Pacing in 4X strategy games is crucial. So I decided to look at GalCiv II, GalCiv III and the GalCiv IV alpha to take a look at how fast things move along.
Turn |
GalCiv II (Twilight of the Arnor)
|
GalCiv III (Retribution)
|
GalCiv IV [Alpha]
|
1
|
· Researched New Propulsion Techniques [7 turns]
· Planet Project: Innovation Complex [16 weeks]
· Music: Haunting
· Startport: Rush bought Colony ship with monthly payments.
· Unit: Colony ship sent out system
· Unit: Space Miner to Automated
· Unit: Survey Ship to automated
· Survey ship finds 500 credits
· Rush bought innovation project.
· Earth: 10 tiles, no adjacency
|
· Music: Hopeful
· Research: Artificial Gravity [4 turns]
· Computer Core [5 weeks]
· Planet Earth: Rushed Computer Core
· Survey Ship: Set to Survey
· [no other starting ships]
· Shipyard: Rush bought Colony Ship (no monthly payment option available)
· Planet Earth: Began work on Helix artifact. [can only rush once per turn. Boo].
· Earth: 10 tiles, adjacency bonuses.
|
· Music: Hopeful
· Research: Asteroid Mining [3 turns]
· Planet Earth: Rushed computer core
· Colony ship sent out system.
· Scout ship sent to explore.
· Survey ship sent to survey
· Shipyard: Rush bought colony ship (no monthly payment available
· Planet Earth: Began construction on Industrial Center
· Planet Earth: Queued hearthstone construction
· Planet Earth: Queued Snuggler artifact
· Earth: 27 tiles, adjacency bonuses.
|
2
|
· GNN Report comes up summarizing what happened at the start of the turn.
· Planet project: Rush bought a factory
· UI experience is pretty dated
· Rush bought a colony ship
|
· Rushed colony ship sent to next system.
· Shipyard: Rushed second colony ship.
· Earth: Rushed Helix project
· Earth: Began work on Colonization Center
|
· Executive Order: Draft Colonists (free colony ship for 20 control points)
· Executive Order: Telescope take over and viewed nearby system which shows a class 22 and 23 planet a class 19 (requires extreme colonization) and a class 13 (that requires extreme colonization)
· Colony ship sent to class 23 planet
· Colony ship 2: sent to class 22 planet
|
3
|
· Rush bought a colony ship
· Rush bought a research lab
· Anomaly: +4 to weapons
|
· Rushed colony ship sent to a different system.
|
· Leaders: Hired 3 leaders.
· Assigned leader to minister of tech
· Assigned leader to minister of exploration
· Assigned a leader to prototype ship: Curiosity (free ship if you have a leader)
· Curiosity ship sent to survey.
|
4
|
· Anomaly: Economy boosted by +1%
· New Propulsion actually researched
|
· Anomaly: 17 credits. Boo.
|
· Anomaly: Lost Genius, instantly finishes current tech.
· Research: Asteroid Mining researched
· Next project: Subspace Scanning
· Rush bought a colony ship
|
5
|
· Anomaly: Repair rate +1%
· Anomaly: Survey ship +4 HP
· Drengin are met but I don’t understand what they are saying.
|
· Anomaly: 247 credits. Yay.
· Research complete: Artificial Gravity (Moves +1)
· Rushed colonization center
· Began work on Industrial Center
|
· Asteroid miner spawned due to getting the tech. Sent to nearby asteroid field near earth.
· Colony ship sent to Mars. Mars colonized.
· Colonization event: Received a leader.
· Leader assigned minister of colonization.
|
6
|
· Report that the Thalen Empire has built a Wonder
· Minor Race met
|
· Event: Benevolent choice = Got a scout ship.
· Scout ship ordered to go out of system.
|
|
7
|
· Met Torians
· Raised tax rate from 33% to 48%
· Raised spending to 100% of our manufacturing capacity
· Research ratio is set to 55%.
· I can see lines on the map where my ships are auto piloting to without clicking on them.
|
Nothing
|
· Ideology: Unlocked Flexible (+2% income, spawns Ambassador ship)
· Event: Received resources!
· Used artifact power: Researched Subspace scanning.
· Researching Space Elevators
· New colony: Freehold (class 23)
|
8
|
· Anomaly: Trade +5%
· Anomaly: Research boost of 25 points
· Research: Artificial Gravity perfected
|
Nothing
|
· New colony: Galen (class 22)
· Increased tax rate to High.
|
9
|
· Anomaly: Research +1%
· Research: Xeno Communications Researched
|
· Colonized a class 15 planet!
· Event: Pragmatic choice for productivity
|
· New Tech: Space Elevators
· Queued up manufacturing districts around industrial center.
|
10
|
· Anomaly: Trade ability +5%
· Anomaly: Espionage +1%
· Colonization of Mars (I was trying to find a better planet and finally went back to Mars)
· Report: Thalan have built the Temporal Entertainment Matrix
· Galactic Report: Top 5 most popular Civs with flavor text describing our situation.
· Asteroid field near Earth is built up now by the Space Mining ship and it is now moving towards another asteroid field.
· Scottinglas Scout approaches Earth
|
· Government screen unlocked. Chose Colonial.
· Research: Space Elevators Researched
|
· New colony ship sent to Artemis
· Probe ordered
|
Here are some thoughts I have on how GalCiv IV could be further improved before Beta
- Have some early game galactic achievements (pretty much every early tech should have one)
- Announce to the universe when someone has gotten it
- I really want a way to give priority to research over manufacturing over ship production. This was part of the GalCiv series going back to the OS/2 version but got lost in GalCiv III. We don’t need sliders but I want to be able to focus on one at the cost of the other two even if it’s just a single selection with a big boost.
- I really miss the flavor text in GalCiv II. Now, there’s a reason this went away – GalCiv II was English only and in the world of translations, being so wordy is hard. But I miss it.
- How quickly you meet aliens is now a setting (alien home worlds) I still feel like they’re too far apart. In GalCiv II, I met both a major and a minor race in the first 10 turns. In GalCiv III and IV, I met none.
- We gotta get that Civ list back onto the main screen before Beta.
- I want more executive orders at the start of the game.
- Every ideology option should give you something tangible (not just a stat boost).
- Policies should start on turn 1, I think we should just have a default set for each civ that players can change but leaving this empty early on is a bad idea. By turn 10, I should have unlocked 2 new policy options.
And now screenshots:
So what do you think? Let us know in the comments.
________________________________________________________
Pacing in 4X strategy games is crucial. So I decided to look at GalCiv II, GalCiv III and the GalCiv IV alpha to take a look at how fast things move along.
Turn |
GalCiv II (Twilight of the Arnor)
|
GalCiv III (Retribution)
|
GalCiv IV [Alpha]
|
1
|
· Researched New Propulsion Techniques [7 turns]
· Planet Project: Innovation Complex [16 weeks]
· Music: Haunting
· Startport: Rush bought Colony ship with monthly payments.
· Unit: Colony ship sent out system
· Unit: Space Miner to Automated
· Unit: Survey Ship to automated
· Survey ship finds 500 credits
· Rush bought innovation project.
· Earth: 10 tiles, no adjacency
|
· Music: Hopeful
· Research: Artificial Gravity [4 turns]
· Computer Core [5 weeks]
· Planet Earth: Rushed Computer Core
· Survey Ship: Set to Survey
· [no other starting ships]
· Shipyard: Rush bought Colony Ship (no monthly payment option available)
· Planet Earth: Began work on Helix artifact. [can only rush once per turn. Boo].
· Earth: 10 tiles, adjacency bonuses.
|
· Music: Hopeful
· Research: Asteroid Mining [3 turns]
· Planet Earth: Rushed computer core
· Colony ship sent out system.
· Scout ship sent to explore.
· Survey ship sent to survey
· Shipyard: Rush bought colony ship (no monthly payment available
· Planet Earth: Began construction on Industrial Center
· Planet Earth: Queued hearthstone construction
· Planet Earth: Queued Snuggler artifact
· Earth: 27 tiles, adjacency bonuses.
|
2
|
· GNN Report comes up summarizing what happened at the start of the turn.
· Planet project: Rush bought a factory
· UI experience is pretty dated
· Rush bought a colony ship
|
· Rushed colony ship sent to next system.
· Shipyard: Rushed second colony ship.
· Earth: Rushed Helix project
· Earth: Began work on Colonization Center
|
· Executive Order: Draft Colonists (free colony ship for 20 control points)
· Executive Order: Telescope take over and viewed nearby system which shows a class 22 and 23 planet a class 19 (requires extreme colonization) and a class 13 (that requires extreme colonization)
· Colony ship sent to class 23 planet
· Colony ship 2: sent to class 22 planet
|
3
|
· Rush bought a colony ship
· Rush bought a research lab
· Anomaly: +4 to weapons
|
· Rushed colony ship sent to a different system.
|
· Leaders: Hired 3 leaders.
· Assigned leader to minister of tech
· Assigned leader to minister of exploration
· Assigned a leader to prototype ship: Curiosity (free ship if you have a leader)
· Curiosity ship sent to survey.
|
4
|
· Anomaly: Economy boosted by +1%
· New Propulsion actually researched
|
· Anomaly: 17 credits. Boo.
|
· Anomaly: Lost Genius, instantly finishes current tech.
· Research: Asteroid Mining researched
· Next project: Subspace Scanning
· Rush bought a colony ship
|
5
|
· Anomaly: Repair rate +1%
· Anomaly: Survey ship +4 HP
· Drengin are met but I don’t understand what they are saying.
|
· Anomaly: 247 credits. Yay.
· Research complete: Artificial Gravity (Moves +1)
· Rushed colonization center
· Began work on Industrial Center
|
· Asteroid miner spawned due to getting the tech. Sent to nearby asteroid field near earth.
· Colony ship sent to Mars. Mars colonized.
· Colonization event: Received a leader.
· Leader assigned minister of colonization.
|
6
|
· Report that the Thalen Empire has built a Wonder
· Minor Race met
|
· Event: Benevolent choice = Got a scout ship.
· Scout ship ordered to go out of system.
|
|
7
|
· Met Torians
· Raised tax rate from 33% to 48%
· Raised spending to 100% of our manufacturing capacity
· Research ratio is set to 55%.
· I can see lines on the map where my ships are auto piloting to without clicking on them.
|
Nothing
|
· Ideology: Unlocked Flexible (+2% income, spawns Ambassador ship)
· Event: Received resources!
· Used artifact power: Researched Subspace scanning.
· Researching Space Elevators
· New colony: Freehold (class 23)
|
8
|
· Anomaly: Trade +5%
· Anomaly: Research boost of 25 points
· Research: Artificial Gravity perfected
|
Nothing
|
· New colony: Galen (class 22)
· Increased tax rate to High.
|
9
|
· Anomaly: Research +1%
· Research: Xeno Communications Researched
|
· Colonized a class 15 planet!
· Event: Pragmatic choice for productivity
|
· New Tech: Space Elevators
· Queued up manufacturing districts around industrial center.
|
10
|
· Anomaly: Trade ability +5%
· Anomaly: Espionage +1%
· Colonization of Mars (I was trying to find a better planet and finally went back to Mars)
· Report: Thalan have built the Temporal Entertainment Matrix
· Galactic Report: Top 5 most popular Civs with flavor text describing our situation.
· Asteroid field near Earth is built up now by the Space Mining ship and it is now moving towards another asteroid field.
· Scottinglas Scout approaches Earth
|
· Government screen unlocked. Chose Colonial.
· Research: Space Elevators Researched
|
· New colony ship sent to Artemis
· Probe ordered
|
Here are some thoughts I have on how GalCiv IV could be further improved before Beta
- Have some early game galactic achievements (pretty much every early tech should have one)
- Announce to the universe when someone has gotten it
- I really want a way to give priority to research over manufacturing over ship production. This was part of the GalCiv series going back to the OS/2 version but got lost in GalCiv III. We don’t need sliders but I want to be able to focus on one at the cost of the other two even if it’s just a single selection with a big boost.
- I really miss the flavor text in GalCiv II. Now, there’s a reason this went away – GalCiv II was English only and in the world of translations, being so wordy is hard. But I miss it.
- How quickly you meet aliens is now a setting (alien home worlds) I still feel like they’re too far apart. In GalCiv II, I met both a major and a minor race in the first 10 turns. In GalCiv III and IV, I met none.
- We gotta get that Civ list back onto the main screen before Beta.
- I want more executive orders at the start of the game.
- Every ideology option should give you something tangible (not just a stat boost).
- Policies should start on turn 1, I think we should just have a default set for each civ that players can change but leaving this empty early on is a bad idea. By turn 10, I should have unlocked 2 new policy options.
And now screenshots:
So what do you think? Let us know in the comments.
________________________________________________________
[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SUP/pages/1447493641/GalCiv+IV+Dev+Journal+Links[/confluence]