Great Game: and initial imrpessions

Great game! Glad to see someone is out there developing a space empire game--and actually shipping it! I hope you will take the following coments in the spirit in which they are offered (not meant to offend or upset, but honest observations offered to improve a game a license to which I now own).

The economics and government models do not seem correct. Even modest expenditures outstrip even a 60 or 70% tax rate. Under these circumstances, a civilization does not expand into the stars--it collapses (e.g., the Roman Empire, the former Soviet Union) Freedom, and low tax rate, means a growing population and blossoming economy. High tax rate and totalitarian government should mean negative population and economic growth, unless there are mandatory breeding and work programs, and genocidal policies towards one's own population. I am not sure these factors (economic output, poopulation growth, type of economy and type of government) are working together properly to impact the game and interact with one another.

Also, it is not very clear what, if any impact, the various researched technologies have on the game. And early in the game, the space debris is too plentiful and leaves the advancement of a race up to complete chance, which is illogical. Why space debris at all? Or why not just a little space debris? Finding the best colony planets is ample incentive for players to explore the map. I like the idea of certain planets having native species, and other bonuses, but there is too much space stuff impacting the game, and it makes it less of an empire management, and more of a 'click-fest' for space junk and anomolies.

The government types seem overwhelmingly skewed to populist. That seems where I end up, regardless of whatever else I do. It does not seem to reflect the efficiencies and possibilities of a fascist government (witness the productive capacity and popularity of nazi germany) or the productive capacity and ability of a capitalistic/democratic government/economic system to produce extremely happy citizens.

The simplistic value-judgment-driven random events (e.g., your population comes down with a plague. you can let them all die and gain 50 million credits from the ooze of their blistered skin, or spend 500 million to save them)--what does this add to the game? I think it detracts. The way a person spends domestically, his economy and government choice will determine what kind of empire he is running.

There are some incredibly simplistic explanations of game mechanics in the game (as your population grows, so with your citizen's disatisfaction, because there will be more people using the same resources). This sort of 'explanation' does not help anyone play the game or figure it out, and I certainly hope it is not a basic premise used in determining the evolution of the empire. The history of human civilization is the history of greater population density, and greater technology resulting in a better use of resorces, and the discovery of new ones, leading to a better quality of life for EVERYONE, even though there are finite amounts of any resource. It is not a simple mathematical formula (more population=more disatisfaction), as stated in the in-game screen.

The game should be about good planning and making the most of opportunities (and some luck), not about how much good space junk I can find, and whether my value judgments about poltics, aconomics, and morality match the developer's.

Also, there are a monster amount of typos throughout the game.

Again, I know some of these comments seem a bit harsh, and I do wish to congratulate you on a fantasic beginning to what may be a great finsihed game. Just some suggestions.

Where can I send specific bug and typo reports? :D
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Reply #1 Top

I agree with your comments about a facist government.
It would make an interesting game and you should be able to create a facist government; but no matter what you do you do end up with the populist Federation.



The Stardock developers do monitor the forum.
Reply #2 Top
Again it seems here that you want a space empire simulation, not a space empire GAME. It seems I may be the big minority here, but being a huge fan of board games such as Twilight Imperium, I like it when the game is complicated enough to keep my interest, but not so complicated that it becomes a hassle to play. I think that Galactic Civilizations has done this wonderfully.
I don't know why, but everyone else says they have major problems controlling their economy. I have never had this problem. Even with staying at an Imperial government the entire game I can prevent myself from ever going into the red. And it DOES get a lot easier to make money the "better" government you go to.
The anomolies don't really affect the game so much... I can find 10 espionage increasing anomolies but that doesn't mean I'm going to start focusing on espionage. The only anomolies I actively seek out are the asteroids, and even then only early game to get the extra ships. I will agree that in some games there are too many anomolies, but I still don't think it impacts the game in a negative way. The AI used to never even pick any up! Now that was unbalanced...
As for the random events, it has already been said that all they are there for is so you can choose to be good or evil. That's all. Making choosing between alignments any more complicated than this is a bad idea. If I want to be good but still have a military victory, I should be able to.
And maybe you ignore the fact that the most populous countries on earth DO have a big problem with morale. Just because we are from a rich part of the planet doesn't mean that the entire planet is satisfied.
I guess what I'm trying to say is that you have some good points, but I think a lot of the things you have problems with are things that are essential to what make this game different from the rest, and as I've said before, I like the board game feel of this game...
Reply #3 Top
I do not have any problem with cash flow. I just agree that playing with different governments could be fun. When you play evil the ulitimate forum of government could be a Facist State, it would fit well with the all ready existing evil technology tree.

You have systems when you are evil and building spy techs, secret police and you expect to win a popular vote ? When you go the evil way instead of researching the Federation, you research the 4th Riech. Very Cool.
Reply #4 Top
I think the distinction between a space empire simulation and space empire game is false. Even the simplest game in this genre is a simulation. Since we are using computers about 5000X more powerful than we used 30 years ago to land on the moon, simulation details ought to follow logical premises. Thats all I was trying to point out. I mean, if the game isn't a simulation, why space ships and technology? Lets just play video marbles and call it "Galactic Civilizations." See my point?

I also disagree that my points are what make this game 'different' or 'special' I mean, they were criticisms. I dont want an overly complex game, either. But it ought to be a strategy game--and it bills itself as a very malleable game, once you can win and play in a variety of different ways. In essence, I stand by previous comments. As it is, it is a playable game, but it still needs some work--work on some of the things I raised in my prior post.

I feel the need to comment on these observations:
" As for the random events, it has already been said that all they are there for is so you can choose to be good or evil. That's all. Making choosing between alignments any more complicated than this is a bad idea. If I want to be good but still have a military victory, I should be able to.
And maybe you ignore the fact that the most populous countries on earth DO have a big problem with morale."

First, I reiterate, the simplistic moralism of some of the random events detracts from the game, and yes, makes it seem simplistic and board-game-like.

Second, populous contries today have morale problems for lots of reasons. That usually has to do with oppressive government or a newly demobratic government emerging from a genereation of communism. Or, for example, the African or South Americna countries, who are impoverished, corrupt distatorships.

At any rate: these are my observations and wish lists for the games. If the game is released as it is, it will find an audience, but I wil only be an occasional player. That doesn't mean that many others, looking for a much simpler, less consistent game, will not be very pleased. ;)
Reply #5 Top
GalCiv is designed to feel more like a board game (like Twilight Imperium which is what I describe GalCiv as to my friends - "A computer version of TI..").

The goal is to provide game rules that are as clear cut as possible. Hence, why we have simplistic battles and moral distinctions.