AngleWyrm AngleWyrm

A better definition of Good vs Evil

A better definition of Good vs Evil

In GalCiv-1, there is an association of profit with evil. This is erroneous.

A better arrangement is to have Evil be competetive choices, where one profits at another's expense. This is currently true of the game, and addresses the advantage of Evil.

The complement of this definition of Evil is a definition of Good as cooperative choices, where both entities profit from their collaberation. This is under-represented in the game.

Examples:

Evil: Ah, Slaves! +10% production.
Good: Culteral exchange! +10% morale.

This representation has psychological reprecussions that are interesting:

Good: Pirates--fine them and let them go +100 credits.
Evil: Execute them +5% influence

Good: Archeological site. +5% research
Evil: Ransack the place. +5 current research

Evil: Bugs? Kill em all. +5% living space
Good: Breed them for farm animals +5% planet quality

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AngleWyrm
70,771 views 84 replies
Reply #51 Top
alliance victory; bring every culture into a grand alliance, so that wars are a thing of the past.
Reply #52 Top
( double post deleted )
Reply #54 Top
l think or feel about anything. But we can know the public character, how people have acted in public, and how people are supposed to act or react in public. Thus, you can never trust a Saint, but you can allows trust the Honorable.
Reply #55 Top
ar with a friend or ally, negative points for refusing to declare war on an ally's enemy.
Reply #56 Top
r on neutrals. Could you go into an explanation of why you believe this?
Reply #57 Top
I have to have an evil morality because of the type of conquest I am after.
Reply #58 Top
r instance. A simple decrease in overall relations would probably achieve the same gol better than morality change, though, but it's also easier to repair.
Reply #59 Top
r against the minors. Which means the Evil races get free, great worlds. And if all all other things are equal, that results in the Evil races always winning.
Reply #60 Top
g too many opponents, so your conclusion is wrong imo. Minors don't have much of an effect because of the few planets they have. They are much more interesting as cash-cows, tech cows and trading partners imo.
Reply #61 Top
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Reply #63 Top
first target, but sometimes you had the Carinoids as the most powerful civ.
Reply #64 Top
age may of course, be different.
Reply #66 Top
they feel that minors are an obstacle in their crusade against evil?
And sometimes, to ensure a good protection, you need to have a base you own in the territority you want to defend


Reply #67 Top
ees with you or appreciates it, that is a different diplomatic matter.
Reply #68 Top
ed they would join the war (allowing you to attack) or break the alliance.

paul.
Reply #69 Top
What would be the greater evil? Maintaining an alliance with a culture that is destroying your children, or destroying those who are destroying your children?
Reply #70 Top
d evil.

I'm quite happy with the concept of the lesser of two evils. But both evil decisions should shift morality towards evil. Maybe in proportion to the ralations betweent he races?

Paul.
Reply #71 Top
or both conditions could be true.
Reply #72 Top
the scale of your evil act. Shooting your neighbours when you first moved in and were on good terms is very evil, shooting them at the end when you felt your kids were threatened is still evil, but not as evil.

Paul.
Reply #73 Top
nets should make implementation still be balanced. However, I think that the random events that make you choose morality have larger effects, but rarely occur
Reply #74 Top
milar reasons, whether they fight for their god or other reasons. I mean just because your a saint doesn't mean you can't fight for yourself, right? That's what she did.
Reply #75 Top
ons and sacrifice, are you supporting them learning a better way. To fight back is to behave as evilly as they. Remember, two wrongs never make a right.