Metagame & game pace concerns

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Dec 30, 2005
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Now, I should begin with saying I haven't played any multiplayer games. Having only played the AI - a weak opponent that doesn't present an adequate challenge - one can at best have a vague theoretical idea of what game balance *really* is like. I suspect this may be affecting my judgement here which is why I'm looking for feedback.

With that said, there are a few things I find questionable about the game balance. Namely, I seem to run into three problems, all of which are intertwined:

1) There is no/little incentive to ever attack an opponent. It is always better to instead peacefully expand by building up more bases yourself. Logically, this means warmonger factions are inherently weaker than builders.

2) The late-game research costs are way too inexpensive, meaning you'll blast through them. Early game there's some turns between each tech but in the end you'll be developing new technologies every few turns if not every turn. The cost simply doesn't scale with how fast your empire will grow.

3) A side effect of both issues 1) and 2): Because the endgame research rate is so fast there's no time for cities to grow to a large enough size to warrant building the majority of the buildings in the game(!) - you'll have ascended to transcendence long before it would ever be viable to use them.

Now, to elaborate and reason on these points:

1) In most civ games, expansion is a costly and dangerous affair. You can take the recentmost Civ5 as an example: Settlers are heinously expensive while soldiers are comparatively inexpensive. This logically creates the balance that if you expand (settlers/colony pods), some opponent who instead invested his hammers/minerals into army will be able to flatten you. Ie, overexpanding without adequate military support will get you killed. Conclusion: A sound game mechanism that forces a balanced expansion model so you don't lose the expensive settler investment. It means all units must be brought into play and you can't just use settlers/colony pods alone.

This is apparently different in SMAC(X): Colony pods are not more expensive than miltary units(sic!). Well, yes, a pod costs more than a laser infantry, but the pod instantly gives you a large mineral boost the moment you settle it, meaning the cost is the same. What does this mean? It means the usual incentive to develop a military - a tool to secure land through conquest - is gone. Why bother risking building a large military (military units are dead weight unless you actually use them) to conquer puny bases when you can, for the same cost and with much less risk, simply build a base yourself? Consequently, if the military is thus redundant it means factions that make better builders (Morgans) will always be better off than warmongers (Spartans). Also, by building bases yourself rather than conquering you skip the whole hassle of having to deal with a) captured base drone penalty and b) efficiency due to distance from headquarters penalty. In short, a win-win situation for the builder. Unfortunately, it apparently also means just spamming pods inside your local territory is optimal play. Even when you 'run out of space' it's not problem, because sea bases are so useful. In other civ games, sea tiles are of marginal use, but in SMACX they're just as good, sometimes better, than land tiles, yielding massive amounts of both food and energy. Coupled with the fact that very powerful specialists become available early in the game it means that sea bases are great, converting all that sea food == science/econ through use of specialists if not simply by the excellent tidal harness improvement. Thus, where you'd normally look to warfare to expand your empire when you run out out space, in SMACX you simply continue into the waters with even more colony pods. Go figure.

Even more important in this whole colony-spamming regard is that the metagame logic further suggests that it is always better to build yourself than to harm an opponent, making building an army even less attractive: Because you are faced with six, not one opponent, it is always comparatively more important to strengthen yourself than to weaken somebody else. Had the game been played between just two factions, harming the opponent would be just as important as growing yourself. But, because there are more than one enemy you must focus on growing lest somebody else out-develop you somewhere else on Planet. This creates further incentive to 'play nice' and stay peaceful so you can trade techs with neighbours in order not to fall behind in the race. If you spend your time warring with someone you'll fall behind. Conquest is only useful if it lets you grow faster than you could by simply expanding using pods yourself and, as discussed, this seems to be rarely/never the case.

2) Because you thus due to 1) spend the whole game building up economy with little or no setbacks, your tech rate will continue to grow at an ever-increasing exponential rate throughout the game. Furthermore, because of the great incentives to stay at peace with everybody in order to trade techs, this trend is further bolstered.

3) With colony pods being so useful and inexpensive you'll want to build a lot of them. Screw infrastructure - go more pods! Pods, pods and more pods - they have no real drawbacks, anyway, even on the highest difficulty levels. The pod-spamming is supposed to be counteracted with drones, but drones are easily suppressed with very inexpensive and highly effective infrastructure (Rec Commons), the early-available police ability upgrade and, just slightly later, conversion into the highly useful specialists. Colony pods can even solve your drone problems by keeping bases small! Also, because of the strong incentives not to go to war, you'll want to be running society models that boost economy and research, which typically means high efficiency ratings, allowing for tons of bases before drone problems get serious. What happens, then, as a result of this unlimited ICS-style pod-spam? Lots and lots of smaller bases happen - bases that are too small to make use of the expensive (both in terms of mineral cost and energy upkeep) infrastructure. Your giant number of size 7-14 bases will never have enough income of any type to warrant any infrastructure costing more than in the ~120 minerals range. That means in terms of infrastructure, Tree Farms and Genejack Factories is about as high up the tech tree as you'll go. You'll never build a single Nanoreplicator or anything else because the game will be over long before that - or, it'll be more interesting to build yet another colony pod, anyway. Thus, a good 70% of buildings will never be built. :rolleyes: . Now, the point has been made that it is necessary to have at least some large production cities capable of working on expensive unit prototyping - but I'd contest that you can overcome this problem nicely using your puny ICS-bases simply through the use of crawlers. Crawlers seem to be an inherent part of this ICS-madness in that they precisely negate the need for infrastructure.

I think this post is quite long enough now and I'm sure you get the idea - if not, I suppose it could be summarized as simply stating that ICS in this game is way too powerful and blows any other strategy out of the water. Now, go ahead and explain to me how I'm completely wrong!
 
I'm not really qualified to answer your post as I have yet to play a MP game which goes well beyond Air Power. For what it's worth, I'll try to address your points, though.


I agree with the sentiment that spamming colony pods is the way to go in the early game and that early aggression is not worth it. Moreover, crawlers make this ICS approach even stronger. You are wrong however to think that this is a specialty of Smac. Most Civ games are partial to ICS. Only Civ4 and Civ5 are exceptions (and even there it depends on the settings).

On the other hand, you are underestimating the power of vertical development, in particular the population boom. At some point, the option of building another batch of size 1 bases pales in comparison of growing all your existing bases to size 7 or 14 even considering the upfront investment (creches, formers, drone suppression). After the boom, multiplier buildings like network nodes, genjack factories, fusion labs and so on become very viable indeed.

As you have pointed out, attacking one faction is usually not worth it in a full multiplayer game. The other factions will profit from your war. It's possible to make temporary alliances to get around the problem. It also helps that typically some factions will be stronger than others. What is more, in Smac the attacking side has a large advantage. A handful of nerve gas needle jets, some drop troops or even a single shard shopper can do truly horrible things to a builder's empire.
 
I agree with civac. Also, SMAC came between Civ 2 and Civ 3. ICS strategies in Civ 2 were overpowering and SMAC represented the first attempt to stifle that strategy. Each subsequent version of Civ improved on its predecessor. SMAC should be seen as a primitive attempt to control ICS, with subsequent releases being better. I think the same is true of tech cost. Human players are much better than the AI at increasing research. IIRC, in Civ 3 there was a hardcoded minimum number of turns between tech advances. 4X games in general, and SMAC in particular, have a problem with the human becoming a runaway leader long before achieving victory.
 
Hi Civac,

Really good post, thanks. I think you are spot-on on your observations:

- I've never played Civ 1+2, but 3 clearly had ICS as well
- I should probably do more vertical development. The problem I see with it is a popboom requires, as you say, a lot of infrastructure as well as a ton of terraformed tiles. I find that in most situations, by the time you've got all that infrastructure up cities will have grown quite large on their own with no need for a boom. I'll try to bring it into play some more though.
- I haven't nerve gassed much but I can definitely see how it could *really* ruin somebody's day, even to the point of being overpowered with how inexpensive and deadly needlejets are. Like you say, you haven't played much beyond needlejets and I suppose that's because they're pretty much game-ending tools. Frankly, they seem a bit broken to me as you really can't defend against them without jets of your own.
 
@ Petek

I suppose it does go to show the game's age. It has some problems, even if it's a fine game. On the other hand, 10 years later with Civ 5 Firaxis still hasn't managed to create a sufficient AI - it is hardly more challenging than that of SMAC. Even their initial attempts (with the unpatched release version) failed to stop the ICS because Libraries allowed two scientist specialists. They have a lot of problems getting the core game rules right much less creating an AI that matches the player.

I suppose your post also means you agree that the endgame passes by much too quickly due to inflated research rates?
 
Right. Even on Huge maps, you reach the point where techs come so fast that units are outdated before you can deploy them.

One solution is to play on really big maps, by which I mean 180x180 or larger. See this article for instructions on how to create such maps and a link to a library of already-created such maps. One of my favorite maps in that library is named 180_No_Sea.MP. The dimensions are 180x180 with no sea tiles (or fungus). You get some great land battles, with the Hive and Believers being especially strong. The absence of water ensures that the AI will eventually find you.
 
Having played some more, I've found out a few reasons why I mistakingly came to the conclusion that raw ICS is the best. First off, I'd been playing as Zakharov a lot. With his drone problems for larger cities he has a lot more incentive to found lots of smaller cities instead of growing them to stay under that extra drone limit. Besides, I went for the Genome Project and/or Virtual World a lot with him both of which do amazing things to drone issues, allowing him to spam cities ad nauseum. Zakharov with both of these projects is a veritable monster! Playing a bit as Lal I find the opposite is more of the case and am stopping to found cities much earlier to grow them instead. It's still good to found lots of cities but starting to build them vertically instead definitely becomes interesting sooner if you don't have the aforementioned SPs.

Secondly, for some reason I overlooked the fact that there's a significant difference in energy cost between rushing units and buildings. This is very strange because I did in fact read such was the case. So, no idea how I missed that one, that's a big blunder on my part. But obviously, then, rushing infrastructure becomes a lot more interesting and this likewise creates incentive to build up vertically instead of just spreading out. It makes quite the difference when you start building the Creche in one turn using your energy reserves rather than hurrying more colony pods. So, I've been having a bit more luck popbooming as was suggested and had the higher-tier buildings come into play some more as well. This also helps the issue of cities 'not being worth attacking' because my cities definitely get more infrastructure now, and sooner, making them more valuable.

As for the research rate problems, well - again, very much a Zakharov issue. If you're already dominating the game and controlling a fair share of the map, by the end-game his research rate is just ludicrous (using Knowledge, Cybernetic and allocating 70-80& research to labs). I played a session as Caretakers using Planned and it wasn't nearly as fast or unbalanced. I still was able to ICS quite nicely though, even though I omitted building any early game secret projects to let the AI have them.

Anyway, just a followup post to this thread. Thanks for the feedback.
 
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