MattStriker MattStriker

Limiting Colony Spam?

Limiting Colony Spam?

GalCiv2 was a great game and I spent way too many hours on it, but one thing that always kinda rubbed me the wrong way was that it basically forced you into an early colony rush to grab the best planets ASAP. Anybody going for a more sedate rate of expansion would find themselves left in the dust by the rushers (and the AI was fiendishly good at it).

I feel a sequel would be greatly improved by having a mechanism to limit this, or maybe offer incentives to stay small. Similar to how Civ V handled it, possibly, with their penalties to research and cultural development.

 

92,868 views 52 replies
Reply #26 Top

I'd like it to be a bit more difficult to colonize planets. In the beginning you should only be able to colonize planets that are similar to your homeworld. In order to colonize other worlds (barren, toxic, etc) you would have to research the tech.

Yes, this is how it was in GCII, however, I would apply that to every planet and make Planet Quality (PQ) a secondary stat for colonizing, making the type of planet, the primary stat.

Reply #27 Top

Well, SotS had an elegant system to limit the spread of colonization. Obviously, "paradise worlds" were highly sought-after and grabbed ASAP, but most planets have strings attached to their colonization. Inhospitable worlds are costly to maintain; their harsh condition makes it hard to get an industry running and even harder to develop your population. It's a good way to make sure you limit your initial rush to a few key colonies (again, except if you find DA PARADISE)

Reply #28 Top

Quoting Cikomyr, reply 27
Well, SotS had an elegant system to limit the spread of colonization.

This part of the Features list (empasis mine)

"Exploring A Galaxy
Players typically start with a single colony, a colony ship, and a survey ship. They must explore the galaxy to find inhabitable planets. What planets are habitable depends on what species the player has chosen to play as."

makes it sound like they are going in a similar direction.

Reply #29 Top


  ...Anybody going for a more sedate rate of expansion would find themselves left in the dust by the rushers (and the AI was fiendishly good at it).

 

Mostly because they AI already knows where all the good planets are and beelines straight for them.  I hope this changes in GC3.

Reply #30 Top

I'll admit this, though. The game did punish the A.I. if they went all colony-rush crazy in the mid-game. The A.I. always blew its money on military spending and the colony rush. Eventually, you come across pissed-off worlds because their economy is in the tank. Meanwhile, I always built up my infrastructure and economy on my hand-full of worlds. Whenever the A.I. declared war on me was when I actually switched gears to a military economy. 

 

Though the A.I. would initially have the edge over me in terms of military tech, my economy vastly outpaced them and eventually my military would as well. I could buy and build ships quickly and not need to worry about my economy collapsing because I made so much!

 

That is always the A.I.'s biggest failing when I play: they spend money on bum-rushing colonies and creating a military but ignore building up a lot of their worlds. 

 

I usually only play on Normal, so YMMV. 

Reply #31 Top

There is a game mechanic to limit colony spam:  it's called a military.

Reply #32 Top

I hate anti-city/colony spam stuff.  In every game that it is included, it always feels artificial and ridiculous.  

Reply #33 Top

Quoting Neilo, reply 20

Quoting Magnumaniac, reply 19(I seem to recall spending 4+ hours on some turns)
hahahaha 4+ hours sounds like an understatement!!!

Wow 4+ hours? What kind of settings were you playing on? It's been a while since I played GC2 but even on the larger map I can easily say I never had turns that took that long. A hour may have been my longest turn and even that is probably stretching it. I just can't think of what all you would need to check and why it would take that long.

 

More on topic of colony spam there is a lot of talk of different colony strategies but I will admit I have never been that active in the forums. Where are the details on these strategies mentioned as the links provided only seem to be topics discussing which strategy is better but not what those strategies actually in-tale.

I'm also intrigued by the mention of the not building any colony ships tactic and how that works?

 

As for Colony Rush I never played at the extremes some of the number crunchers play at. But I thought the economic hit of having undeveloped colonies was a good deterrent for just throwing out lots of colonies on any planet in range. As others have said already those who expand too fast have a very weak economy which often translates into a weak military.

The problem for most players who find over expansion of AI in 4x games to be an issue is their play style is to timid. If you just let the larger empire sit there unchallenged and build up it's economy then of course you will be faced with a disadvantage late game. Peace is not the path to victory.

The majority of 4x games are a land rush at the start. Those that aren't usually have territory already assign to specific groups so it's more of a preset scenario setup like the EU and TW series.

Reply #34 Top

I actually find it's more important to have a semi-contiguous empire rather than the most colonies.  Your military can only be so many places at once.  If you can't defend a planet that you've built all your infrastructure on, then it gets invaded and now the enemy has it.

Reply #35 Top

Overextension leading to revolt demands/revolt risk makes sense in a space game, much more than it did in Elemental.

 

That said, invaded planets that are occupied by troops should be immune to this, but planets ruled by an iron fist/military rule should suck for research/growth/development.

Reply #36 Top

Hey Guys,

First time I've posted here. Absolutley thrilled that was able to get the FE package. Was wondering if anyone has suggested giving the player the ability to increase the quality of the planet above and beyond what GC2 gives you with terraforming and econ-stations upgrades. For those players who want a taller than wider civ?

Reply #37 Top

Quoting Agracore, reply 36
Was wondering if anyone has suggested giving the player the ability to increase the quality of the planet above and beyond what GC2 gives you with terraforming and econ-stations upgrades.

That's all part of the Game Balancing - to give a player the ability to up the PQ rating of a Planet without other counter-balancing factors, would sink the whole game balance in the long run.

You have to go find 'em, all part of the Fun -  not get them as a freebie :grin:

Reply #38 Top

Wasn't talking about a freebie but as a balance to a higher number of planets. Probably something mid game, technology research based.

Reply #39 Top

Quoting Agracore, reply 38
Wasn't talking about a freebie but as a balance to a higher number of planets. Probably something mid game, technology research based.

What he means about freebie is "what would prevent someone with a wide civilization from using those same techs to build a really tall, really wide civilization?"

If there's a tech that lets you add 10 tiles to each of your planets so your 20 planet civilization can compete with a 100 planet civilization, what is keeping that opposing 100 planet civilization from doing the same to all of its planets?

Reply #40 Top

Quoting WIllythemailboy, reply 39

What he means about freebie is "what would prevent someone with a wide civilization from using those same techs to build a really tall, really wide civilization?"

If there's a tech that lets you add 10 tiles to each of your planets so your 20 planet civilization can compete with a 100 planet civilization, what is keeping that opposing 100 planet civilization from doing the same to all of its planets?

Those techs could be exclusive to a certain race. Others won't be able to get them.

There is also the question, if Stardock will keep using tiles for planetary improvements. It's possible, that they have something else in mind.

Reply #41 Top

Quoting jeffreyac1, reply 1

Well, just to give you the devil's advocate view - one of the things I disliked greatly with Civ V (and the reason I went back to and stayed with IV) was some of the mechanics you mentioned. I hated them....

 

Not saying there couldn't be mechanics to make a smaller empire a viable option - and at this stage, with no info on gameplay, all we can do is speculate on GalCiv III.

 

I do remember creating a custom race in GalCiv II built around rapid expansion, only to find the AI (without all the bonuses I had paid for in my race!) beat me to all the good planets anyway...    So, yeah - adjustments are probably called for; I'd just prefer something short of a global mechanic to make a small start a viable strat.

I think thouse penalties are totaly illogical and cannot be in real life, unless i do not see somthing so prove me i am wrong.

Reply #42 Top

Quoting Lord, reply 32

I hate anti-city/colony spam stuff.  In every game that it is included, it always feels artificial and ridiculous.  

+1

Reply #43 Top

I think the key thing is to teach the AI the same tactics as the human player - to not overextend the economy so far by colony rushing that it is crippling for many turns to come.

Hold onto colony ships until the ebbing of funds slows down, rather than sending them out right away.  By all means plant a flag on an important world to get there first, but consider how the influence game is going to play out.  If someone else wants to colonise that Class 5 rock nearby, let them - it'll flip soon enough.

That, and stop spamming ships at every single colony, damn it.

It's not that you can't simply get good at colony rushing, but after playing so many games it becomes a bit of a rat race and you have to wonder how far behind you're lagging in the tech race and so on.  All because you had to gobble up the galactic real estate as quickly as possible. ;)

Reply #44 Top

I also recommend making the AI explore and discover systems as a human player would.  

Reply #45 Top

My own exploration strategy for a scattered cluster galaxy:

Use the survey ship initially for scouting, use cheap scouts once you have a second colony to build them from.

Avoid going too far out - the bigger the search radius, the greater the chance that another race will get to one of the nearby planets before you've even seen it.  Also, the further you have to send a colony ship, the more chance you will not have a very contiguous empire.

If you encounter another race's territory, change direction.  You're going to have a hard time beating them to planets that are nearby to their existing colonies, so scout elsewhere.  A course change of 60 to 120 degrees should do.

Double back eventually to look at star systems nearer to homeworld that you haven't looked at yet.

Reply #46 Top

If I might make a suggestion that is based on mechanics from Endless space?

 

Why not have new colony's slowly build up the influence thy emit over a small period of time? Making them more susceptible to enemy home-worlds when they are first colonized, but over like 10 turns they return to their default influence generation?

 

That way players would have to be more cautions when colonizing near high influence areas due to rebellion problems, giving players an alternative to colony ships by going for fast influence generation to snag baby colony's as they are planted too close.

 

Could be interesting, but might be a little annoying to the warmongers.

 

;)

Reply #47 Top

I like the colony rush and stardock broke it up by adding the different planet types and the research needed to be able to colonise them.

Reply #48 Top

I'd rather we see a naturally grown empire rather than a game of pure reach-and-grab. Having a strong and logically built empire should be preferrable to a colonisation system that expanded too far and too wide.

 

Better a few key well developped worlds than a multitude of underdevelopped colonies.

Reply #49 Top

For me the colony rush was simply carving my own space in the map (pun intended).

I confess, i think i'm a bit different player than most, because i like to play pacifistic style, i never start a war unless absolutely necessary. When AI declared on me I rushed ship after ship on production, lost my "buffer zone" intentionally and wiped them off the map. with the fleet i built in 10 turns (yes, it needs preparation).
Then i go back to my micromanaging of the empire and make some coffee.

I told that because colony rush is major part of that play style. You need to get your borders wide enough that you get ALL the goodies near your capital + buffer zone.
I found it annoying that you need to rush for those "useless" border zone planets, just because AI went crazy with expanding.
Then again, there's clear challenge getting the space you need so...

Its a two edged sword, but i rather take it as it is than make some artificial bonus thingie to prevent it. AI is gonna get to those planets anyway and because you cant know how fast someone is gonna grab that buffer zone planet you just need to get them first anyway.

Slowing the game down, helps with this a bit, because its easier to react in time when you see somethings up somewhere.

There were also times i had my quad engine colony ship next to the planet ready to colonize it if AI comes too close to that planet and if there was another planet i wanted and AI went there, i could zoooooom there with my colony ship and get that one (and laugh @ the confused AI Colony ship).

Ofc then i knew i need to get that new colony ship out asap for the another planet.

All in all, i think the colony rush is fine, it could be slower if anything.


If colony ships would have fixed minimum time to build and no hurry option, that would be good alternative. Messing with bonuses is not the way to go. 

Reply #50 Top

I was playing a modded game of GalCiv 2 last night and discovered for myself what happens if you rush too many colonies too soon.  I ended up 2000bc in the red with a shrinking approval due to prolonged debt, and having to keep taxes low enough to keep approval hovering at about 50%, with just enough income to eventually get out of the red.

I managed that after snagging 25 colonies but not researching far enough to get any economic buildings.

Thing is, this can happen to the AI as well.  There are a few races that don't get, for example, the basic Market improvement, I know because I was playing one of them.

Endless Space actually has a fairly steep approval penalty for expansion, but like GalCiv it has technologies and buildings to combat low approval.  Similarly, Civ 5 has unhappiness relating to number of cities and population.

I'm not sure where GalCiv 3 will go with it's approval model, but no doubt it will figure somewhere in how fast you can expand, even if there isn't a per-colony hit on approval.