and resources are allocated. 

Keep in mind the wheel was NEVER intended to stay in game and the error was letting stay as long as it did. Thus we get threads like this where one wants to nerf Coercion or buff the wheel. 


I just leave the wheel at its center dot and then use the three specializations depending on the planetary use. Easy and done. The main issue is trying to compete at higher difficulties without using the wheels focusing. 

+2 Cents. 

Reply #20 Top

Quoting Larsenex, reply 19

Seriously if you are unhappy now with the way things work you all are gonna whine really bad when the Stand-Alone drops. That will be a complete rework from the ground up on how production/manufacturing and resources are allocated. 

Keep in mind the wheel was NEVER intended to stay in game and the error was letting stay as long as it did. Thus we get threads like this where one wants to nerf Coercion or buff the wheel. 


I just leave the wheel at its center dot and then use the three specializations depending on the planetary use. Easy and done. The main issue is trying to compete at higher difficulties without using the wheels focusing. 

+2 Cents. 

Hahahaha, let's revisit this post when the stand-alone comes out. If they have significantly altered how production works in a meaningful way, for better or worse, I promise I will say "you were right and I am a pessemistic whiner." In the entire time of publicly accesible development of this game, such a sweeping change to mechanics has not been done. All we've seen are concessions and minor tweaks. Even removal of the wheel pales in comparison to a "complete rework", so we will see.

You are also lying about the wheel never intending to be kept in the game...or you have let yourself be lied to. I laughed when I first read the dev post saying this. The wheel was touted in the earliest beta as one of the hallmarks of the new GalCiv3 economic system, the amazing new level of control a player had to fine tune planetary production, and they promised they would make it even better. Only when they realized they couldn't make it better and that it was causing problems did the story change and they decided to take it away, perhaps rightfully so, from planetary use.

I speak for myself when I say I don't care about the wheel. I want to #1 use my brains to create super planets, with #2 a UI that makes building and managing those super planets fast and easy. We were promised these things early in beta. The game at release, with the wheel, gave us #1 but not #2. I hoped they would give us #2 over time, but instead they took away #1 by giving us coercion. So the game no longer provides one aspect of what was originally promised and had originally drawn me to this game. Instead of opining that the devs messed up, I'll just concede that the devs altered off their original course that had me psyched to a direction that no longer interests me. Let's see how the "complete rework" goes.

Reply #21 Top

So, my personal opinion and its just that is this. With the wheel the ai can in no way ever compete with the player. Frogboy mentions that they 'could' make the ai so efficient but would not be fun. I would love to see the ai trouncing players via a regular game constantly moving the wheel to eck out the very last bit off efficiency but I doubt that will happen.


I am pretty sure we are going to get a complete 'rework' because it will in essence put the players on an even playing field (production & research-wise) with the AI. Once that happens I suspect that many folks who crushed Godlike or Genius and such are going to come here angry and ranting saying the 'new' system is teri-bad because they can no longer get 100% research or the ai out techs and out produces them by leaps and bounds. Its one reason why I completely stepped away from all use of the wheel. I know that its going to go away (in the Stand Alone) so why keep using it? 

So far I love the changes and direction the game is going. I am spending FAR TOO much time playing Gal Civ III before and after work. I can kinda see the vision they are heading with the game. Now we are getting many things requested along with lots of fixes. Next year will be a big change in how we play the game and I am really looking forward to it. 

Reply #22 Top

Quoting Larsenex, reply 21

So, my personal opinion and its just that is this. With the wheel the ai can in no way ever compete with the player. Frogboy mentions that they 'could' make the ai so efficient but would not be fun. I would love to see the ai trouncing players via a regular game constantly moving the wheel to eck out the very last bit off efficiency but I doubt that will happen.
I am a little torn on this. The micromanagement before sure wasn't fun to me and the AI forcing the player into an arms race of micro would have been annoying and unfun (to me).

On the other hand there is so much more where the AI can and does make mistakes, that this efficiency would most likely not have turned the tide on normal difficulty. And given that instead of doing the efficiency thing they need to give flat boni to the AI to simulate it... what's really the difference? The difference is, that an AI that plays by the rules can't be better in everything and on par in the catagory the player specializes in at the same time. Sure the AI can beat the player at his own game, but it can't be a manufacturing and tech monstrosity at the same time.

They should have gone for the micro AI imo (or make it micro above normal difficulty at the cost of lowered boni).

A little more on topic: since coercion I micromanage less. For me it made the game better, regardless on whether the mechanic is great or aweful. It was a step in the right direction in my book.

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Reply #23 Top

Quoting zuPloed, reply 22

A little more on topic: since coercion I micromanage less. For me it made the game better, regardless on whether the mechanic is great or aweful. It was a step in the right direction in my book.

 

Micro is less with the new mechanic because for one I don't want to worry about maximizing every last bit of production. The  way it is  now works. It works well and I am having great games so far. Froboy may say they made the change to reduce micro rather than make it easier on the ai. People put too much stock in thinking we can get awesome ai  for a 4x game. Gal Civ II which in my opinion had a great ai was heavily scripted. 

 

Coming up I hope and think that the combination of data-driven ai plus creative and detailed scripts (by Frogboy) will get us a game that FAR surpasses the fun I had in GCII. 

Reply #24 Top

Holy mother, I'm not deep into playing this game guys, ffs. I'll be the first to admit that I'm a casual player of this game, as are my friends; I'm not looking to rehash anything, or start up shit. I am however going to be completely and bluntly honest, regardless of the consequences. I'm a developer myself, and I've dipped into the 4x genre only twice as a dev, but that's enough to get a good view of it, not to mention the other 4x/TBS I've played. Bold faced feedback is the best feedback, no matter how negative or simple it is; It's a good way to identify problems.

 

On the topic of the wheel: If they're going to remove the wheel, as a UI choice, that's fine, as long as they have some way to control your economy. If they're going to remove it entirely, so all you have are focus buttons, the developers would be better off ending production and selling off the company, because a change like that would be the same as putting on a sign saying 'we have absolutely no clue what we're doing for 4xs' and tank whatever credibility they still have-- and trust me when I say it's little. At least in the development community. The hallmark of 4xs is being able to control your economy, and have some method of directly influencing what your empire or faction is doing beyond passive buffs, especially on a base by base basis, or in this case colony by colony basis. Honestly, Galciv as a series is one of maybe two series I've regularly played that doesn't allow you to control production per base. And a simple focus button that changes the percent values isn't enough for the overall economy. Period.

And if you think that the wheel system, which is the exact same system Galciv2 used, just with a different Ui [and resource system], as well as the exact same system many 4xs previously used, is bad and broken, I have to beg the question of how many 4xs you guys have played. I know that just because everyone's using it doesn't make it good, but at the same time if it's stable over ten separate games, and somehow not in one, I doubt it's the system, and more the difference in that one game.

 

On the topic of Coercion: not addressing the 'lore' reasoning behind it, the Coercion system is....I've looked at it several ways now. In terms of balancing relational to the rest of the game, and I've come to the conclusion that it was implemented, poorly, to counter a very singular and 'complicated' [in that it took several turns of work usually] setup that a large number of players were using to ease their way through the game. Every single strategy game has this. Every one. Sometimes it's related to one factions abilities or stats, sometimes it's due to a flaw in the economic or military system, but every strategy game has the 'broken' build that everyone uses. None once has a small, single component change every fixed it. Especially not one where the actual cause of the problem was not addressed.

The Coercion system seems to be aimed at an oversight in the potency of adjacency, starbase stacking, and raw production as it related to the economy. As near as I can tell, Adjacency is still pretty much the same and untouched, Starbases I'm assuming hasn't been majorly redesigned, and raw production clearly is still the critical factor-- something that coming from not just Galciv 2 but other 4xs I still hold to as being a bad design choice-- but the minmaxing for some reason is punished. 4xs are about minmaxing. Always have been, always will be, so to introduce a mechanic that directly punishes players for going with the most logical action, especially on a planet by planet basis, is the equivalent of putting in a mechanic to punish players from aiming down sights in an FPS, too many rares or uniques equipped in a ARPG/Dungeon Crawler, or quickly stacking rows in tetris-alike games. It's bad game design, flat out, and shows a lack of understanding and foresight into the genre they're developing for. 

And even without that to consider, the implementation is god awful. First it's a multiplicative penalty, meaning it'd take significantly more work to overcome it than it would be to simply move the slider back, and it's a double whammy on top of that, making for a double multiplicative penalty. Drawing from RPGs and dungeon crawlers, that's what's called a sinkhole wall; putting up stacking penalties that have no viable mechanical way to overcome them, simply to depreciate the value of a common held tactic via extremely reduced output. In layman; It's usually something used to drop damage numbers from 100% to 10%, all in the name of countering the most common build without actually addressing the problem. And honestly it's not even doing that. As someone pointed out, all you need to do is adjust the sliders/wheel so that you have something just on the line of the penalty. So instead of actually getting rid of the minmaxing, it's just been changed, and still held firm, all be it in a watered down way.

 

On the topic of the lore reason for Coercion: I....I've literally had guildmates and friends of mine say I should write an open letter to Stardock and Frogboy specifically explaining the numerous flaws in the logic given, as well as how such showed their utter lack of understanding of how the real world works.....So far I've opted not to to avoid a bitching war between our companies.  But I will say this; The idea that the supposed 'Command economies' are functionless failures, and the 'Free-market economies' are paragons is the most absurd notion I've heard in years. I'll openly say this, they must be exceptionally delusional and ignorant to think that, considering how much damage Freemarkets have done to the world's economy and governments, and how 'Command economies' stabilized the mess created by free markets. Don't get me wrong, I utterly hate command economies; In many cases it's tantamount to slavery, if it plainly isn't. But to say that they're so bad as to justify the above system in response is showing a lack of understanding of real world markets. Most of the world's Free markets are held up by Command Economies, whether or not anyone wants to admit it.

And putting even that aside, the argument of 'people get upset because you tell them to work here and not there' has numerous holes. First and foremost, if that were true, the allies would have lost WW2. When WW2 happened, most of the Free-market civilizations rapidly shifted over to Command economies-- effectively going from a balanced economy, to a Production focused economy-- without rebellion and discord like we see in this game. Those that did show that, were jailed. To say that the government in these games would allow people to just go 'no, I don't feel like working here, so I'm just going to cause your economy trouble is absurd. And second, they assume that we're talking about civilians when most 4xs I've seen go out of their way to imply or outright say that the workers are military. You know, the entire idea of 'military workers' or 'military contractors'. These aren't private citizens in the private sector; These are people who signed up to take orders for the better of their civilization. If that were the case in this game, and they just decided they didn't like everyone being focused on one thing, then that's the lamest, weakest government I've ever heard of. And even, even if they are all civilians, even if there's no military workers, then lastly, we are talking about government built and run facilities. We are not talking about privately owned and constructed buildings, or jobs provided by some third party within the civilization. You build those improvements with resources collected from your empire; You provided those jobs as government jobs; and you incentivized work within those areas. I could understand this kind of backlash if we were talking about a true free-market economy, like the one you see in simcity or skylines, where you just zone areas and someone else builds it all for you. If you started saying 'we're going to take away all your factory jobs from privately owned companies so you can go work a service job to make us more capital.' then yeah people would get upset; Hell that's a real thing happening in several 1st world countries with Free-markets, and there's been major backlash because of it. But it's not. You don't just watch different improvements pop up, you commit your governments resources to building and maintaining these facilities and jobs, and what you do with them is at your government's discretion. 

Again, there's plenty more to go into, especially where free-markets and how corporate interests relate towards macro-scale governments in such markets, hell just go watch an explanation of EVE lore wise to get an idea on that, but I won't go into it. Simply put, the explanation of why Coercion exists is non-nonsensical, and flat out ignorant, and that's why I wonder who got fired. Because if someone posted THAT in defense of any company I've worked with's decision, they would have been laughed out of the office and told never to call back because of how negatively they impacted the companies reputation and credibility. 

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Now, with that said, thanks for the info on how to disable that poor feature, I probably won't be coming back to this forum, so have fun. 

Reply #25 Top

You deal with it by dealing with it, period. I have to admit that before the patch that introduced it, I (like everyone else) exploited the wheel to hell and back again, and could easily outperform AI players even on godlike with it. Now, this has simply become harder, but I have to admit that in retrospect the planets actually look nicer without being completely packed with just one type of building. How do you deal with it exactly? My answer is, you use a balanced wheel position (no more than 45% on any one spending type), build up your planets mostly to support high population in order to boost your raw production, and use starbases extensively to get production/research/wealth multipliers and keep up morale. It's not really that hard to do this more effectively than the AIs. Hint: Research starbase effect radius increases as soon as you can...