There is actually an escalating cost in GalCiv2 for early expanding, though that could be yet another feature one of the expansions added as it's been ages since I played the default game. Most planets when you first colonize them don't start turning any sort of profit for years, and indeed if the quality isn't very good, might never. Usually I relegate planets like those as research or industrial planets as they're simply not big enough to boast a large enough population as well as the right structures to make me money. Planet quality and type also play a huge roll. You can expand quite quickly at the start, but only if you've spent the time to research faster space travel and more efficient colony ships. Meanwhile pursuing that strategy also means those planets you take while decent in number are going to be low quality and very spread out since you're forced to skip numerous planets that you don't have the means to colonize.
Just like in Civ it's also perfectly possible to focus small instead of big. Make sure you have a firm grasp on your small section of space then research planetary improvement and extreme world colonization abilities. Take planets that would otherwise be impossible to colonize and improve the quality of those you own for a quick, early advantage without the downsides of being spread thin across space. That's actually how I personally prefer to play as I'm the type who likes to have things neat and orderly rather than stay useless planets all over the place eating up my money. Can't really wonder-spam since in GalCiv2 you have limited space on each planet, but you could certainly spread em out across your other planets.
As for the invasions that's only partly true. Spies and sabotage are a great way to weaken an enemy planets economy early on. Similarly if you're not careful while expanding quickly and take planets close to other races, there's always the danger of the planets rebelling and going over to the other races faction if your own culture isn't strong enough to compete... which it quite likely isn't because you blew your early money and time on space travel and expansion rather than more long-term improvements.
Also worth nothing that the different AI races play slightly different. Playing the game often you'll quickly notice the Drengin Empire pretty much go straight for planetary invasion while the Humans will usually focus on expansion and diplomacy. It's pretty neat. Again, could be a feature the expansions added, I have no clue.
veloper said:
I reckon what Civ lacks here and what almost all 4X games lack, is a MEE feature, where all the remaining civs ally as one against one run-away player, before it's too late to offer any meaningful resistance.
Current AIs will pick on weak players (which makes perfect sense), but wait for their turn to get singled out, when the player becomes too strong. That has to change.
Agreed. Though as I show with that earlier screenshot, GalCiv2 does that. Actually got pretty tough for me in that particular scenario since on of the races which declared war had researched a type of weaponry I had no defence against, lost a few planets before I was finally able to counter with ships better suited to fighting theirs. That was fun, multiple methods of weaponry is an idea I'd like to see other 4x games use.
Other than GalCiv Rome: Total War had it so that the other Roman empires turned against you at a certain point, but then the TW games aren't strict 4x and that only happened if you played as Rome. Hmm... can't actually think of any other 4x games with a built in mechanic to try and make late-game more interesting. I've heard good things about Sword of the Stars, but never played that game myself so I'm not sure if it has anything.
And by the way if you've never played the Fall From Heaven 2 mod for Civ4 give it a shot, it's brilliant.