I was going thru my regular "going back to good old games" routine lately and i finally figured out, why the heck Stardock is still one step behind when it comes to reimplementing stuff that was great 10+ years ago.
Lets start.
Map:
In both GalCiv2 and E: FE there is influence thingie, which is not bad at all. Really. It adds some depth and maybe it has its uses, but currently i do not think its as good as it should be or as useful as should be (its not much so for GalCiv2). Currently it's being abused by encroaching on enemy territory with it and not allowing AI to expand by blocking it in some corner. GalCiv logic still eludes me( i LOVE GalCiv2, really, but some things make me mad) - like moving SLOW in Yor space. I mean wth, what they did there so you cant move properly? Lets look at classic examples:
MoO2: you could not block enemies in any way. They could colonize planet next to yours and that was fine imo. Logical and fine.
MoM: same as above. 3 hex rule for towns still apply.
AoW2 SM: if some1 enters my territory( casting zone) he should be prepaired for some nasty surprises. Other than that - we dont have any means to actually stop AI in any way.
Not to mention the fact that the expansion of influence zone in E:FE is undocumented, which doesnt allow us to plan ahead properly (which becomes essential at high diff levels).
Combat:
I'm gonna whine a lot here. GalCiv2 and E:FE share a flaw here. I was really amazed how SD could screw something twice and do it right once (SoaSE). Basically the system consists of Attack and Defense which negate each other ( Gal Civ 2 has three of those for Missile, Beam and Mass Driver, but they dont make sense and have no differences). You just pump those high and dont about anything else. In the end ONE ship/unit with these stats off the charts is always better than ANY number of weaker ships/units. In E:FE i just made one uber hero which just wtfpooned thru entire map, oneshotting these stupid glass cannons. There were enough rants about this on forums, so i'll stop here. Now, lets compare:
MoO2: ships could be outfitted to serve different roles, defeat opponets in differet manner and so on. You could outmaneuver stronger ship and bring it down no matter what. And there was no ubership out there which could not be killed.
MoM: tactical usage of magic and units made the day. There were no uber units (exept flying warships, heehee) and it was all nice and smooth. You could defeat any army by proper application of magic.
AoW2: SM: with 1.4 and MP Evolution patches this game became a fantasy tactical simulator. Each unit unique and upgradable it's still unsurpassed in terms of tactical possibilities. Not to mention the fact that SEVERAL armies could engage in a fight with each other and also FLANK each other on global map.
In general - "the defense negates offense" style sucks. Look at SoaSE! If you are swarmed - you are dead. You can last longer with upgrades, but thats it. You WILL die.
Actually i consider combat the biggest flaw of GalCiv2 and E:FE and its the reason why i dont play em. MoM and MoO2 own them here any day.
Magic Research (applies to E:FE only):
Magic system is strange to say the least. Why the classical spell research system was dumped - i still dont understand. Most of the spells being common for everyone and others being specific for some school? Why? Why not make the schools differ? Not like it matter much due to fact, that warrior hero just obliterates everything in its path. Pumping loads of levelup skills into one magic school to access a few spells? Why bother? The research merged with regular economy/combat trees makes no sense either. Its MAGIC, not your woodcutting master class. And achieving a magic win by researching the ultimate spell? You kiddin me? Those guys, who invened that leather armor now want to dominate world with magic? I'll pass.
AoW2: Regular research with spells from other schools tradeable. Or you can get em from spirits. Or you can find em on map. Possibilities! And you can research traits too!
MoO: regular spell research, and spell of mastery! Pew pew. Nothing exeptional, but it works, dammit. And its 90's.
Cities:
In GalCiv2 managing planets was a pain. Yes, a major pain in a major ass. Never played thru a large map due to fact, that it took so much time its not funny. In E: FE now we can see the city, big and proud. What, what? Its a clutter of thumb-sized building i will never be able to see properly. Thats on 22 inch monitor. I'm really NOT looking forward to playing it on my notebook... I DO understand the desire to make the city look big and cool and all. But rally, look at Civ 5. I dont like it, but cities look big there AND use one square. And its fine. Also the fact that 23 pop generates 2.3 production and 8 resource generate 16 makes no sense to me. You can make a decent city even w/o bonuses in every other game. Some games dont have those altogether. So why you actually force us to look for 1-2 sweet spots and then just clutter the map with undefendable outposts? In GalCiv2 limited terraforming was much more inferior to MoO2.
MoO2: Planet mattes, its size and bonuses. Bonuses are good, but not mandatory.
MoM: bonuses are importand, but you can go w/o them also and make a decent town.
AoW2: doesnt care much.
In short in every other game you do not struggle to get sweet city spot. Here we actually do.
Global Spells:
This will apply more to E:FE but in general stardock games lack the ability to affect the enviroment like other games do. Same applies for GalCiv2.
MoO2: Create AND setroy planets. Terraform em up to Gaia. What i laked is controlled wormhole creation
MoO: it offers little, but volcanoes are cool anyway.
AoW2: the FUN. Drown the entire map, burn it. Freeze it. Dig thru earth. Raise and lower mountains. Create woods. Its incredible.
Long story short: I've been a fan of SD for a long time. I own GalCiv2, Demigod, SoaSE and E:FE now. And i believe i share SD's love for classics. But dear God, you are doing it wrong! (c)
P.S.: sorry for typos.