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Greetings!

I was thinking the other day on how Galactic Civilizations has evolved over the years.  Let’s take a look:

Feature GalCiv OS/2 GalCiv I GalCiv II GalCiv III
Core 4X mechanics x x x x
United Planets x x x x
Moral Dilema Events x x x x
Anomalies   x x x
Galactic Resources   x x x
Galactic Events   x x x
Galactic Resources   x x x
Starbases   x x x
Ship Design     x x
Combat Viewer     x x
Cultural Conquest     x x
Unique Tech Trees per race     x x
Asteroid Fields     x x
Invasion Tactics     x x
Colony Imp. Map     x x
Ideology Tree       x
Hex Map       x
Multiplayer       x
United Planet Proposals       x
Fleet Combat Decisions       x
Technology Specialization       x
Nebula & Ion Storms       x
Strategic Resources       x
Colony Adjacency Bonuses       x

 

Not all features are created equally, however.  For example, the Starbase addition in GalCiv I was, by far, the biggest change from the OS/2 version.

GalCiv II added the ship designer and meaningful cultural warfare (many of my favorite games were about trying to convert my enemies to my culture via influence).

For GalCiv III, it’s too early to say which features will ultimately be the most game changing.  As an AI guy, I think the ideology tree is going to matter a great deal because it’ll heavily affect how diplomacy works in the game.  I also think the introduction of strategic resources (i.e. if you have resource X, you get access to using component Y on your ships) could be pretty amazing in what people choose to fight about.  Then there’s the fleet combat system which I think people will enjoy a great deal once implemented.

Each new GalCiv expands the features of the game universe more and more.  The key, as always, is how these concepts are executed on.


Comments (Page 4)
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on Jul 15, 2014

They have already unlocked MP to support larger map sizes than small.

on Jul 31, 2014
Here's some ideas I would like to see on the list. Picking proposals at united planets based on who had the most influence. I would like to see great people. I would like to work together with the ones you have a research treaty with. The next is close to the previous where you can ask a faction to research a tech. This would be faction specific tech. I would like to see units being produced to counter those you are hostile with. I would like to see the jagged knife fixed. I would like to see stronger small factions. I would like to see a better ai. I would like to see the ideologies more equal.
on Feb 27, 2015

This is an old thread but it does get referenced.

I have one change to the Galciv3 column.    Independent shipyards:  this, imo, is a big change and introduces a lot more choices (like building shipyards for separate nearby colonies or using one shipyard for both) plus some serious tactical issues when on offense or defense.

My 2c.   Perhaps I should have a "post sale" and charge only 1c for a weekend.  Hmmm.

 

on Feb 27, 2015

Frogboy



Minor civs have been part of GalCiv since the beginning. That's why I didn't break them out into their own section.  We will likely expand on minor civs but they're not new to GalCiv.  We had them first.

 

Don't disrespect the Snathi, or they'll "disrespect" you right back.

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