ORIGINAL: Data
500 cookie troopers you say....oh no, it's crack. So they're stoned? Ah, never mind
That 'logic' chip of yours needs a diagnostic Data! [:D]
ORIGINAL: Data
500 cookie troopers you say....oh no, it's crack. So they're stoned? Ah, never mind

ORIGINAL: Erik Rutins
Cookie Monster,
Which species/government combo was that? Some of them are hyper-aggressive by design.
Regards,
- Erik

ORIGINAL: Apheirox
I don't think this is a matter of 'we all have different ideas about what should be worked on'. The solution I'm requesting to the problem is a 'need to have', not a 'nice to have'. That war is the only way to win breaks the logical consistency of the game premise and as such is a major flaw. It is a huge problem that ultimately, it doesn't matter if you're psychotic Boskara or peaceful, laid-back Sekuran because regardless of your specific faction's traits, you MUST war to win. Understand? It is logically inconsistent for a game to have peaceful-based factions when war is the only option.
ORIGINAL: Foraven
Not what i'm experiencing while playing. I play Human Republic and hardly ever need to wage war, i eventually get filthy rich, have the most populated, best developped planets and an economy to boot (and colonies keep adding to my empire from defection). The only thing waging war does for me is speed up the victory i will eventually have by just outgrowing everyone. Personally i feel the war option is more tedious and annoying; unless your foes are fairly small and easy to blitz, you have to swallow them in several wars...
ORIGINAL: MartialDoctor
You are most likely doing what Apheirox mentioned before which was rushing colony techs and / or aggressive colonization. This he mentioned above.
And what you are doing would not be able to be done if you made the game difficult (i.e. made all of the races bigger and more advanced than you).
ORIGINAL: Apheirox
lol, the hyper-aggressive Haakonish... Arrogant species, alright! [:)]
Anyway, returning to topic and in response to Data:
I don't think this is a matter of 'we all have different ideas about what should be worked on'. The solution I'm requesting to the problem is a 'need to have', not a 'nice to have'. That war is the only way to win breaks the logical consistency of the game premise and as such is a major flaw. It is a huge problem that ultimately, it doesn't matter if you're psychotic Boskara or peaceful, laid-back Sekuran because regardless of your specific faction's traits, you MUST war to win. Understand? It is logically inconsistent for a game to have peaceful-based factions when war is the only option.
To explain the problem from a different angle: When war is the only way to win, it means that every special trait of each species boils down to the ability to wage war:
** You are the Boskara? You have low war weariness and a special weapon. This sets up up to wage war. <--- this one makes sense
** You are Teekans? You have strong economy bonuses. However, because you can't win economically and must wage war, you are converting your strong economy into the ability to field more warships. <--- this one doesn't make sense
** You are Sekurans? You have excellent happiness and fast growth. However, because you can't win by having a large and happy population (even if it is large, it can't become that large without conquest), you are converting your happiness and growth (income) into the ability to field more warships. <-- practically same as Teekans obviously - and doesn't make sense.
Peaceful species, you say? Sorry - there is no such thing as 'peaceful' in this game under the current rule set.
Of course, you can circumvent this issue: You can setup games with ridiculous settings, such as 'GNP must reach 5% of galaxy total'. Then it will be possible to win without going to war - but a such game will undoubtedly last less than 10 years game time, and where is the fun in that? An example along the same lines could be made for the '% population' victory condition. But, of course, this would bar you from playing any 'real' games with sensible settings - such as the entire 'quick start' option set - because these use identical % control victory conditions for GNP/colonies/population (example: 38%/38%/38%, for the 'epic' quick start scenario). In these scenarios, the only way to reach that magical 38% of either of the three condtions is conquest.
When the AI can't play a game, that game has a major problem. But when the basic rules of a game themselves are flawed, that game has a giant problem.
Nor Galactic Civilizations II (another prime example of multiple victory conditions, although I positively hate that game and don't understand how people can possibly be impressed by it).
ORIGINAL: Data
I've played X3 and that wiki page is correct, it is a simulator not 4x.