Auratus Said: As to why I asked the question about SciFi (which you didn't answer)? Because you seem a bit disconnected for standard expectations for given circumstances within a space SciFi context (such as this 4X space game). Perhaps it was just my imagination (no offense - I was just trying to understand where you are coming from and your experience among the classics of 4X).
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Phoenix Said: Could maybe normal since I lived in France and don't particularly watch TV. BTW, speaking of standard expectation about Sci Fi is a bit odd : each Sci Fi has its own universe.
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Well, you my have a cultural difference with people here in the West, but that isn't a issue for me

Don't forget there is "Cable" and "Dishes." Not only that, there are loads of books with a space SciFi context. If you aren't interested, you really aught to rent some VHHs/DVDs and/or visit a library - only because you would be letting yourself in for a real rewarding treat.
Have you seen Battlefield Earth, for example? "You don't know what you are missing," as the old saying goes... and it would provide a greater "Point of reference" for discussing space SciFi concepts which typically make it into games - and, I should point out, seldom are "original" concepts. Most things a person can come across have already been written about and/or have TV shows or movies created dealing with such - there seldom is anything truely "new" now days in SciFi or in PC space games, including GC.
True, there is a sort of uniqueness to each SciFi universe, but it is generally an expectation that such universes make sense, be logical - and as I said - it helps to have a common frame of reference to such subjects in order to understand that such ideas typically aren't new. And regardless of that, most SciFi products were researched well by the developers (be it games, books, or visual media); such product generally have commonly known SciFi threads running through them (hyperspace, wormhole travel, supersized capital ships, terraforming, warp drive, transporters, lazer weapon, anti-matter drives, nano-technology, etc). For example, it is not unusual for a Movie and TV Show Producers to hire consultants who are experts in common SciFi expectations (and in modern sciences as well).
Phoenix Said: But for TV series, you need to have always a downside about everything, in order to have subject for episodes...
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Producers don't put downsides into things just and only for ratings. They also do it because it is mostly an expectation of intelligent viewers that such be logical and make sense - viewers which typical already have broad exposure to normal concepts introduced in SciFi history - most of life is a contrast of pros and cons - SciFi is no different - be it the Matrix, Master Of Orion, Deep Space 9, or a good SciFi book like Battlefield Earth.
Phoenix Said: As for experience about classic 4X games, I have played: Civ, Civ2, Civ3, Moo, Moo2, MoM.
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I need to give that Master Of Magic a try some time! I missed it somewhere along the time line of my life.
Myself, I've read countless books, even stuff not so "SciFi" (introduction to Quantum Pysics; the Cosmic Code); and have played a host of SciFi Space 4X: Reach For The Stars, Master Of Orion (all editions), Pax Imperia (actually it's pretty good game next to Orion), Stars (a Windows sort of space game - not too fond of it), Civilizations (and other games like it: Lords Of Conquest, Tropico, 1602, Earth 2150, Settlers III/IV, but such are really not the same vain of 4X as most come to understand is mostly related to space SciFi games), Spaceward Ho (used to be one of my favorites), Reach For The Stars (one of the first space 4X that "began it all" and set a standard for others to measure up against - still one of the best 4X games from the era of the Commodore 64 and Atari 800XL), Imerium Galactica, Free Space, etc - the list goes on - needless to say, I try every game that comes out, unless I don't hear of it or it is reviewed to be truely a poor game design.
My standard of measure for user friendly game control interaction and functionality is Master Of Orion II; for graphics, it is Pax Imperia; for story telling, it is Star Control, for overall game concept: Galactic Civilizations - that's a high compliment coming from me.
Auratus Said: See Master of Orion II for a concise examples of the uses of penalaties and the wonderful contrast they offer against benefits...
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Phoenix Said: Yes, picking some penalties allow you to pick more benefits. But it isn't needed in Galciv.
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I isn't a matter of need, Phoenix. It is a matter of making it logical. Most things have down-sides, consequences, which aren't necessarily favorable against the benefits they provide - it's a matter of social, culture, and political priority in real life - stop using paper bags for putting groceries into at the store and switch to using plastic bags? What to you get? Non-bio-degradable material which eventually goes to landfills blowing around by the wind - but you get a easy way to carrying what you buy at the store. That's the evolution in bags, for example, here in the US which I don't entirely agree with.
And in Master Of Orion, the weight of pros and cons doesn't just end in the pre-game race configuration - it is a theme which runs through the entire game design concept. It should. Why? Because it is logical to do so in a Space 4X game. It is real life. It was extremely sucessfull in Master Of Orion I and II --- that game was the most all time sucessfull Space 4X game to ever come out. When designing a Space 4X game, it is prudent to learn "the whys" and "wherefores" of earlier successful designs and use them instead of tying to re-invent the wheel that somebody else has already discovered - some say that's business 101 developement. Pretty logical too.
GC/AP lacks direct race attribute allocation by the player (both pro and con) - this is a mistake and should be corrected. Using the Political Party and "picks" for attempting to define race characteristics is not an effective way to accomplish the task, nor is it logical, given a Political Party is about politics, corruption among the ultra social elites, lobbies, freedom verses repression in governance --- not race characteristics. However, it is often used that why due to a lack of a direct race configuration protocall in the game sub-routine.
My solution for GC would be to allow the GC race picks to permit the user to pick some limited negative settings - if for no other reason that some races will be poor in some abilties and extremely good in others.
Phoenix Said: ...you may want a political party to play the game in a certain way >- get bonus for you and not for the AI...
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Not the "Party," instead: the "Race" - and that per a given strategy desire by any player (which will vary from person to person). I would hope the AI choose the parties randomly - if not, then that is a huge, huge game design flaw.
The real crux of the matter or the real concern a modder has when creating a mod is more about straight-up realistic design which is logical and/or meets common SciFi expectations; one only hopes the game design doesn't hinder such.
Phoenix Said: - give a certain mood the game (looks like your way of playing)
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It is more about what any player, not just me, may want to try per a given desired "mood." I have tried in my own GC/AP to set all the Political Parties so that each is roughly as good as the next if the user understands a certain strategy will be required as well as choosing a compatable victory condition; e.g., want to be a Peace Nic (Party Mod), then choose alliance victory.
Phoenix Said: Regarding the trade penality of the what is your main setting for game (Galaxy size, difficulty level)? Because Trade hasn't the same impact on galaxy setting. And when you are behind the AI, you may want everything that can help you.
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I normally play on Huge, some times Gigantic - some time on a custum map of the same size. Race dificulty is near max, but I like leave one of two "Bright" races for permitting "easy" dealing. Depends on my mood: fun or challenge. Normally it is "Crippling."
So, if a player chooses Enviromentalist, he or she had better find a way to get money other than from trade - that's the point of the limit I gave to it. It can be done. And it also means the player may need to make sure he or she stays "friendly" with everyone and persue an Alliance Victory (or whatnot) when picking the Enviromentalist Political Party - or make sure the race picks include high economy picks (perhaps). The point of the Party Mods I make is to force the player to "think" strategicly with common sense.
Sorry for the long rant - but it was nice chatting here with you and getting to know you a tiny bit.
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