Just Completed My First Game - Need Clarification on Mechanics

Hey guys,

 

I picked up the game during the Steam Summer Sale and was able to finish my Terrans campaign on a Huge map with all races at Normal by about turn 240.  I won through defeating the most militaristic civs in the game (Drengin and Krynn) and then allying the rest.  Through the campaign there were some mechanics I wasn't too sure about, so I figured I'd ask you guys.

 

Firstly, how are the "You are ripe for conquest" modifier and the military power statistic handled?  About turn 100 the Drengin had the (- - - You are ripe for conquest) modifier, had the most military power, and declared war as soon as the Galactic Peace UP resolution had expired (about turn 120).  Of course, I expected a horde of advanced warships and dozens of transports ready to destroy my civilization (about 15 planets at this point).  What I got instead was a half-hearted attack by fleets no more than 5 small ships with the occasional prototype weapons system.  My medium omni-damage, omni-defense warships made quick work of them, and it turned out the Drengin only had 5 planets.  The war was over about 15 turns after it had started with the Drengin being wiped from existence.  Stupid space orcs never stood a chance, really.

 

So, what, specifically goes into calculating the "ripeness" of your civilization?  The Drengin were clearly outmatched in every battle, but beforehand they still thought they could win, and were terribly mistaken.  What reduces the "ripeness"?  Would I need to surround my planets with 3-4 tiny/small ships each to deter invasion?  Do planetary defenses and resistance modifiers come into account?  How is military power calculated?  Is it a sum of hitpoints, damage potential, and damage reduction potential?  Is it simply based on numbers of ships?  How does the more passively-minded AI keep from being invaded, while I am always the first target of invasion by either the Krynn or Drengi (and sometimes both)?

 

Secondly, is there a viable strategy besides the colony rush?  My success in this game was largely due to the fact that I was able to out-colonize the other civs.  By turn 100, I had a fifth of the map under my direct control, and had completely suppressed the Altarian colonization efforts (restricted to 3 planets) and severely limited the expansion of the Iconians (they had about 6-7).  Similarly, the Krynn had stopped the Yor and Drengi from expanding very far either.  Naturally, the two most powerful factions were the Terrans (me) and the Krynn.  Nobody else really stood a chance, and when I killed the Krynn off, I won in 15 turns afterwards.  So it seems to be that the colony rush is the only viable strategy - it simultaneously increases your power while reducing that of other factions.  Is there any way to "play tall" (a la Civ 5) and still be competitive?

 

Third, the Thalans had surrendered to the Krynn about 25 turns before the game was over and while I was attacking the Krynn myself.  When the Thalan surrendered to the Krynn, they gave me all their territory, starbases, and ships!  Needless to say, it made the victory over the Krynn even faster than it would have been otherwise.  But what went into the decision?  Did the Thalan pick me because we had perfect relations (but not allied yet)?  Did they pick me because I was at war with the Krynn?  Because I had researched all diplomatic technologies and had a huge bonus to diplomacy?  The Thalan had a sizeable fleet poised to reclaim their homeworld - a fleet I quickly used to that effect.  Why did they give up when they were on the verge of reclaiming it?

 

And lastly, I found that technological progress was far too fast for my liking.  It was my fault for optimizing my research (I finished the technology-minded Benevolent Ideology tree, obtained all research enhancement technologies), ending with about 3750 research per turn.  I had one planet responsible for about 750 of that.  The closest to me were the Iridium, but the only techs they had that I didn't were a few commerce and trade techs that I didn't really care for (trading technology to minors is an incredible cash cow!).  So from your collective experience, how much does the "very slow" research pace option affect the game?  It's a -50% modifier to research, but given the insane bonuses certain buildings can give (200+%) it seems that it would only be a roadblock early on and easily overcome.  I discovered a technology cost modifier mod here (https://forums.stardock.com/477559/page/1/) and was wondering what settings those of you who use it have it set to?  I definitely want a game where research is harder and longer, allowing all phases of the game to last longer.

 

Anyway, sorry for the wall of text.  Thanks for reading, if you made it, go get yourself a cookie.

15,325 views 8 replies
Reply #1 Top

1. TBH, the you are Ripe for Conquest is broken, it coincides with the broken calculation's with the Power graphs. Your going to have to get accustomed with it while the devs tinker and re coded it. Neither really shows the true galactic "powers".

2.The early game revolves around the Colony rush, unfortunatly lower difficulties do not do it very well. TBH I believe even the higher difficulties, I have only gone as far as Genius though, cant compete with a competent human. There are ways to "fix" to a certain extent via mods (xml editing).

3. Them picking you was most likely due to you having the highest relations to them. You can turn surrenders off in galaxy settings which is probably a wise choice since the AI can and does surrender to easily.

4. Yep many people find research is quck, you can slow it down in galaxy setup, slow or very slow, but it really only slows down early game, once you have your specalized planets and economy starbases up and running it pretty much same old.

 

In regards to the tech cost modifing, personal preference tbh, 50% i find is proably the same as Civ4/5's Epic speed.

 

Reply #2 Top

Greetings and welcome to the forums! The colony rush is indeed part of the viable winning strategy. Gal Civ has always been about Wide vrs Tall play (to coin Civ terms). One of the hallmarks of the 4X games is (eXploration and eXpansion) both of which if done fast in Gal civ will give you an edge on the Ai. 

In fact expansion is so powerful some folks here came up with an almost always winning strategy of a custom race using the colonization trait plus the insta build (shipyards) to rush as fast as possible. 


Others here will comment on the power numbers. I disliked them as they are not transparent enough for me. My solution was to rush the diplomacy tree and get about 3 or 5 embassies up and running. This staved off the <inevitable> invasion by your favorite party guys the Krynn and the Drengin. I play on Insane maps with about 30 majors. Some of my favorites are the Borg and KBRJ's factions (I think you need to go to a 3rd party site to DL his). 

Try playing on the next difficulty up say Gifted and then slow tech speed down a bit to the next lvl down. That should be a fun game. 


Happy Conquering!

Reply #3 Top

Quoting Larsenex, reply 2

Some of my favorites are the Borg

 

Whos Borg do you use? I know mine is a menace, but then I gave the a few "hidden" boosts! Resistance is futile an all that!

Reply #4 Top

Military power:

From the GalCiv3GlobalDefs.xml

        <FactionPowerProductionPointMultiplier>0.3</FactionPowerProductionPointMultiplier>
        <FactionPowerBattleRatingMultiplier>0.002</FactionPowerBattleRatingMultiplier>
        <FactionPowerTreasuryMultiplier>0.001</FactionPowerTreasuryMultiplier>
        <FactionPowerInfluenceMultiplier>0.1</FactionPowerInfluenceMultiplier>
        <FactionPowerUnlockedTechsMultiplier>0.25</FactionPowerUnlockedTechsMultiplier>
        <FactionPowerUnlockedCultureMultiplier>0.1</FactionPowerUnlockedCultureMultiplier>

I don't know how it works exactly, but this is where you can mod it I presume. one big issue with the AI's battle rating is that it maintains big garrisons of ships on its planets. I thinks it can crush you with military power, but won't dedicate its full power to the task and fail.

Ripe for conquest depends on how far you are behing in military power, as far as i know.

Against the AI you don't need to colony rush. At least not to the point where you outexpand them by a factor of 2+. I can't speak for multiplayer though. If you are going for a tall empire, you should definetly consider food and approval. If you play around with the numbers a little (and have sufficient approval) it turns out that you should have about the same number of food and (basic) manufacturing/research/economics improvements for a specialized world. The Thalan techtree in particular is suited to get a leg up in research early on. You can use that tech advantage to build a tall empire.

3750 is not very extreme. You can achieve more with less colonies at turn 200.

If you want to look into modding about the techspeed, look at the GalCiv3GlobalDefs.xml again:

    <!--Each time you research a tech in any tree the cost of all techs are raised by this exponent-->
        <TechInflationExponent_All>1.25</TechInflationExponent_All>
    <!--Each time you research a tech in any tree all techs cost is increesed by this multipyer.-->
        <TechInflationMultiplier_All>0.1</TechInflationMultiplier_All>
    
    <!--These values allow us to further inflate techs on a per tree basis, this is to discourage the
    player from drilling down a single branch of the tree to quickly, and over specializing.
    I have removed the exponent, and have only a small multiplier, since it is added to the overall inflation settings.-->
        <TechInflationExponent_Tree>1.0</TechInflationExponent_Tree>
        <TechInflationMultiplier_Tree>0.0</TechInflationMultiplier_Tree>
    
    <!--These are used to make sure specializations in same branch inflate each time once is chosen.
    Since we have moved to making specializations expulsive, I have flattened these values to nothing.-->
    <TechInflationExponent_Specialization>1.0</TechInflationExponent_Specialization>
        <TechInflationMultiplier_Specialization>0.0</TechInflationMultiplier_Specialization>

This would be an alternative to the link you posted above.

Reply #5 Top

Quoting zuPloed, reply 4

Military power:

From the GalCiv3GlobalDefs.xml

        <FactionPowerProductionPointMultiplier>0.3</FactionPowerProductionPointMultiplier>
        <FactionPowerBattleRatingMultiplier>0.002</FactionPowerBattleRatingMultiplier>
        <FactionPowerTreasuryMultiplier>0.001</FactionPowerTreasuryMultiplier>
        <FactionPowerInfluenceMultiplier>0.1</FactionPowerInfluenceMultiplier>
        <FactionPowerUnlockedTechsMultiplier>0.25</FactionPowerUnlockedTechsMultiplier>
        <FactionPowerUnlockedCultureMultiplier>0.1</FactionPowerUnlockedCultureMultiplier>

I don't know how it works exactly, but this is where you can mod it I presume. one big issue with the AI's battle rating is that it maintains big garrisons of ships on its planets. I thinks it can crush you with military power, but won't dedicate its full power to the task and fail.

Ripe for conquest depends on how far you are behing in military power, as far as i know.

Makes sense - though I wonder what exactly the multiplier is attached to - the rest seem pretty obvious, though it doesn't really make clear what value is being multiplied.  Probably a combination of things, which makes it all sorts of wonky.  The Drengin had about 4-7 small hull ships around each planet (about 25 total) and only sent about 10 additional ships after me in an "invasion", and insisted on keeping the garrisons active and maintained at their levels - even refusing to try and launch a counterattack from those garrisons.

Against the AI you don't need to colony rush. At least not to the point where you outexpand them by a factor of 2+. I can't speak for multiplayer though. If you are going for a tall empire, you should definetly consider food and approval. If you play around with the numbers a little (and have sufficient approval) it turns out that you should have about the same number of food and (basic) manufacturing/research/economics improvements for a specialized world. The Thalan techtree in particular is suited to get a leg up in research early on. You can use that tech advantage to build a tall empire.

Interesting - it still seems that expansion is the most sure-fire way to gain a leg up, but an advanced player can expand less and still do well.  I'll need to take a peek at that.


3750 is not very extreme. You can achieve more with less colonies at turn 200.

Interesting - I'll have to sit down and figure out how to really optimize things.  Still, I was outstripping most of the AI.



If you want to look into modding about the techspeed, look at the GalCiv3GlobalDefs.xml again:

    <!--Each time you research a tech in any tree the cost of all techs are raised by this exponent-->
        <TechInflationExponent_All>1.25</TechInflationExponent_All>
    <!--Each time you research a tech in any tree all techs cost is increesed by this multipyer.-->
        <TechInflationMultiplier_All>0.1</TechInflationMultiplier_All>
    
    <!--These values allow us to further inflate techs on a per tree basis, this is to discourage the
    player from drilling down a single branch of the tree to quickly, and over specializing.
    I have removed the exponent, and have only a small multiplier, since it is added to the overall inflation settings.-->
        <TechInflationExponent_Tree>1.0</TechInflationExponent_Tree>
        <TechInflationMultiplier_Tree>0.0</TechInflationMultiplier_Tree>
    
    <!--These are used to make sure specializations in same branch inflate each time once is chosen.
    Since we have moved to making specializations expulsive, I have flattened these values to nothing.-->
    <TechInflationExponent_Specialization>1.0</TechInflationExponent_Specialization>
        <TechInflationMultiplier_Specialization>0.0</TechInflationMultiplier_Specialization>

This would be an alternative to the link you posted above.

Right, I took a look at it earlier when using the Google, but I'll opt for the simple multipliers that mod tool gives me for now.  If it doesn't give me the results I'm looking for I'll play around with these guys.

 

Well I went and bought the rest of the DLCs, so off I go again!  This time with the Arceans.

 

Thanks for the replies all!

Reply #6 Top

hehe, I have had research planet with roughly 1680 research all by itself but then that was with a custom ai using the Ancient trait. Very good for rushing techs...../snickers. 

Reply #8 Top

In regards to the Ripe for Conquest:-

We have a base of -3, set in DiplomacyModifiers.xml.

There are modifier's in DiplomacyModifiers.xml of 1.25 for certain personalities:

  1. Aggressive
  2. Cruel
  3. Expansionist
  4. Opportunistic

There is a scaling global modifer in GalCiv3GlobalDefs.xml of 1-1.5.

I have a race (The Borg) with 3 personalities that effects Ripe for Conquest:

So I have: Base x (Aggressive + Cruel + Expansionist) x Global Modifier = Ripe for Conquest

-3 x 3.75 x 1.5 = 16.875.

They are showing in game as -17 so it fits. A race with all four personalities would take it to 22.5

A Race with none of the personalities would end up with 4.5, Base x Global.