Reviews - GalCiv2: Dark Avatar review by Solver
Dark Avatar review by Solver - Page 3
More game options and leader diversity
It should definitely be mentioned that GalCiv2’s new game
screen, which already had decent customization ability, is now very
customizable. There’s a new impressive ability to design your own opponents.
You can choose their ethical alignment and aggression levels, among other
things. That opens up a bunch of interesting possibilities, such as making the
Drengin very cowardly and good (just to spite them), or set the Thalans to
extremely aggressive, which should certainly provide a curious result.
An added fun factor is the ability to create custom ship
styles that can be assigned to AI civs. If you want the AI to use some fancy
ships you designed or downloaded online, you can now do so! This is one of
those features in GalCiv2 that, while being purely aesthetic and providing
nothing to the actual gameplay, still serves to increase the fun considerably.
Sci-fi geeks all over the world can make the AI build ships that look like
those of a villain from some sci-fi series, and that’s an appealing feature
indeed.
The civilizations in the game have also changed. There are
two new ones – the Krynn and the Korath – with the latter being remarkable as
great warmongers and someone you may come to hate even more than the Drengin,
which is not easy to achieve. Still, as I have already mentioned, Dark Avatar
goes well beyond your average x-pack, so every civilization now has a Super
Ability. As the name implies, these abilities are very powerful, and, of
course, fairly unique.
Super Abilities are mostly fun, although the balance still
needs some work. I know that they’re supposed to be super and somewhat
out-of-balance, but I believe tweaking them is still in order. Or, at least,
tweaking the AI use and understanding of these abilities. I’d like to mention
the Korath ability, Supper Annihilator, specifically. The ability allows you to
build ships with Spore weapons, which are capable of wiping out all the
population on a planet and turning the planet into a toxic one. That’s as
powerful as it sounds, with the current problem being that the AI does not put
super-priority on these super-ships. It won’t really go out of its way to
intercept an incoming spore ship, which is a problem – you can get them fairly
early as the Korath, and wreak some real havoc on the AI, which will not
consider these weapons of mass destruction as huge a threat as they are.
Of other special abilities, the Drath Super Manipulator one
is worth noting. The Drath can convince civilizations to go to war with others
easily. I’ve discovered that the Drath are now an absolute pain to have in the
galaxy – they will, more likely than not, persuade some of the other
civilizations to declare war on you, and generally never let you let your guard
down. Most super abilities are interesting, but I’m sure no one wants to read
my detailed thoughts about each.
These ships are different
Dark Avatar makes several substantial changes to starships,
including the way they engage in combat. Given the nature of these changes,
they serve to shift the game around quite a bit.
The first change you’ll probably notice is that engines are
now bigger. That means you can put less of them on a ship, which, of course,
means that your ships are likely to be slower overall. Very fast Freighters or
Constructors are still quite feasible, but producing battleships with a huge
speed would lead to them not having enough weaponry. This is very much a change
that will come down to personal preference, but after my initial period of
getting used to it, I like it better this way – it’s more difficult to launch
attacks against AI star systems while being well outside their reach just a
turn ago.
An extremely important change in Dark Avatar is the move from
ship-based combat to weapon-based combat. Previously, in one round of combat, a
ship would fire all its weapons at one target. Now, a ship fires each weapon
separately, which means that it can, theoretically, engage as many targets in
one round as it has weapons. The original GalCiv2 revamped combat significantly
in one of the updates, by removing the attacker’s first strike ability, and
this change is just as important.
In practice, this means that capital ships, which have
numerous weapons, can take on several small fighters literally at once. Some
powerful late-game weapons can do 10 damage per shot. That’s theoretically enough
to destroy Tiny hull and sometimes also Small hull ships. So, a capital ship
with five of these weapons can, theoretically again, destroy 5 fighters in a
round of combat. In reality, you’ll not get such extreme situations often
because of dice rolls and fighter veterancy upgrades, but you’ll definitely see
powerful ships destroy two targets per round, or damage multiple targets.

Clearly, this makes fighters notably weaker. Previously, if
you put together a fleet of five fighters and attacked a lone capital ship,
your fleet was guaranteed to last at least five rounds of combat – in which
time the fighters could do enough damage to kill or severely damage the capital
ship. With fighter survivability having dropped significantly in Dark Avatar,
one’s first impression might be that they are now useless. It’s far from true,
however, because the cost of Medium and larger hulls has increased. And by
increased I mean really, really increased. Frigates will now be truly
expensive, and you can forget about building Battlecruisers on a specialized
research planet.
Personally, I’ve come to appreciate fighters in Dark Avatar.
Outfitted with powerful weapons, they can do good damage, while being really
cheap to build. Seems like a combination of capital ships from your
industrially powerful planets and fighters from your weaker-production planets
is the way to go now.
Another notable, if less obvious, change to combat is to the
way defenses are now handled. When a ship’s defenses absorb some damage in a
round of combat, their effectiveness is reduced for the rest of the round and
only resets the next round. Since, obviously, there’s no next round for a ship
that gets destroyed, this has the net effect of weakening defenses overall.
I’m not very fond of this change – in my experience, it
reduces the feasibility of having a ship that has low weapons and very powerful
defenses, thus being able to withstand a good number of attacks. Having some
defenses on a ship is still a good idea (and having 1 defense point in any
category still gives you 1 defense in all categories), but I have to confess I
miss my powerfully armored dreadnoughts. I tried using some of those, noticed
that they die way easier than in GalCiv2, and then found the fact that defenses
have, indeed, been changed.
As it should be expected, all these changes also affect the
AI. They now seem less eager to switch to frigates after getting Medium Size
Building, instead employing a real mix of fighters and frigates. Also, the AIs,
again, prefer to crank out ships with powerful weapons and few defenses.
Another AI shipbuilding quirk is that the AI seems to have
slower ships now. With the increased size of engines, it generally prefers
putting more weapons on a ship instead of engines. This is, of course, a mixed
bag. I almost always design my ships to have some engine, at least a slow one,
so in Dark Avatar my ships are generally weaker in combat than AI ships, but
faster. The AI does have some problems adapting to situations when you
constantly outrun their ships, but this isn’t a huge issue overall. Although it
does get fairly interesting when you see that an AI fleet is targeting one of
your fleets and then you can keep running with that fleet of yours to lure the
AI fleet wherever.
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