GalCiv 4a - game on the way to being a classic?
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Stardock Forums
Beta 4 with that "gigantic" galaxy of 12x12 had me a little worried. Especially since it would unexpectedly crash and slow down as the game progressed.
But beta 4A shows just how important the larger sized galaxies are. The game really changes and for the better.
I didn't have any crashes in my 6 hour game today.
All AI players were set to average and played gigantic. So here are my observations:
# Culture is too powerful. Once you start conquering people, you are almost for sure gona win by having culture take out everyone inside of military. Culture needs to be an alternative path to victory.
Suggestion: Instead of just factoring in overall culture look at CULTURE PER CAPITA determine the "background" culture level in sectors. No accidental culture conquests then. You have to go for it.
# Save Game Settings. I can really tell that December is when the game saves because there is a marked pause on gigantic. With the game stabilizing I would like to be able to set the auto save so that it happens less often.
# Even Bigger Galaxies. This new size galaxy really puts GalCiv head and tail above other strategy games. The bigger you make the game the more you will get hard core strategists to love the game. Then you don't have to worry so much about stuff like ship design requests.
# More setup options. If we have to play as human then let us personalize the AI more. I want to be able to set a general difficluty level and have the game set up the aliens. Or at least have the option to do that. I also want to be able to specify more behaviors for them.
# More talking from the AI. Right now the only time I hear from the computer players is when they want something. I want to hear more conversation.
# The "Eat Bugs" dialog is still there. How about have that dialog do an analysis of what that player thinks of us?
# Fleet suggestion: When a fleet kills a ships all the ships in the fleet get the experience / the # of ships.
# More modules. I would rather have more star base modulees that don't do very much than to have fewer ones that do more because then I always can do something to improve my star bases which keeps the game flowing.
# Did I mention that bigger galaxies would be a good thing?
# The end screens need work. 6 hours of work and the summary was pretty generic and the numbers pretty meaningless.
# Bugs with data. "Most powerful ship: Freighter" Huh? How can a freighter be that powerful?
# Bugs with minor races: How can you tell what your relations with a minor race is?
# all the minor races are gray.
# Looks like the news about social events is fixed in 4A. Good. That was a major pain.
# Need some explanation on propaganda on the details screen.
# I can still flatten any computer player with destabilization
# Espionage and Destabilizing are BOOOORRRINNNG. I am not saying I need to be able to pick from a list of activities or something but I want to see more happen as a result of spending money on this.
# AI is still too oblivious to my attacks. If I park a transport near by and don't move it for a few moves that should make them nervous.
# Still need some work on the flow of battles.
# I want an option to have the computer players actually play out their battles in full.
# Need more UP issues soon. When are these going to come? Same for the random events and anoms. Need more variety.
# Like above, need more flavor test in the game for the ai.
# Like above, need the wonders to have more to them than just improving X by Y percent. Other than eyes of the universe, they all seem kind of generic.
Keeping all this in mind, I think GalCiv is going to be the top turn based strategy game of 2003. I'm looking forward to MOO3 but I think GalCiv has the edge. And I think if the things I mention here are looked at and addressed it'll be even better.
But beta 4A shows just how important the larger sized galaxies are. The game really changes and for the better.
I didn't have any crashes in my 6 hour game today.
All AI players were set to average and played gigantic. So here are my observations:
# Culture is too powerful. Once you start conquering people, you are almost for sure gona win by having culture take out everyone inside of military. Culture needs to be an alternative path to victory.
Suggestion: Instead of just factoring in overall culture look at CULTURE PER CAPITA determine the "background" culture level in sectors. No accidental culture conquests then. You have to go for it.
# Save Game Settings. I can really tell that December is when the game saves because there is a marked pause on gigantic. With the game stabilizing I would like to be able to set the auto save so that it happens less often.
# Even Bigger Galaxies. This new size galaxy really puts GalCiv head and tail above other strategy games. The bigger you make the game the more you will get hard core strategists to love the game. Then you don't have to worry so much about stuff like ship design requests.
# More setup options. If we have to play as human then let us personalize the AI more. I want to be able to set a general difficluty level and have the game set up the aliens. Or at least have the option to do that. I also want to be able to specify more behaviors for them.
# More talking from the AI. Right now the only time I hear from the computer players is when they want something. I want to hear more conversation.
# The "Eat Bugs" dialog is still there. How about have that dialog do an analysis of what that player thinks of us?
# Fleet suggestion: When a fleet kills a ships all the ships in the fleet get the experience / the # of ships.
# More modules. I would rather have more star base modulees that don't do very much than to have fewer ones that do more because then I always can do something to improve my star bases which keeps the game flowing.
# Did I mention that bigger galaxies would be a good thing?
# The end screens need work. 6 hours of work and the summary was pretty generic and the numbers pretty meaningless.
# Bugs with data. "Most powerful ship: Freighter" Huh? How can a freighter be that powerful?
# Bugs with minor races: How can you tell what your relations with a minor race is?
# all the minor races are gray.
# Looks like the news about social events is fixed in 4A. Good. That was a major pain.
# Need some explanation on propaganda on the details screen.
# I can still flatten any computer player with destabilization
# Espionage and Destabilizing are BOOOORRRINNNG. I am not saying I need to be able to pick from a list of activities or something but I want to see more happen as a result of spending money on this.
# AI is still too oblivious to my attacks. If I park a transport near by and don't move it for a few moves that should make them nervous.
# Still need some work on the flow of battles.
# I want an option to have the computer players actually play out their battles in full.
# Need more UP issues soon. When are these going to come? Same for the random events and anoms. Need more variety.
# Like above, need more flavor test in the game for the ai.
# Like above, need the wonders to have more to them than just improving X by Y percent. Other than eyes of the universe, they all seem kind of generic.
Keeping all this in mind, I think GalCiv is going to be the top turn based strategy game of 2003. I'm looking forward to MOO3 but I think GalCiv has the edge. And I think if the things I mention here are looked at and addressed it'll be even better.