Sirian,
I really was laughing. The number of people that complain because a game, on it's top level, cannot "beat" them, makes me laugh. Why do people expect a few thousand lines of code be able to beat them? It doesn't learn... It cannot apply the lessons the player has learned. Only code updates will make it better. And for any "custom" game (non-traditional), this means that the game coders need to already be super masters... that they need to understand not only the principles, but also the fine balance of their game and every strategy possible in the game. And that they have to rebalance their game's AI strategy with every patch or enhancement... or even in their finely balanced code, the AI has a blind spot or does not properly know the advantage of the new values.
Why do you play games? To have fun. What is required of a game for you to have fun? According to you, it's a straight gamble... and nothing more. Perhaps you'd enjoy Slots or Craps or Hi-Lo more?
There are 2 kinds of games... those you know you have already won before you start (such as SMAC), and those you don't (Slots, Craps, Yahtzee, etc). Personally, I sometimes am in a builder mood (ie, games I know I've won before I even start the game), and others in a gambler (random) mood.
How do game designers make a game less predictable (and therefore, hopefully, prevent people from knowing they won because they've decided to play a game)? They add in randomness. Via resource locations, etc. But in "strategic" games, such as Civ, you know that you've won with a decent starting placement. The rest of the time is merely your own ritual of passing time until the game announces that you've won.
Now, for the builders, they like to know that they will win if they "build/strategize well". Sirian, you may not like that, but there are plenty of people that do. Picking on SD for making a game that qualifies (if only on the lower levels of play for some), I think is a strawman. It's the "When will they make a few thousand lines of code that can beat me?" scarecrow, all over again.
Yes, the fact that the balance point (human and AI have the same in game advantages) is high in GC shows that StarDock is after the non-grog (eitherwise known as casual) player. Because when you have a family and a job, you, as a consumer of strategy games, simply don't have the free time to become a master grog of the game. Not the average consumer of their product.
You are not an average player of these types of games. It shouldn't take you long to find all the strategies that are "unparalleled" versus the AI. Especially if you are an experienced MoO1 player, as most of the basic MoO1 strategies are equally valid in GalCiv... and that is for good reason. They are, at their core, identical games. 4x.
Complaining that GalCiv is a war game is another scarecrow. Its a game about the control of production centers, just as ANY game with production is. And in any production game that allows fighting, war is always the heart of the game. You cannot win in any such game (Civ, MoO, you pick what you want) without already being able to win militarily.
MoO1 is a fantastic game, a true master-piece of TBS in my opinion. But it isn't the perfect game you keep talking about. Your memory and love for the game seems to be whitewashing it. If you do not bribe the AI occasionally, you are guaranteed to be at war with it (because the game is hard coded to expect diplo gifts). You could prevent the AI from winning a peaceful victory, just by going "Loki". You could use the Diplo to get whatever you wanted out of the AI. Bribe it occasionally, and it wouldn't pick on you until there was noone else left. But eventually, it would be war. Unless you got bored and started a new game, or won by council first.
Complaining that a war game is a war game is just silly. Now, complaining that the AI is always "reasonable" is equally silly in the case of GC, but only because SD has decided they wanted the AI to be "reasonable". Reasonable means that it will leave you be under reasonable "in game" circumstances. So, you think it should be different, but the designers don't agree. That doesn't mean they will not or cannot change their minds. It means that that in SD's view, the AI being "reasonable" is more fun for them and the majority of their customers then having "MoO1" behavior. There is some randomness in them in GC, you know. Random events that can greatly shift diplomatic relationships. They don't occur often, but they are in the code.
I agree with your ascertation that the AI doesn't pursue a better path for a Cultural win. That could do with some refinement. It is something that SD has been working on. However, that seems to be much more complicated to compute then basic ship and invasion tactics. I suspect it is the starbase aspects... the AI could use with some improvement in its starbase development and enhancement. Just a guess of mine, of course.
Allied victory: An Allied Victory *is* a win for the AI, so long as the Allied Victory condition is set. So the AI "accepting" a shared Allied Victory condition is just fine. However, it allowing itself to be culture flipped by allies does seem to be a questionable behavior to me. Is the reasoning for that because SD just hasn't decided that changing that behavior is of high enough priority to change, or is it a more fun game that way? I don't recall seeing any explanation from SD on the matter, leaving us to make our own presumptions (bug versus planned behavior).
As for Tech Victories... I think the AI should be allowed to win via Tech victory myself. I believe that if they get the Tech victory currently, it just disables the Human from being able to win in that fashion. And that is, again, a decision by Frogboy and his team. To prevent a long game from suddenly being "lost", which is a common complaint with games that feature peaceful means of winning. Such as can been seen with MoO1 and SMAC.
So what's that leave? Oh yeah... the Diplomacy angle. You do realize that from the very start of the current GC, people have complained about being able to Loki via Diplomacy in GC? And that Frogboy has always said: That's by design. In the developer's own words, "you are the human, and the computer isn't. The computer doesn't get fun or satisfaction from playing the game. You do." Diplomacy is there for you to be able to get whatever kind of edge you want/need to enjoy the game. So, it's literally a "helper" for players. If you think it's too powerful, then please inform SD of how it is too powerful (such as the Diplo Baiting), and why.
I welcome your commenting and thoughts on GC and how you believe it might be improved. But I do wonder... if you have MoO1 and DosBox to run it on your computer, what are you doing here on the forum? Giving your processor a rest?