Crossroads attempts to "Win" MoO-III

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Re: Crossroads attempts to "Win" MoO-III

Post by Stofsk »

Covenant wrote:I like the Tropico-In-Space model (Sim Empire) because it lets you use that whole 'internal strife and politics' thing to the game's advantage, meaning that you don't need to feel bored out of your skull for those turns you're not warring with the cat-head people or the bear-head people. I swear I started those wars out of sheer boredom since I damn well knew that if I just kept my nose clean and teched up I could never lose.
Agreed, though I don't think I've heard of Sim Empire.
I like the idea of exploration, but I feel like it was always so minor. I did massive surveys of the regions to scout them out, but I never felt as if I were 'exploring' them... though I think I understand. Plus, the massive fleets of deathships is a reward for doing well in the internal portion of the game.
The exploration phase is rarely emphasised. Which is funny, because space is vast and the galaxy would be a huge place to explore - so much so that really, you should never really stop exploring. I don't know how feasible or achievable that could be in a space game design. It's a bit like how in Civ games I always feel like the world is too small. Even when you scout a system and you get preliminary data returned to you (it has x number of planets, y of these are terrestrial, z of these are gas giants, system is suitable for colonisation, or gas-giant harvesting, or as a jump base to extend your fleet's range etc) but you haven't necessarily explored it. There might be hidden stuff on one of the planets from a previous civilisation that's now extinct, or there could be a smuggler pirate base or something. Or maybe the biosphere of the only habitable planet is a treasure trove of discovery, but you need to invest money into sending exploration and survey teams etc. And those discoveries aren't tied into the tech tree, or maybe they are I dunno, but the point is planets are not just fodder for colonisation. I'd like it if you find a planet that is not habitable to your species without massive and expensive terraforming, but it is useful in some other fashion. But these aren't immediately obvious.

It seems to me that if you really are playing a space civilisation and you want to play that role, you would be looking at more than just 'land grab, plus build factories, plus huge death fleets, equals win'. Things like 'joining the orion senate' or Galciv2's 'united planets' should also be more heavily involved. It would be cool if those sort of governing bodies actually had their own dynamic to it, but thus far they've only really been useless. I don't think I've ever really voted for a United Planets bill, because they've all sucked. And you can't introduce one of your own. And getting votes for a bill is a laughably simple as well as stupid as just getting 'influence points' from an AI before the UP comes to its next session, when there should be some room for intrigue and so on. Intelligence gathering is another aspect that could be so much more than what it is (lol build more spies than the next guy, and if you are a species of shapeshifters your bonus to spying is +1,000,000).
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Re: Crossroads attempts to "Win" MoO-III

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There was no Sim Empire, sorry to be confusing, I was referencing a thing I had said earlier when I nodded to Tropico. If you can imagine your empire growing similar to how your city grows in Sim City 2000 or whatever (that was the last one I played), I think that would be a good model for making everything feel tied together and actually modeling a little of how interdependent things are. It'd also be nice to see the 50% slum, 35% middle class, 15% gleaming towers ratio of those Sim City games applied to an interplanetary empire.

As well as having there be plenty of work trying to keep everyone happy.

You could probably do a lot of exploration in modern games. Something that I think is waaaaay overdone is colonization. If colonies are a serious long-term investment and highly expensive (not just a colony ship) then you have a real good reason to explore thoroughly for a good world.

And if you had most surveying done by cheap probes, which were then slowly scouted by actual ships, you might have a bit more sense of "uncovering the mysteries of space" than you do now, while not actually slowing the game any.
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Re: Crossroads attempts to "Win" MoO-III

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In land-based games, the way scouting is done is retarded given how geographical knowledge was spread in ancient times. In space games, they've moved from the massively limited ranges of MoO and the incredibly expensive fuels of Anacreon to just 'go anywhere lol it's like Civ ok'. There is little cost and no risk to exploration. Even Galciv's silly 'planet events' thing isn't used well, as it could have been a kind of risk system for different worlds (particularly if 'good tiles' were linked to 'weird shit happens that might not be good later on').

In MoO you could get stuck with one decent planet for AGES, because you had no range. In some games getting a planet online and up to speed takes ages, heaps of resources, or both.

These days most 4X games are decided by the early-game land-grab.

And holy shit, the Space UN not being an actual usable Space UN is fucking retarded. Even giving one turn heads-up on issue would have allowed some actual scheming.

Holy shit, I just realised fucking SUPREMACY (a late 80s RTS) did colonisation better. You scouted, you sent a 'planet formatter' which took some time and let everyone know what you were doing, you sent expensive industry and troops, they attacked, if you lost they stole all the shit there and the cycle went on.
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Re: Crossroads attempts to "Win" MoO-III

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Covenant wrote:There was no Sim Empire, sorry to be confusing, I was referencing a thing I had said earlier when I nodded to Tropico. If you can imagine your empire growing similar to how your city grows in Sim City 2000 or whatever (that was the last one I played), I think that would be a good model for making everything feel tied together and actually modeling a little of how interdependent things are. It'd also be nice to see the 50% slum, 35% middle class, 15% gleaming towers ratio of those Sim City games applied to an interplanetary empire.

As well as having there be plenty of work trying to keep everyone happy.
Ah I see, that sounds like an interesting idea. You'd have a 'core' worlds or systems, with the homeworld and your earliest colonies that have grown prosperous and become capital worlds. Then you'd have the next ring, which would be colonies that have just grown to the point where they're starting to make contributions to the civilisation as a whole, and then you have an outer rim which consists of planets that are newly colonised and haven't broke even yet, to chronically underfunded, underdeveloped and underpopulated backwaters. Also, to carry that idea to other areas, some large colonies might be heavily populated but because of a lack of development and funding, have become slums.
You could probably do a lot of exploration in modern games. Something that I think is waaaaay overdone is colonization. If colonies are a serious long-term investment and highly expensive (not just a colony ship) then you have a real good reason to explore thoroughly for a good world.
Well the hilarious thing is how you just buy a Colony Ship and send it to a planet and boom, that's 'colonisation'. When really, you'd be sending colony ships filled with people every week or month to settle a planet (and those colony ships would be less one-use vessels, but actually civilian transport and cargo vehicles). A colony would need supplies as well, it would take years if not decades for it develop enough infrastructure to be self-sufficient. These transports being delayed or destroyed due to space pirates (it's a cliche but its a good reason to build a military to not just whack uppity aliens but also protect your internal trade and infrastructure) would have a ripple effect, as colonies starve and then grow disaffected and start getting rebellious. Having your other colonies react can also be an interesting thing. Say you put down one rebellion harshly, that might cow some systems into line or it might tip other systems further toward rebellion.

The 'interconnectedness' of civilisation should really be a focus for these games. Say that some colonies break away and form a rival if minor empire in your backyard, do you go to war with them and bring them to heel (which will cost heaps of money and might leave you vulnerable to say any alien neighbours you have) or do you leave them alone and try to deal with them diplomatically (and based on the success or failure of this, can either become an ally or an enemy that strives to destabilise you). Things like law & order, space crime and so on, could be addressed in the game as well. Results differ based on whether you're playing as a dictator or as a federation or republic. (Galciv2 kinda had this but in a vague sort of way, if you choose anything other than Empire as your political system you get better economic bonuses but you also have to work harder to keep your civilisation aligned and happy with itself, the problem there is the assumption that people who are unhappy will tend to rebel or 'disappear' from paying tax which is one of those bizarre things Galciv2 had)

Diplomacy is another thing that needs heaps of work. These games sort of make a mockery of diplomacy by having them just be avenues to fob off crappy techs you've researched and to get some quick cash or good will as a result. I am thinking of a diplomacy model that involves characters you 'recruit' so to speak, who have different values and opinions and attitudes and temperaments - say this was a Star Trek game, you've got two diplomats who you can send to the Klingons, one is a logical Vulcan, the other is a hot-headed Andorian, maybe the Andorian would be better because the Klingons respect feisty people at the bargaining table, while the Vulcan would be better to send to the Romulans, who are more calculating. It's a similar concept to how some games deal with personalities in your military, like you have an Admiral who's background was a space fighter pilot, so put him in charge of a fleet and you get options available for using space fighters. Put a General in charge of a ground assault, but if his background was in tanks or infantry, you'd get different results based on what equipment and personnel he has available.
And if you had most surveying done by cheap probes, which were then slowly scouted by actual ships, you might have a bit more sense of "uncovering the mysteries of space" than you do now, while not actually slowing the game any.
I like the idea that you come into a system, and there could be a dozen planets in it, you're not going to know anything other than basic astronomical information (ie how many terrestrial planets there are, how many gas giants, how many moons etc) but to actually see what you have in a system requires survey teams and follow-up expeditions. That's a great way to 'keep exploring' even after you've gotten a good look at the territory of the map and have started planting your flag on various planets. Even into the middle or late game, follow-up expeditions could still be possible.

Hell, even after you've colonised a planet, you can still 'explore it' because really, you'd only have selected a couple spots for a colony centre, while the rest of the planet would be an unknown jungle. Or tundra or here's a though, actual varied terrain. Of course you could also colonise vacuum worlds or asteroids as well, which should be the easiest/default method IMO. Actual life-bearing planets should be rare, especially without extensive terraforming. 4X games take colonisation for granted, planets are either Class M or Class Nearly-M, or Class-Lol don't even think about landing here, the atmosphere is acid. You can't even look at it without your eyes hurting.

It occurs to me that a lot of these ideas are very ambitious, since they challenge the preconceptions of traditional 4X games.
Stark wrote:And holy shit, the Space UN not being an actual usable Space UN is fucking retarded. Even giving one turn heads-up on issue would have allowed some actual scheming.
Yeah, I know. It would be nice actually if the game doesn't even have a Space UN at the start, and instead it gets formed when there is a critical mass of civilisations that have met each other (let's say 4 or 5 minimum before someone, doesn't even have to be the player, opens the idea of having a neutral forum where every race can be heard and discuss things that affect everyone). The best part would be how the High Council that gets formed would turn into something like the P5, and then you have minor races or breakaways get up and say 'lol what about us', and they either get brought into the fold or they go off and make their own rival forum.

I have no idea how you would even implement that, but it would be awesome.
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Re: Crossroads attempts to "Win" MoO-III

Post by Stark »

Remember, 'challenge the preconceptions of 4X games' is NOT ambitious, or even necessarily technically challenging. The 4x genre is complete shit built on a foundation of shit; the reason it seems so easy to improve is because it is.

A personality based-system as you suggest has been working in Koei ROTK games for literally more than a decade. Expanding planet space has been done for years. The idea of tiered or layered costs/times to explore was present in the primitive 90s games. It's just people make Civ over and over and over without ever thinking about it.
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Re: Crossroads attempts to "Win" MoO-III

Post by Lord Woodlouse »

How about the Civ games themselves? Would you add a logistical limitation to units?
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Re: Crossroads attempts to "Win" MoO-III

Post by Crossroads Inc. »

RISE FROM THE GRAVE!!!

SO, about a week ago I found my Moo3 disc again, and... I just couldn't leave it along, the Masochist in me DEMANDED that once more I continue the march of total galactic Domination...

When I last played this, I had spent close to 100 turns taking a series of star systems near the galactic core. Each systems was connected to about two or three other systems, making holding ground all but impossible. Every time I took over one system, I would loose another to back door invasion...
But at LONG last it seems I was able to push forward to two key choke points... So now as of Turn 699 the Galactic Map looks like this..

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The purple area is mostly Psilons, while the orange are (dubbed the main Galactic Core) is made up of Psilon and Etherians (the gas bag aliens) as well as a few Silicoid bases. The Pislons and Etherians are allied against the Silicoid, and of course EVERYONE is against me...
As of the turn of the 7th Century, The Holy Dalek Imperium control over 50% of the Galaxy.
Population is over 25,000 Billion.
Planets are over 300 individual colonies.
50% Of the Population is Ithkul.
15% are Etherean
10% are Silicoid
10% are Mrrshan
5% are Darlok
5% are Psilon
5% are Etherians (amazon race from Moo2)
((For those that don't know, Ithkul, the evil race of doom I am playing, basically EAT other sapient races. So having planets that are NOT infested with Ithkul is very very hard to do when playing Ithkul))


It has thus been decreed by the High Council of Daleks the path of TOTAL WAR Continues!

Invasion of the southern 'purple' sector begins just a few turns into 7th Century.
Image

Using Wormholes, I am able to send the main forces of my Armada behind their primary lines.
Within just a few turns I have already Glassed several systems... (White systems) I have about 400 Dreadnoughts and Super Dreadnaught class warships pouring across two key systems right now. I have long ago given up on taking every planet and focus now on just eliminating the enemy, as many as possible...
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Re: Crossroads attempts to "Win" MoO-III

Post by Covenant »

Now this is a surprise to see again!

In this version of MoO, how long does it take to get a colony up to ship foundry levels? In many games it's not hard, but in 2 you needed a starbase, which required a lot of money or at least quite a few turns... and I believe bigger ships needed bigger starbases?

Replacing losses is something the AI can do easily but I imagine at some point they just have to run out of money. Does the AI ignore upkeep and such?

This reminds me of some of my cleanup phase games of Rebellion. Zipping around with the Death Star and eliminating the last few planetary holds of the enemy is just like a "Okay, okay, let's finish this." Does MoO3 have a Death Star weapon? In 2 it was the Stellar Converter. In 3 is there any option to just erase a planet?
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Re: Crossroads attempts to "Win" MoO-III

Post by Crossroads Inc. »

MoO3 DOES have a Stellar Converter, but in all my time playing I never got it...

Partly because the MoO3 research tree is more of a random grab bag, a tech you get one game you might Not get another game.
Another problem is the game had a Research bug (one of soooo many) that screwed things up. Your research tree had 50 'levels' for each type (energy, Economy, etc) and each level had a max of three things you could get. Sometimes you ended up researching only one or two, and sometimes none at all.
Well, once you started researching level 40 on up, there was what I called the "Infinite Research Bug" basically under the research tab, you could see the upcoming items with a "so many turns" till you get it. However it will count down to one turn remaining, then at one, it hangs there for five or six turns, then 'Resets' and suddenly your back to having to spend about 20 or 30 turns researching it. This can happen about four or five times before you "Actually" research the item in question.

As for colony ships and such. Well in some ways MoO3 was both the hardest, and the most easiest MoO game. Things moved WAY faster in it, ships buildings etc got built faster ((in MoO2, when you start off it usually takes almost 50 turns just to build your second colony ship)) But the game itself was so broken and full of bugs, it killed the MoO franchise. it was the "Sim City 5" of it's time, only WORSE.

This particular game I wanted to finish out of a bizarre and twisted interest in actually beating the steaming pile of turd, as well as doing it by playing the "Evil parasitic race of Doom" where everyone in the galaxy is out to kill you from turn one.
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Re: Crossroads attempts to "Win" MoO-III

Post by Lord Revan »

Vympel wrote:No. One thing that always appeared clear to me when I would look at the MOO3 website prior to its release (quite enthusiastically, of course) was that the developers had a very peculiar vision of what they would try to do with the game - the decision to get rid of our favorite races because they thought those races were "cheesy" was met with pretty sweeping disapproval.

As for attempting to "win" MOO3 - to quote WarGames tagline - the only way to win, is not to play.
IIRC the developers hated pretty much everything about the the MoO series, hence why MoO3 looks nothing like the rest of the series.
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Re: Crossroads attempts to "Win" MoO-III

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I've never really understood the hate for MoO3. Of course, it was the first game of the franchise I experienced, so I didn't go through a transition from the previous version. I did that winning by diplomacy was easy enough that I turned off that option for later games. Unfortunately, I haven't got a decent computer running right now, or I'd still be playing it. I liked having my "general orders" handle most of the minutia, leaving me to focus on military construction and fleet movements.
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Re: Crossroads attempts to "Win" MoO-III

Post by Lord Revan »

Ted C wrote:I've never really understood the hate for MoO3. Of course, it was the first game of the franchise I experienced, so I didn't go through a transition from the previous version. I did that winning by diplomacy was easy enough that I turned off that option for later games. Unfortunately, I haven't got a decent computer running right now, or I'd still be playing it. I liked having my "general orders" handle most of the minutia, leaving me to focus on military construction and fleet movements.
again IIRC the main reason MoO3 is so hated is that not only did it change things that didn't need to be changed, the developers did so cause they hated the earlier 2 games and the fanbase (and were open about it), had it been game that was unrelated to the MoO series it would have probably gotten better reseption from the players.
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Re: Crossroads attempts to "Win" MoO-III

Post by Crossroads Inc. »

Well, another day another few Billion people bombed into oblivion...

REPORT FROM THE IMPERIAL FRONTLINES
In the lead up to the invasion of the southern lower cluster. Imperial forces have been bombing the crap out the of primary choke point words that lead into it.
Image
The purple are the Psilons, the green are the Etherians, who at this point there are not many left...
And the white are the Silicoid. They have pretty much remained untouched so far as the only way into their territory is through a single worm hole that goes into a heavily populated, heavily defended system.. Current Imperial Strategy is, after 'Pacifying' the Southern lower cluster, to skirt the edge of the Galactic Core, and the into Silicoid space.

In order for such a sustained Military campaign I am putting the Emptier into "Holy War" scale production. Over 1/4 of every planet in the Empire is now devoted totally to warship production. Currently the total Imperial forces are as follows.
Image
The bulk of the Imperial Armada is being produced as long range missile ships, most engagements have turned into 'Missile Spam' fests where both sides show up and unload vast amounts of ordinance. Most of the other ships are more for support and point defense.
Currently rolling out a new Battleship.
Image
the Dark Energy beams are augmented with Spinal Mounts (causing them to shoot almost twice as f ar) and Armor piercing, something that causes a hell of a lot of damage. That is if they get to the enemy ship before they all warp out...

As of right now, the war into the largely Psilon dominated planets is going way, each battle is normally a full Armada of 180 my ships (thats 10 groups of 18 ship) vs how ever many they have, right now their numbers are ranging between between 150 to 170. Each battle usually has casualties of 5 to 15%, that is mostly due to simply not being able to shoot down the vast wall of missiles that is launched at me at start. Of course losses on their side are far far greater.
Image
And once they flee (damnable Cowards, stay and Fight!) it leaves their planet unprotected and ready to be... 'Pacified'
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Re: Crossroads attempts to "Win" MoO-III

Post by Ted C »

Crossroads Inc. wrote:And once they flee (damnable Cowards, stay and Fight!) it leaves their planet unprotected and ready to be... 'Pacified'
Ah, the joys of orbital bombardment.
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Re: Crossroads attempts to "Win" MoO-III

Post by Crossroads Inc. »

After taking some time off for work stuff.. I have gone back to the Mindless Genocide (cough cough) I of course mean the Glorious War!

Image
The push into the lower galactic bulge has gone a bit slower than I first thought, Mostly because of the discovery of 'Dunwich'.
It is a 'maxed out' system, which means it contains the maximum planets any system can have of seven. three of these planets are MASSIVE, with a land count of 11 or more. (Basically the more land spots a planet has, the more you can build on it, more factories, more ship yards, spaceports, etc) Of those three huge planets, two of them are 'rich' which gives a hell of a production boost.
In short, my normal carpet bombing into oblivion was put on hold, because the capture of this ONE system would put a significant dent into Psilon and Etherian production. And it would allow a very nice foot hold for holding down the other systems in the area.

Shortly after taking the system it would indeed seem that as far as the 'Etherian' production goes, it may have been the final blow. They have far few systems than the Psiloans, and most of them have been in this southern cluster. A "counter attack' was launched on one of the systems. Normally these are almost always a full count of Ten 18ship armadas. Instead, this was what warped into the system...
Image
Not only was it hardly any ships at all, but most of them were two or three sizes smaller than what they normally field.
The pitiful 'fleet' was swiftly dealt with...
Image

It was not much more after that, that the Southern Cluster was at last fully 'Pacified'
Image

With that sector FINALLY under Imperial control, it means that several wormholes that had been backdoors into my space almost from the start of the game have now AT LAST stopped being a threat. All remaining Etherian and Psilon systems are now bottled up in the central 'Galactic Core' (Thats the area circled in yellow-green) Which now has only two entrances into Imperial Space, and so easy to lock up. With the last of their forces bottled up, I can AT LAST focus the full might of the Dalek Imperium upon the Silicoid forces (Area circled in white). Because they have been on the opposite side of the Galaxy, their forces have been largely untouched the whole game.
It should be quite 'FUN'

next invasion
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Re: Crossroads attempts to "Win" MoO-III

Post by Covenant »

The incredible dull grind at the end of these games just baffles me. The fact that you're able to endure it at all is really a remarkable accomplishment.

Do the Sillytoids have a lot of ships, or are they just a peaceful little eden without much to stand in the way?

Also, please design something horrible to build at Dunwich. It would be appropriate if the Dunwich Horror helps end the game.
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Re: Crossroads attempts to "Win" MoO-III

Post by Simon_Jester »

That grind is probably why MoO II and III introduce methods for winning other than "ruthlessly obliterate entire galaxy." If you're playing at a high enough difficulty level to be a challenge at all, conquering the whole map in a 4X game means ruthlessly battering through huge enemy forces (to be comparable in scale to the ones you can build yourself), with powerful weapons (likewise).

Any system for automating tactics and battle-strategy, if it gives the player enough room for optimization in the early game, is likely to start breaking down in the late-game. The scale of the forces and complexity of the strategy has increased so much. So it turns into a grind.

[There may be an exception for that, I don't know what it is]

Now, granted, even if it has to be a grind (Eisenhower and Zhukov no doubt felt it something of a grind to conquer Germany in 1944-45) it doesn't have to be repetitive- avoiding that would entail the enemy having lots of gimmicks and tricks they could pull out of a hat as they start to lose, to keep it interesting so that you aren't fighting "identical battle against maximum-sized possible enemy fleet" over and over. Like the wonder-weapons stuff the Germans came out with at the end of WWII, or masses of kamikaze microships, or desperate pacts with giant space dragons.

But it'd be tricky to program that in. Interesting, though- in principle you could make it so that no two empires ever fall the same way. :D
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Re: Crossroads attempts to "Win" MoO-III

Post by Covenant »

You can make scenarios that allow people to do crazy end-game shenanigans if you like. Let's examine 4 potential outlets, because 3 is just too easy:

1) Superweapons: This kind of weapon requires a lot of useless research, a ton of money, and probably a few huge sacrifices, and all you get in the end is the most badass awesome thing imaginable. But it has so many drawbacks, costs so much, and is so incredibly ineffective at anything but its one specific job that nobody would build them for attack. The Death Star is a bad example of a Superweapon, since it was actually pretty useful, but any kind of ship or weapon that breaks every time you use it to its full potential is a good example.

2) Banned Weapons: These devices cause incredible damage to the enemy, but also provoke an instantaneous diplomatic backlash and have unpredictable results. They may also be exceedingly dangerous to use, and thus have high personal costs. Unlike a Superweapon, which is a really big and awesome weapon everyone loves, these should be cheap and hateful devices a dying empire could employ. Think of self-replicating nanites or some kind of horrible bio-weapon as a good example.

3) Social Transformation: This is an option to save yourself or battle an enemy, but at the cost of becoming unrecognizable to yourself. Transforming into a species of pure energy and losing all use for your planets, instead only caring about the stars, is a good one. You'll almost surely lose in the long run but it might be interesting to fight fire ghosts of a dead civilization rather than their warships. On the other side, uploading your brains into killer robots that destroys your national character is another way to go. The option taken could depend upon the species' natural tendencies. This includes making a deal with the Space Devil for power at the removal of autonomy.

4) Rebellion: So you hit these guys really hard. So hard they'll probably lose in about 30 years of game time. And then, surprisingly, they surrender. Wonderful! But then they turn into an occupied territory, sucking up resources, ships, and so forth, with the harassment of partisans making it exceptionally difficult to get anything done. So now you need to locate, isolate, and destroy the center of rebellion to make the partisan uprising less dangerous. This means that an enemy could surrender to you, become a really frustrating group of rebels that you have to destroy, and if you fail badly enough worlds might cede from you (like they should anyway) to form their own little republics and start causing problems again. But you can't carpet bomb civilizations unless you want to be evil. This makes for exciting conquest!

I think "surrender" in a MOO style game is done badly. If you invade a planet you need an ASTOUNDINGLY HUGE number of troops to do so. Storming a colony is more reasonable. I think they need to make it so landing troops on a world is less "invade and conquer" and more "raid and render harmless" so that this 4th option makes sense. Allow worlds to be blockaded effectively, MOO2 did, and it also made it so losing a starbase rendered domestic production kinda pointless. You could sweep through enemy territories and they'd be all but helpless afterwards. The idea that you advance and hold everything is insane. Einsenhower and Zhukov wouldn't hold all that territory. We don't care about land, we care about enemies and objectives.
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Re: Crossroads attempts to "Win" MoO-III

Post by Crossroads Inc. »

Covenant wrote:The incredible dull grind at the end of these games just baffles me. The fact that you're able to endure it at all is really a remarkable accomplishment.

Do the Sillytoids have a lot of ships, or are they just a peaceful little eden without much to stand in the way?

Also, please design something horrible to build at Dunwich. It would be appropriate if the Dunwich Horror helps end the game.
Well I am someone that grew up playing "grinding" turn based games. Civilization, Alpha Centauri, Galactic Civ etc. For me the "Challenge" is pushing pas the horrific bugs, GUI issues and game imbalances. Really its something I see as a test of commitment, I don't want to just get to a point where I "Own" the galaxy, but actually get to that "Game Over" screen that eludes so many!
Part of the problem is that the race I am playing is utterly despised by the rest of the Galaxy, so it is impossible to get the normal "Elect yourself ruler of the Galaxy" that you could do in MoO1 and 2.

I also turned off victory through acquiring all 5 'Antaran X's" I always thought this was a bit silly victory method, because the "X's" are some of the most awesome tech in the game.

The 'Sillytoids' ships are about 1400 when last I checked their forces. That doesn't mean much because the max ships you can field is 180 ships. The problem is that often the enemy AI runs away before I can engage them and destroy them.
This leads to my current tactic of Carpet bombing planets after the AI runs away.

As for Dunwich, well I like the idea "Something horrible" would usually be some Giant Killfuck ship of Doom.
If this was MoO2 that would be a Doom Star. In MoO3 the biggest thing is a "Leviathan" class ship. Unfortunately because of the "Science glitch" I've been unable to research it at. One of the other things is that, also unlike in MoO2 weapons and systems never get any smaller. So a 'battleship' size hull that can carry 20 spitball damage laser guns, will STILL Only be able to hold 20 lasers 900 turns into the game.

Back to the complete and total absorption of the Galaxy...
Despite few fleet engagements, the invasion goes quickly. In "Just" about 50 turns or so, I've knocked out about half of the Silicoid territory.
Image

Also, some notes on the home front.
As mentioned a while ago, The race I am playing is the most hated race in the game. it is a living parasite that consumes it's hosts, so it basically "Eats" other races. Typically any planet that has another alien population on it, won't have one for long.
As of now more than half of my Empire is made up of happy content NON parasite races.
The "happiness" level as well also above the galactic average. there is an "oppres-o-meter" that depending on how high or how low it is, lets you rule with an iron fist, crushing the will of the people, or govern in a more egalitarian method. Right now I have it set pretty low. So despite being locked in Holy War for the last 600 turns, those in the Great Dalek Imperium are actually pretty damned happy.

One draw back, a low Oppres-o-meter makes it harder to keep spies out. So unfortunately things like THIS happen:
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Re: Crossroads attempts to "Win" MoO-III

Post by Covenant »

Looks like that spy was a double agent.

That research bug sounds crippling. At least the AI isn't able to ignore it, are they? Are you fighting against Leviathans with Battleships?
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Re: Crossroads attempts to "Win" MoO-III

Post by Borgholio »

In Moo3 from what I remember, the difference in capability between sizes of ship are somewhat small. Fighting Leviathans with the next size (or even next two sizes down) wouldn't be crippling, especially if you loaded your ships smartly.

For instance, I would load my ships with missiles, fighters, and Point Defense. If I found myself outgunned, I'd "shoot and scoot" to a far corner of the map and let my minions, erm...fighters, do the work for me.

Poor design decision though, the way they implemented fighters. Unlimited reserves. Yep, you can launch as many waves of fighters as you like. You never run out, unlike missiles. I took advantage of that, of course, but it's just one of many poor decisions made by the developers.
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Re: Crossroads attempts to "Win" MoO-III

Post by Vendetta »

Covenant wrote:The incredible dull grind at the end of these games just baffles me. The fact that you're able to endure it at all is really a remarkable accomplishment.
The problem invariably was that the score maximising approach is to have as much population as possible, so in, say MoO2 you could go beat up the antarans but your score would suck if you didn't own most of the galaxy, and on hard/impossible the AI would spread so fast you were lucky of you could grab and hold 1/6th or so of it.

After which point you were basically doomed to fending off max fleets of Doom Stars every other turn. (I had a build that would let me kill a max fleet with 5 ships in basically a turn), which grows amazingly tedious quite quickly, since you can't autobattle because despite the fact that if I personally click on every enemy ship my fleet has enough firepower to annihilate them, if I let the AI do it they'll maybe kill one each.

This is an inherent problem with 4x games, you want to have MoO2 level of micromanagement in the very early game, where you have 1-5 colonies and can't build many ships so all the little tricks and refinements of what you build and how you use it make a difference (and therefore produce player engagement), but in the mid to late game you want that to go away because its tedious when you have a lot of stuff and you're past the point where the small optimisations make a difference.
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Re: Crossroads attempts to "Win" MoO-III

Post by Borgholio »

One thing I did love about MOO 3 was the level of macro management you could do in the later game. Unfortunately, certain aspects left much to be desired. For instance, there should have been a way to specify what sorts of combat tactics are used by your fleets so when you have the AI take control, they won't wander around the map like dumb shits. That way you wouldn't have to manually control a dozen or more battles each turn. Sadly...that has always been the main game-breaker for me.
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Re: Crossroads attempts to "Win" MoO-III

Post by Covenant »

Vendetta wrote:This is an inherent problem with 4x games, you want to have MoO2 level of micromanagement in the very early game, where you have 1-5 colonies and can't build many ships so all the little tricks and refinements of what you build and how you use it make a difference (and therefore produce player engagement), but in the mid to late game you want that to go away because its tedious when you have a lot of stuff and you're past the point where the small optimisations make a difference.
I had just been thinking the same thing!

As a game designer who had written up a big development progression for making one of these games (shelved for the moment, more profitable things being worked on now) I had attempted to resolve this issue without success. But now that you had stated it so plainly, I think we could probably resolve it by having the technology unlock new merits of scale.

Like, it starts off being the MoO2 way, with all the fiddly bits. But as you get bigger and bigger you hit problems that can't be scaled up (individual worlds cannot mine/create artificial planetoids themselves) so you begin researching workarounds. Eventually planets get worn down, and per-planet industry gets mostly obsoleted by space platforms that don't need a planetoid, but do want to be near a sun, and they use the asteroid resources available via the new Roid Miners. Roid Miners provide huge resources, and only need raw planetoids and debris to work from.

So you shift your focus from worlds to manufacturing bases and asteroid miners, which get replaced a generation later with much more functional assembler fleets. Maybe a tech branch there goes between automated harvester probes (von neumanns) and just huge harvester ships that vacuum up planetary chunks. So the map goes from being focused on a few planets in a small region of space... to pulling out, being forced on a large region of space with many sectors--each of which are now as interesting as one planet was before.

When you hit the later phase of the game and you're doing mega-scale engineering, even planetary systems are dull and the only "strategically interesting" things are massive constructs that you have assembled to help make it possible to do the huge tasks you require.

So the eras would be:

Planetary Era --> Stellar Era --> Starcluster Era --> Galactic Era --> Post Scarcity Victory

Planetary Orbital Factories --> Solar Industrial Platforms --> Solar Industrial Daisy Chain Engineering --> FabPlanet

Etc. Same can be done for energy generation, research coordination, and so on. Each new level essentially obsoletes the previous. Hand-made stuff is replaced by workshops, which evolve into factories, which become distributed factories that produce parts for other assemblers, etc.

The idea being that players can only focus on, like, 10 things at once (arbitrary number) and when scale changes the world needs to reorganize itself so that the only 10 interesting things are roughly on the same kind of scale. Planets become more and more irrelevant as scale changes, so just LET THEM BE, and have their role replaced by a smaller number of exciting things that also add to the strategic value. Having a million worlds, all equally valuable, makes a campaign annoying. Having just 2 or 3 crucial shipyards in your empire makes each of them exciting and makes an offensive to isolate and destroy one exciting too.

Hmmm...
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Re: Crossroads attempts to "Win" MoO-III

Post by Crossroads Inc. »

Ok after reading your post Covenant, I have had a bit of a brain storm which I think may help a lot with some of the problems of "How to play an Epic Huge map, but also have small settings"

I Love the "small to big" idea you have, but lets break it down into four parts which I htink will serve the game well.

Planetary Stage
Star System Stage
Sector Stage
Galactic Stage

Ok, so hear is my big brain storm. What if you redesigned the hole game around these four stages? Tech levels, ships, polices, government options, etc.

You start a game, and you start off in the "Planetary Stage" You are given a certain amount of tech to start off with and go from there. You colonize a few planets and, oh say maybe around 5 to 8 colonies or so, you get to advance to "System Stage"

Suddenly you have new tech you can research. You have new ship sizes you can build (when researched) you have new government options available that make expanding easier and such. You don't have to micro manage each colony as much, and the government options make expanding easier. Then when maybe you have 20 or 25 colonies you get to go to "Sector Stage"

Now your Empire is so big, you split it into "Sectors" The smaller systems can almost govern themselves, you control things on a sector basis now, and can pick and choose different government options to optimize your Empire. You have access to almost the very largest of ship sizes now, your tech is such that you can mine almost anything, Gas-giants, Asteroids, even set up energy and matierla collections from stars with no habitable planets in them. You also have larger 'building projects' at your hand.. You don't get upgrades to build a better factor on some planet... You now can build giant planetoid factories and such. And once This stage has been "maxed out" All tech researched, and you are pushing 50 colonies or more... You hit "Galactic Stage"

And Now you reach the "end game" as it where, here is the stage you research the really BIG guns the super tech. Sure you may end up with 100 planets or more at this stage, but you don't care because the Things you are building are so HUGE that you only care about maybe a dozen super facilities. Things on the scale of "Knuat" where shipyards wrap around a system or the Deathstar, or "Doomstar" since this is MoO.

The "Step system" also introduces a lot of other interesting options. You could, if you want, play a game JUST in the Planet or System stage. So someone who likes small colonies and micro managing could play a game for as long as they want like that. Likewise it also means that "Super expansion" isn't always a good thing... If you expand fast early one spending resources to get to a higher stage, well it doesn't do you much good because you still have to research you way up the tree. Lets say like in previous MoO games, there are several different tech types:
"Manufacturing" "Weapons" "Energy" "Colony" "infrastructure" things like that.
At each stage, you may have 10 individual levels to research. Each level may have 3 or more techs you can choose from. You may not get to pick ALL techs, but you can at least SEE all the techs at a level and pick which one you want...
If you get to "System Stage" early on, but you are only on say 'level 4' of a given tech tree. You have to research those other 6 tech levels before you can start getting stuff from the "System Stage" techs.

I don't know about you but I think this is a spiffy idea!
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