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Exclusive Galciv Screens, Part 1
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Exclusive Galciv Screens, Part 1
Co-Founder, Apolyton Civilization Site
Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
giannopoulos.info: my non-mobile non-photo news & articles blogTags: None
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Hey, is that a starbase in deep space in screenshot one? I like to have those.(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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To be fair, while arguably the GalCiv graphics are simpler than the Moo3 visual offerings, I personally like the GalCiv style a lot more."The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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Looks pretty cool! The depth of the game comes through in the screenshots.
I've been following GalCiv for about a year now. Mostly the design discussions on the Stardock forums. Some things I liked some I didn't. But on balance. . . seems pretty solid.
I remember back a decade ago hearing how the previous version had really good scripted AI. Good AI is Always appealing! I would've participated in their open beta, but my comp is pretty slow these days. But I'm going to get a new one soon, so I'll be able to see for myself when its released. Can't wait!
Thanks for opening the forum BTW, Very timely. Although I think you should've waited a few weeks just to cheeze off GP!Project Lead for The Clash of Civilizations
A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
Check it out at the Clash Web Site and Forum right here at Apolyton!
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You'd do us all a favour digging up anyything and everything by Brad Wardell you can find. He's great."The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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Originally posted by Draginol
From a gameplay point of view, GalCiv is very different from MOO. It's more similar to the Civ style of games.
For instance, there are no "star lanes". Ships can travel anywhere they'd like.
Also, GalCiv has no tactical combat, it's all at the strategic level.I love being beaten by women - Lorizael
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Originally posted by Draginol
From a gameplay point of view, GalCiv is very different from MOO. It's more similar to the Civ style of games.
For instance, there are no "star lanes". Ships can travel anywhere they'd like.
Also, GalCiv has no tactical combat, it's all at the strategic level.
As I understand, the focus in MoO is more on building ships and ship-design, whereas in GalCiv it should be more on empire management (of course both have techs to choose from, strategic considerations on which planet to colonize, whether to be peaceful or not etc.), with an emphasis on different kinds of victory available?Clash of Civilization team member
(a civ-like game whose goal is low micromanagement and good AI)
web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)
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Probably one of the biggest things about GalCiv's gameplay is that there are really multiple paths for victory.
And I mean REALLY multiple paths. You know how often times Game X will make that claim but when it comes down to playing the game, it's either almost impossible to win through any other path than conquest or it's just very tedious to win through any other method than conquest.
In GalCiv you have cultural conquest. Civ3 has culture in it too but the two models aren't similar other than using the term "culture". IN GalCiv civilizations have very measurable culture power and can build star bases that magnify their cultural influence in a given sector. If you get enough, alien star systems under your sway will defect.
But it's not vague stuff, players can see the actual cultural statistics in a sector or globally so you can see how close you are to succeeding and galactic sector ownership is based on this influence.
So for starters, you have the usual "conquest" method or you can play the game in a quasi-sim city fashion and build up your civilization's non military assets and try to conquer the galaxy culturally. I.e. building constructors and sending them to star bases to upgrade them.
You also have the technology victory. While the GalCiv tech tree is huge, it's not infinite. If you get to the right technologies, you can literally moe to the next level of existence and win that way.
There is also a political victory. That is, ally up with other civilizations and win that way.
There is NOT a "vote yourself winner" in the United Planets. We chose not to do that since we felt that it is a little anti-climatic to just win or lose because someone got enough votes on a dialog. The United Planets is very powerful though and can make significant game play changes based on the resolutions that are passed.
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It doesn't really look like MoO 2, it looks better.(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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