Some time ago, I was involved in a debate on the official MoO3 forums on whether Galvic and MoO3 would release at the same time: A spin-off of that debate was this other guy (he was a Drengin.Net subscriber, and thus was playing the Galciv Beta), who basically said that Galciv wasn't any good, and certainly no threat to MoO3.
First, here's the (unabridged) version of what he said:
Okay...so clearly this user is rather disgruntled. Can anyone (preferably Brad , but I would certainly respect it if he didn't have the time to answer here) counter his arguments. I have always thought that Stardock were making a killer space 4X game, but he raises some valid points, and I would like to see them countered.
Asmodean
First, here's the (unabridged) version of what he said:
First let me state this...
GalCiv still has two solid months of coding to be done on it before it goes gold by their current ship date. This means there is a lot that will still change and needs to be done from the version i'm currenlty playing and what the final product will finally be like. So my current opinion of GalCiv is biased because it is an unfinished product.
Now on to why I think GalCivs gameplay is outdated.
As I stated in my last post, the element of conflict is what drives the rest of the game, wether it be doin a Genghis on the known universe or imitating neutral Belgium as panzers role through your front yard, if that element isn't something thats gonna knock my socks off then i'm gonna take my toys and go home.
Tech research is standard, you pick a technology, press 'Next Turn' till you get it. They seem to have a fair amount in the game, I haven't finished out the tech tree yet due to some late game bug problems.
Planet Developement - there are 5 governers i believe, the governers are actually your ques'. You load up your governer with different build priorities for then assign your planets under one of the governers. You can micro your planets, but I just hate that.
Population control - each planet has a moral, moral is mainly driven by your taxation level, the more crowded a planet the less moral they have, there are improvements you can build to boost moral... but the affects don't last long. Your planet gets too unhappy they can simply defect to another empire.
Economics - planets make money, improvements can help out, you set your taxation level, then you set your actual spending level seperately from that. you can also alter spending % on the 3 main areas; military(how fast you build spaceships), social(how fast you build improvements on your planet), technological(how fast you research). Those 3 areas' percantage has to total 100.
Ship building - certain techs you research give you access to a new ship. no customizing, no hairy eye ball death beam lasers, just a ship with hit points, attack/defens ratings and a move rating.
trade is simple, build a freighter send it to a planet, farther that is away from the building planet the more that trade route is worth.
so far this game isn't a micro management fest until you reach one area. Space Ships. There is no build que for spaceships that i've seen. there is no stack or group move command that i'm aware of. if you want to move 20 ships from 1 square to all the way across the galaxy you have to click the destination point for every ship.
I could get much more in depth than what i've written so far, but I feel that in all the areas that have been done before by these games, GalCiv has really not made any serious advances from the game play elements as they appear in Civ1 or MOO1. In the current state of the game I would rate it somewhere between Civ2 and MOO2 and their original games. Just with a lot of the micro management taken out.
Now where GalCiv really starts to gripe my bawlz is on combat. The play screen is one big 2-D grid. Each 'solar system' takes up one grid cell. each space ship takes up on grid cell (friendly ships can be stacked all in a single cell) You can move anywhere provided your ship has enough range to reach that grid cell. There is no interdiction, no this is my land and keep off of it or i'll treat you like an indian. ships go anywhere they please. combat is simply running your ship into his a quick calculation is done and you've either won or not.
Don't even get me started on what ground combat for control of a planet is like. They go so far as to have some random #'s to help "spice up" the action i guess. Before combat starts you have to hit the space bar, when you do so both sides have a range of random numbers it has been skipping through very rapidly. The range is based on your overall combat level. if you are way advanced it might be 15-20 while his is only 1-5. Once you hit the space bar it stops on a number on both sides and that gets figured into the overall equation i guess. It can help even things out a bit or make a tough match a cakewalk. I just can't stand the idea of having the player act to get the random number as the only innovative idea for ground combat they have so far. Otherwise ground combat resembles MOO1.
I feel that so far they have almost taken a step backwards in the evelution of this gaming genre. Or it could be they have the next latest greatest craze, it's even better than sliced bread and i'm a total yutz cuz i'm the only one who didn't like it.
BUT - they are still in developement, many features could still be missing that could improve this game. I have not been following this game so there could be features i'm unaware of.
To sum this post up.... (dontcha just wish i started with the summary so you could say screw the rest of the verbage)
Qualifier: GalCiv is in beta still, anything I have said could be totally altered, fixed or fubared even more by release.
No realy micro management unless you want to use space ships.
All tech, econ, pop, build, spy, etc. areas have their own little twist on them to make them a bit different from other games but I do not feel they have advanced in any way. Just simply made different.
Combat blows wet meaty chunks that definitely do not taste better the second time.
I paid to play their beta because I remember the original GalCiv was a pretty decent game when compared with the current crop on games like it that were out at the time. After playing this new version a while now i'm left feeling that somebody used their wayback machine to bring the old design team to the present and they haven't learned a damn thing because of it.
GalCiv still has two solid months of coding to be done on it before it goes gold by their current ship date. This means there is a lot that will still change and needs to be done from the version i'm currenlty playing and what the final product will finally be like. So my current opinion of GalCiv is biased because it is an unfinished product.
Now on to why I think GalCivs gameplay is outdated.
As I stated in my last post, the element of conflict is what drives the rest of the game, wether it be doin a Genghis on the known universe or imitating neutral Belgium as panzers role through your front yard, if that element isn't something thats gonna knock my socks off then i'm gonna take my toys and go home.
Tech research is standard, you pick a technology, press 'Next Turn' till you get it. They seem to have a fair amount in the game, I haven't finished out the tech tree yet due to some late game bug problems.
Planet Developement - there are 5 governers i believe, the governers are actually your ques'. You load up your governer with different build priorities for then assign your planets under one of the governers. You can micro your planets, but I just hate that.
Population control - each planet has a moral, moral is mainly driven by your taxation level, the more crowded a planet the less moral they have, there are improvements you can build to boost moral... but the affects don't last long. Your planet gets too unhappy they can simply defect to another empire.
Economics - planets make money, improvements can help out, you set your taxation level, then you set your actual spending level seperately from that. you can also alter spending % on the 3 main areas; military(how fast you build spaceships), social(how fast you build improvements on your planet), technological(how fast you research). Those 3 areas' percantage has to total 100.
Ship building - certain techs you research give you access to a new ship. no customizing, no hairy eye ball death beam lasers, just a ship with hit points, attack/defens ratings and a move rating.
trade is simple, build a freighter send it to a planet, farther that is away from the building planet the more that trade route is worth.
so far this game isn't a micro management fest until you reach one area. Space Ships. There is no build que for spaceships that i've seen. there is no stack or group move command that i'm aware of. if you want to move 20 ships from 1 square to all the way across the galaxy you have to click the destination point for every ship.
I could get much more in depth than what i've written so far, but I feel that in all the areas that have been done before by these games, GalCiv has really not made any serious advances from the game play elements as they appear in Civ1 or MOO1. In the current state of the game I would rate it somewhere between Civ2 and MOO2 and their original games. Just with a lot of the micro management taken out.
Now where GalCiv really starts to gripe my bawlz is on combat. The play screen is one big 2-D grid. Each 'solar system' takes up one grid cell. each space ship takes up on grid cell (friendly ships can be stacked all in a single cell) You can move anywhere provided your ship has enough range to reach that grid cell. There is no interdiction, no this is my land and keep off of it or i'll treat you like an indian. ships go anywhere they please. combat is simply running your ship into his a quick calculation is done and you've either won or not.
Don't even get me started on what ground combat for control of a planet is like. They go so far as to have some random #'s to help "spice up" the action i guess. Before combat starts you have to hit the space bar, when you do so both sides have a range of random numbers it has been skipping through very rapidly. The range is based on your overall combat level. if you are way advanced it might be 15-20 while his is only 1-5. Once you hit the space bar it stops on a number on both sides and that gets figured into the overall equation i guess. It can help even things out a bit or make a tough match a cakewalk. I just can't stand the idea of having the player act to get the random number as the only innovative idea for ground combat they have so far. Otherwise ground combat resembles MOO1.
I feel that so far they have almost taken a step backwards in the evelution of this gaming genre. Or it could be they have the next latest greatest craze, it's even better than sliced bread and i'm a total yutz cuz i'm the only one who didn't like it.
BUT - they are still in developement, many features could still be missing that could improve this game. I have not been following this game so there could be features i'm unaware of.
To sum this post up.... (dontcha just wish i started with the summary so you could say screw the rest of the verbage)
Qualifier: GalCiv is in beta still, anything I have said could be totally altered, fixed or fubared even more by release.
No realy micro management unless you want to use space ships.
All tech, econ, pop, build, spy, etc. areas have their own little twist on them to make them a bit different from other games but I do not feel they have advanced in any way. Just simply made different.
Combat blows wet meaty chunks that definitely do not taste better the second time.
I paid to play their beta because I remember the original GalCiv was a pretty decent game when compared with the current crop on games like it that were out at the time. After playing this new version a while now i'm left feeling that somebody used their wayback machine to bring the old design team to the present and they haven't learned a damn thing because of it.
Asmodean
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