I first used my "Incredible Review Machine" on GalCiv back in the day: http://apolyton.net/forums/showthrea...threadid=82017 I'm *not* going to do that this time, however. Instead, I'd like to try a more organic approach to a review --one that invites conversation and input from everybody here.
While I could try to avoid doing this, I'll likely be making Civ 4 comparisons all over the place. I think Civ 4 is a solid game, so any positive (or superlative) comparisons will speak well of GalCiv2.
I bought the Special Edition at WalMart for $39, which is pretty good considering even the on-line version costs $44. So right out of the gate, I'm pretty happy with that kind of price for a game that promises tremendous replay value and developer support.
While I'm only part way through my first game (set to Beginner just so I can poke around safely), I already have a few impressions:
* GalCiv2 is really focused on the gamer. By that I mean, for example, that all your game settings are remembered session to session ... things like which civs you choose to play against/as, the size of the galaxy, planet types, etc. (something still not done universally in Civ4). You can delete saved games straight from the load/save game directory (something you cannot do in Civ4). You can tweak such things as zoom levels, ambient lighting levels, background star density, etc. These are little things, of course, but that's sort of like saying a window seat on an airplane is a little thing...unless, of course, you're taking a long trip, in which case that little bit of added comfort and enjoyment gets multiplied by a couple degrees. With luck, GalCiv2 will be a long, enjoyable trip.
* Although I haven't played long enough to see the repercussions, GalCiv's AI "doesn't cheat" though at higher levels it will get economic bonuses. The AI sees the human player as another AI civ, for example, and uses turn-by-turn optimizations to squeeze every advantage it can without otherwise resorting to magically knowing where your units are (for that, the AI scouts heavily...something I have started to see).
* In general, the AI just seems a lot more clever than you sometimes get in Civ4. For example, if you attack a civ that happens to be a strong trading partner of your friend, that friend might get involved to protect his economic interests. Civs also surrender...to *other* civs! We saw this in GalCiv1, of course, but it's still such a great feature that it bears repeating -- yesterday I had the Drengin on the ropes, and they said something like: "O.K. You've got us beat. Are you happy? What do you want to stop your attack? We'll do anything." Well, I took his techs and a pile of cash...but the next turn, he turned around and gave his couple planets to another civ (even more clever would have been to do that before giving me anything, of course, but at Beginner level, the AI's are 'sub-normally' intelligent). While this Civ he surrendered to is my friend, the problem now is my friend suddenly has a huge boost that I can already see will cause me trouble eventually. Compare this with Civ4 where civs don't surrender no matter how silly it is not to...and what is the likelihood we'll ever see Germany cede itself to China in the Civ franchise? Next of never, I imagine. One could try to argue that the Civ approach makes the game more challenging, but that's actually quite wrong: By ceding to another civ before being destroyed, surrendering civs in GalCiv2 get put back in the pot so to speak and collectively represent a far more dynamic and interesting force rather than dull-wittedly just allowing you to grind each one down to nothing in relatively easy succession.
* AIs will also be more explicit during trades. For example, if you offer some pre-requisite techs but throw in some subsequent tech, the AI will point out things like "If I have the subsequent tech, those prereqs don't really mean anything." Again, this is a small thing but adds to the atmosphere of the game and helps fuel the illusion that the AI is rather clever (or not just dumb as a doorknob).
* The rally point system in GalCiv2 seems to have tremendous potential. You can set planets not only to send ships out to any number of rally points, but you can also have the ships set to a particular action when they get there, things like form a fleet, attack, do nothing, etc. You can then also have governors (code word for a kind of macro command) change any of these behaviors globally so you don't have to change things on a planet-by-planet basis down the road. I'm just starting to figure this stuff out, but the potential for time savings is huge.
* There are no workers in GalCiv2! I know full well this is a negative point for many Civ4 players, but I hate workers...always have. Instead, your planet starts with a limited number of usable tiles (determined by its "class"), and right from turn 1 you can assign builds to all those tiles. Build and Forget (tm). Love it. Really love it. I suppose one could argue that since Civ4 doesn't have a unit workshop so you can tweak units like in SMAC, the player has to be left with some kind of fun micro. Maybe it's just me, but the tile development scheme in Civ has always been tedious. Some forummers are suggesting that Civ4 adopt a "worker overlay" system...so you can pre-assign build orders...like GalCiv already has. What GalCiv does have, however, is the option to micro your ship builds (see next item).
* Whereas micro managing a bunch of farmers is really dull to me, GalCiv lets me build customized space ships...I mean "Customized" with a capital "C" -- you are literally limited by your imagination and not much else when putting these babies together. Stardock understood the appeal this has, not just in game play terms, but in just pure fun. For instance, the entire first tab of options are free goodies you can put on your ship for nothing more than visual appeal, things like cool looking wings, various colored lights, huge satellite dishes, etc. Where things get really tough, though, is when it comes time to outfit that ship with an engine, life support, weapons, defense, etc. I say "tough" because available space is at a premium here, and you simply cannot build that "dream ship" until you invest a LOT more time on the tech side developing better (and smaller) techs that use less space more effectively. Thus, behind all the visual fun of designing your ships, you're forced to strategize carefully about how best to use your limited space on the ships, which in turn puts a fantastic "Guns vs. Butter" strain on what areas of the tech tree you choose to pursue. For example, do you follow hull technology further to get more space or do you go for advanced tile improvement tech so you can use some of those hostile tiles on your planets? This is fun and meaningful (strategic) micro management in my opinion.
* Another aspect of the ship design thing is that the AI is superb at maximizing the rock-paper-scissors dynamic. For example, missiles are countered by chaff or ECM (electronic counter measures). Lasers are countered by shields. Mass drivers (bullets) are countered by better armor, etc. In my game last night, I went at the AI with lasers and had ECM for defense (I had seen visually what weapons he was using against my friend -- missiles). Well, I make quick work of about a half dozen of his fighters that were scattered around his planets, but his next batch of fighters were built with lasers instead of missiles, and so my ECM counter-measures were useless. This forced me back to my ship design, which I mixed up with shields and missiles of my own (easily auto-updating all designs in the queue). Thus, an interesting and strategic game of intergalactic poker ensued: "O.K., I see your lasers and raise my shield tech."
* As for the interface (something I was rather harsh on Civ4 about), I'd say GalCiv does a marginally better job at making a wealth of information easy to access. That said, there are areas to improve. For example, something simple like changing what ship your are building on a planet is too clumsy. Unless I'm missing something, you go to the shipyard, click on the new ship type, click "Done" -- but then the game dumps you out of the planet view, so you can't confirm the change. If you click "back to planet view" then you don't seem to select the new ship type. I'm assuming I'm missing something easy here, but to this point I haven't found a easy way to avoid this annoying loop. The saving grace here, though, is Stardock is so open to fan input, and Brad (the developer and CEO of the company) has worked very hard to retain ownership of the patch schedule, that things like this are almost inevitably going to improve.
* I can't yet speak to what I think is the most important comparison between Civ4 and GalCiv2 -- an interesting end game. I have read others say that GalCiv2 wins in this regard, and that would make sense when you factor in things like AIs that seems much more aware of the implications of protecting trade routes, surrendering rather than idly being slaughtered, etc. However, I lack enough play time with GalCiv2 to say anything on this point yet.
* Graphics are crisp. I *love* that you can zoom so far out that the map becomes more like an abstract board game than one trying to show off pretty 3D units. That's probably the best way to compare GalCiv with Civ4 -- Civ4 made the marketing decision to look pretty, and, in my opinion and in the opinion of those who struggle to get it to run smoothly, paid a high price. GalCiv, perhaps because Stardock doesn't have a Firaxis-like budget to begin with, made much more careful choices about how to use graphics, and these choices result in less clutter, more useful visual information, and silky smooth performance. It's a tip of the hat to the way strategy games used to be, and Stardock deserves huge praise on this point. Don't get me wrong, the fully scalable 3D shipyard functionality has that "wow" factor, but particularly insofar as those designs ultimately have very real in-game implications. That said, there are already players making rather breathtakingly elaborate ships in the spirit of Star Trek, etc. In other words, the graphic efforts were put in areas that actually mean something to the core audience and not, let's say, over-animating individual units or map tiles.
* Just a bit on the tech tree: I have seen criticisms elsewhere of the GalCiv approach, for example, of having "bland" tech names like "Missile Mark 1" "Missile Mark 2" etc. But this misses the larger point: GalCiv2's tech tree is less about major breakthroughs achieved across turns that represent hundreds of years of human history (ala Civ 4) and are more about incremental but hugely relevant improvements to technologies that occur over "real-world" weeks. There is something, for me, far more interesting in refining missile technology so I can fit more powerful weaponry on much smaller space on my ships than the largely arbitrary (and increasingly less and less realistic) techs in Civ4 where, for example, animal husbandry "reveals" horses or communism brings a food bonus. Those things seem huge on a grand scale, but something like making your missiles fit in a smaller space actually feels more intimate and realistic. It also, I would argue, makes tech progression feel a bit slower and more interesting to balance than what we see in the mega techs progressions that run out far too fast and seem too arbitrary in Civ4. So if "gameplay" in Civ4 makes the thin tech tree do wonky things there, "gameplay" in GalCiv2 keeps your tech progression tied smaller issues that collectively give the player a greater sense of accomplishment and control over how and in what areas the empire is to improve. You *feel* like the ruler of these planets, both in terms of the time scale and the decisions to be made, whereas in Civ4 you often feel like some abstracted spirit haunting the landscape for centuries.
* I should also note that in GalCiv2, there seems to be very little of the "I just researched these units and already they are obsolete" syndrome found in Civ4. Again, your ship designs and tech progression is so measured and subtle, that you'll find yourself "stuck" with certain technological limitations for a long, long time, and the focus comes back to how effectively you can design ships within those confines. If you find yourself completely outclassed technologically in GalCiv2, that's because you are REALLY behind in tech and not because the AI researched siege weapons a few turns ahead of you.
* I'll conclude by saying that I am still too wet behind the ears to declare GalCiv2 the winner over Civ4. The Civ franchise will always have that edge of providing you with techs and leaders we already know from history, for example, and there's a certain psychological power in that. Ultimately, therefore, there's a huge divide between these games --Human history over centuries or human future over weeks? Huge leaps of tech and society in a few turns or incremental tweaks of tech and society in a few hours? Perhaps it's just my age showing, but I prefer the slower, more deliberate pacing of GalCiv in this regard, so it would be unfair to say GalCiv is somehow "better" for its approach. I can say, though, that these games are worlds apart in some fundamental ways, and I look forward to gaining more experience with the game to see which one ultimately keeps my interest longer.
While I could try to avoid doing this, I'll likely be making Civ 4 comparisons all over the place. I think Civ 4 is a solid game, so any positive (or superlative) comparisons will speak well of GalCiv2.
I bought the Special Edition at WalMart for $39, which is pretty good considering even the on-line version costs $44. So right out of the gate, I'm pretty happy with that kind of price for a game that promises tremendous replay value and developer support.
While I'm only part way through my first game (set to Beginner just so I can poke around safely), I already have a few impressions:
* GalCiv2 is really focused on the gamer. By that I mean, for example, that all your game settings are remembered session to session ... things like which civs you choose to play against/as, the size of the galaxy, planet types, etc. (something still not done universally in Civ4). You can delete saved games straight from the load/save game directory (something you cannot do in Civ4). You can tweak such things as zoom levels, ambient lighting levels, background star density, etc. These are little things, of course, but that's sort of like saying a window seat on an airplane is a little thing...unless, of course, you're taking a long trip, in which case that little bit of added comfort and enjoyment gets multiplied by a couple degrees. With luck, GalCiv2 will be a long, enjoyable trip.
* Although I haven't played long enough to see the repercussions, GalCiv's AI "doesn't cheat" though at higher levels it will get economic bonuses. The AI sees the human player as another AI civ, for example, and uses turn-by-turn optimizations to squeeze every advantage it can without otherwise resorting to magically knowing where your units are (for that, the AI scouts heavily...something I have started to see).
* In general, the AI just seems a lot more clever than you sometimes get in Civ4. For example, if you attack a civ that happens to be a strong trading partner of your friend, that friend might get involved to protect his economic interests. Civs also surrender...to *other* civs! We saw this in GalCiv1, of course, but it's still such a great feature that it bears repeating -- yesterday I had the Drengin on the ropes, and they said something like: "O.K. You've got us beat. Are you happy? What do you want to stop your attack? We'll do anything." Well, I took his techs and a pile of cash...but the next turn, he turned around and gave his couple planets to another civ (even more clever would have been to do that before giving me anything, of course, but at Beginner level, the AI's are 'sub-normally' intelligent). While this Civ he surrendered to is my friend, the problem now is my friend suddenly has a huge boost that I can already see will cause me trouble eventually. Compare this with Civ4 where civs don't surrender no matter how silly it is not to...and what is the likelihood we'll ever see Germany cede itself to China in the Civ franchise? Next of never, I imagine. One could try to argue that the Civ approach makes the game more challenging, but that's actually quite wrong: By ceding to another civ before being destroyed, surrendering civs in GalCiv2 get put back in the pot so to speak and collectively represent a far more dynamic and interesting force rather than dull-wittedly just allowing you to grind each one down to nothing in relatively easy succession.
* AIs will also be more explicit during trades. For example, if you offer some pre-requisite techs but throw in some subsequent tech, the AI will point out things like "If I have the subsequent tech, those prereqs don't really mean anything." Again, this is a small thing but adds to the atmosphere of the game and helps fuel the illusion that the AI is rather clever (or not just dumb as a doorknob).
* The rally point system in GalCiv2 seems to have tremendous potential. You can set planets not only to send ships out to any number of rally points, but you can also have the ships set to a particular action when they get there, things like form a fleet, attack, do nothing, etc. You can then also have governors (code word for a kind of macro command) change any of these behaviors globally so you don't have to change things on a planet-by-planet basis down the road. I'm just starting to figure this stuff out, but the potential for time savings is huge.
* There are no workers in GalCiv2! I know full well this is a negative point for many Civ4 players, but I hate workers...always have. Instead, your planet starts with a limited number of usable tiles (determined by its "class"), and right from turn 1 you can assign builds to all those tiles. Build and Forget (tm). Love it. Really love it. I suppose one could argue that since Civ4 doesn't have a unit workshop so you can tweak units like in SMAC, the player has to be left with some kind of fun micro. Maybe it's just me, but the tile development scheme in Civ has always been tedious. Some forummers are suggesting that Civ4 adopt a "worker overlay" system...so you can pre-assign build orders...like GalCiv already has. What GalCiv does have, however, is the option to micro your ship builds (see next item).
* Whereas micro managing a bunch of farmers is really dull to me, GalCiv lets me build customized space ships...I mean "Customized" with a capital "C" -- you are literally limited by your imagination and not much else when putting these babies together. Stardock understood the appeal this has, not just in game play terms, but in just pure fun. For instance, the entire first tab of options are free goodies you can put on your ship for nothing more than visual appeal, things like cool looking wings, various colored lights, huge satellite dishes, etc. Where things get really tough, though, is when it comes time to outfit that ship with an engine, life support, weapons, defense, etc. I say "tough" because available space is at a premium here, and you simply cannot build that "dream ship" until you invest a LOT more time on the tech side developing better (and smaller) techs that use less space more effectively. Thus, behind all the visual fun of designing your ships, you're forced to strategize carefully about how best to use your limited space on the ships, which in turn puts a fantastic "Guns vs. Butter" strain on what areas of the tech tree you choose to pursue. For example, do you follow hull technology further to get more space or do you go for advanced tile improvement tech so you can use some of those hostile tiles on your planets? This is fun and meaningful (strategic) micro management in my opinion.
* Another aspect of the ship design thing is that the AI is superb at maximizing the rock-paper-scissors dynamic. For example, missiles are countered by chaff or ECM (electronic counter measures). Lasers are countered by shields. Mass drivers (bullets) are countered by better armor, etc. In my game last night, I went at the AI with lasers and had ECM for defense (I had seen visually what weapons he was using against my friend -- missiles). Well, I make quick work of about a half dozen of his fighters that were scattered around his planets, but his next batch of fighters were built with lasers instead of missiles, and so my ECM counter-measures were useless. This forced me back to my ship design, which I mixed up with shields and missiles of my own (easily auto-updating all designs in the queue). Thus, an interesting and strategic game of intergalactic poker ensued: "O.K., I see your lasers and raise my shield tech."
* As for the interface (something I was rather harsh on Civ4 about), I'd say GalCiv does a marginally better job at making a wealth of information easy to access. That said, there are areas to improve. For example, something simple like changing what ship your are building on a planet is too clumsy. Unless I'm missing something, you go to the shipyard, click on the new ship type, click "Done" -- but then the game dumps you out of the planet view, so you can't confirm the change. If you click "back to planet view" then you don't seem to select the new ship type. I'm assuming I'm missing something easy here, but to this point I haven't found a easy way to avoid this annoying loop. The saving grace here, though, is Stardock is so open to fan input, and Brad (the developer and CEO of the company) has worked very hard to retain ownership of the patch schedule, that things like this are almost inevitably going to improve.
* I can't yet speak to what I think is the most important comparison between Civ4 and GalCiv2 -- an interesting end game. I have read others say that GalCiv2 wins in this regard, and that would make sense when you factor in things like AIs that seems much more aware of the implications of protecting trade routes, surrendering rather than idly being slaughtered, etc. However, I lack enough play time with GalCiv2 to say anything on this point yet.
* Graphics are crisp. I *love* that you can zoom so far out that the map becomes more like an abstract board game than one trying to show off pretty 3D units. That's probably the best way to compare GalCiv with Civ4 -- Civ4 made the marketing decision to look pretty, and, in my opinion and in the opinion of those who struggle to get it to run smoothly, paid a high price. GalCiv, perhaps because Stardock doesn't have a Firaxis-like budget to begin with, made much more careful choices about how to use graphics, and these choices result in less clutter, more useful visual information, and silky smooth performance. It's a tip of the hat to the way strategy games used to be, and Stardock deserves huge praise on this point. Don't get me wrong, the fully scalable 3D shipyard functionality has that "wow" factor, but particularly insofar as those designs ultimately have very real in-game implications. That said, there are already players making rather breathtakingly elaborate ships in the spirit of Star Trek, etc. In other words, the graphic efforts were put in areas that actually mean something to the core audience and not, let's say, over-animating individual units or map tiles.
* Just a bit on the tech tree: I have seen criticisms elsewhere of the GalCiv approach, for example, of having "bland" tech names like "Missile Mark 1" "Missile Mark 2" etc. But this misses the larger point: GalCiv2's tech tree is less about major breakthroughs achieved across turns that represent hundreds of years of human history (ala Civ 4) and are more about incremental but hugely relevant improvements to technologies that occur over "real-world" weeks. There is something, for me, far more interesting in refining missile technology so I can fit more powerful weaponry on much smaller space on my ships than the largely arbitrary (and increasingly less and less realistic) techs in Civ4 where, for example, animal husbandry "reveals" horses or communism brings a food bonus. Those things seem huge on a grand scale, but something like making your missiles fit in a smaller space actually feels more intimate and realistic. It also, I would argue, makes tech progression feel a bit slower and more interesting to balance than what we see in the mega techs progressions that run out far too fast and seem too arbitrary in Civ4. So if "gameplay" in Civ4 makes the thin tech tree do wonky things there, "gameplay" in GalCiv2 keeps your tech progression tied smaller issues that collectively give the player a greater sense of accomplishment and control over how and in what areas the empire is to improve. You *feel* like the ruler of these planets, both in terms of the time scale and the decisions to be made, whereas in Civ4 you often feel like some abstracted spirit haunting the landscape for centuries.
* I should also note that in GalCiv2, there seems to be very little of the "I just researched these units and already they are obsolete" syndrome found in Civ4. Again, your ship designs and tech progression is so measured and subtle, that you'll find yourself "stuck" with certain technological limitations for a long, long time, and the focus comes back to how effectively you can design ships within those confines. If you find yourself completely outclassed technologically in GalCiv2, that's because you are REALLY behind in tech and not because the AI researched siege weapons a few turns ahead of you.
* I'll conclude by saying that I am still too wet behind the ears to declare GalCiv2 the winner over Civ4. The Civ franchise will always have that edge of providing you with techs and leaders we already know from history, for example, and there's a certain psychological power in that. Ultimately, therefore, there's a huge divide between these games --Human history over centuries or human future over weeks? Huge leaps of tech and society in a few turns or incremental tweaks of tech and society in a few hours? Perhaps it's just my age showing, but I prefer the slower, more deliberate pacing of GalCiv in this regard, so it would be unfair to say GalCiv is somehow "better" for its approach. I can say, though, that these games are worlds apart in some fundamental ways, and I look forward to gaining more experience with the game to see which one ultimately keeps my interest longer.
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