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Galciv v MOO3

Galciv v MOO3

I have played quite a few hours of the Galciv beta and MOO3 and offer the following observations:

1) I like designing ships and seeing how they perform in combat, especially in combination with others ship designs. Galciv does not have that feature. MOO3 does, but the combat animations are so small it is difficult to tell what weapons/defenses are working well or not. I understand that the Civilization-type combat is a design decision and not a defect, but I would really like to see the ship design/tactical combat option added to Galciv with perhaps a "quick combat" option like Age of Wonders has and Warlords 4 will have. I realize that means some serious AI programing, but why not ask?

2) MOO3 has one of the most frustrating interfaces I have ever seen. Many clicks are needed to perform the simplest and most routine tasks. Not so Galciv, which is much more intuitive.

3) MOO3's so-called "manual" and "encyclopedia" are also among the least informative I have ever seen. They tell you everything you can figure out for yourself, and nothing you need to know from a manual. Galciv's beta documentation is far superior.

4) MOO3's AI colonizes well but that's pretty much all it does well. The MOO3 AI does a reasonable job of managing economics on a colony, but it always wants to trot out troop ships and single ground units even from planets that can spit out 5 or 10 ground units in short order, and which should be building larger ships. You have to go through the build queues every turn an purge unwanted units (which takes time given the poor user interface) Galciv's "governor" build queues are a much more intuitive and responsive way to avoid late-game micromanagment. Galciv's "enemy" AI is so far superior from MOO3's that it is not a comparison.

5)MOO3 has multiplayer and Galciv does not. So what. I can't imagine many people having the time and patience to play the 300-400 turns you would need for a MOO3 multiplayer game. Who can take off a week just to play a game?

With some improvements to the AI, MOO3 could actually turn out to be a reasonably good game. However, the Galciv beta is already a much better game overall, and I would expect the gold version to be ever more superior, let alone the year's worth of updates and improvements that can be made with the benefit of lots of user feedback.
3,312 views 32 replies
Reply #26 Top
To be honest, I have made progress on that front. I find having a ton of health issues has taught me patience to a level I never imagined I would experience. Cope or self distruct, :) I have no children and I am sure they are eternally grateful. Good night all.

~SDC~
Reply #27 Top
Elrikk--its not chicken to pause and think in games...thats what strategy is for. The alternative is the (by now) heinously overused and worn out RTS clickfest genre. Wampyre is not my real name but since my normal "handle" is WEREWOLF (long story) and suppossedly that nickname was already taken on this board, I chose wampyre...using the archaic spelling just case vampire was already taken as well.
I myself am still working to develop more patience..but i find I dont have time for it.
;)
Reply #28 Top
I really enjoy a good turn based game. Disciples II gave me many hours of fun. And the option to play hotseat games with someone was nice, Good while my house mate and I were cleaning house. Of course real time has it's place to. But always with game speed adjustment option.

~SDC~
Reply #29 Top
I've never been able to get into realtime strategy games. To me, "realtime strategy" is an oximoron, the strategy elements are generally "lite" and they lean more towards tactical than strategic. If I'm going to play a clickfest game, I'd rather just have one character/vehicle to control. When I think of a strategy game, I really just want to THINK and be able to do it totally at my own pace while I sip coffee, etc.

--Soulfire
Reply #30 Top
Realtime (more precisely, continuous...) strategy can be done; it's just extremely rare. "The Ancient Art of War", for instance, achieved it by having TWO "scales": a strategic map, in which you moved around squads (up to 14 guys per squad, and at most a mere 20 squads between you and enemy) that, when they got near, fought on a tactical map with only pretty general orders available ("archers attack", "knights hold" for instance). Battles were over pretty quickly, strategic movement was slow, and new unit training was was very slow if allowed at all. Basically, you had to think about where squads should be, and make sure you weren't overtaxing them (supplies, condition both mattered) but reaction time didn't really matter.

Europa Universalis was also a continuous-time game with a decent amount of strategy, but certain interface malfeatures (inability to at-a-glance determine which province needs tax collectors, et al), silly rules (e.g. every time one of your moving armies gets attacked by ONE soldier, it has to start the entire movement all over again), a truly bizarre diplomatic system (for instance, sometimes making it easier to form alliances with nations that HATE you instead of historical alliances with +200 nations... not to mention that bribery was a strictly one-way-street; the AI never gives such gifts to the human player), and AI cheats (no naval attrition) /really/ turned me off.
Reply #31 Top
The real time strategy games that have sucked me in for the long haul would be best discribed as Real Time Tactical. Stronghold Crusader and Warcraft III. With a lot of thinking in Warcraft determining the best places to make a quick save. Or save Q, R, S, etc. GalCiv in concept at least seems totally capable of providing as deep or shallow an exorcice in strategic thought as we are up to. Of course I am assuming it has multiple save game abilities. But this is a type of endevore that I would rather tackle in one fell swoop, taking my lumps all the way.

~SDC~
Reply #32 Top
I got turned off of tradition RTS (tankrush/elfrush/wizard rush etc about 3 years ago, after the 10,000 th RTS game. I loved original Dune 2 and the original warcraft:orcs vs humans; even Warcraft 2. But after C and C it went stale for me as they all looked and played the same. Then, when graphics improved, they looked better...but played the same. Even Age of Mythology, which blew me away graphically, went back to Electrobics Boutique when i realized (except for a god power or two) it was the same as all the others. The fact that I could send lightning bolts down on my enemies or lay waste to their crops was overshadowed (for me) by the fact it was still a "build as many big-time units as you can and rush" game. And, I believe the AI cheated like crazy..popping units out like muffins from an oven. Simply no fun for me so I take a pass on almost all "RTS" games.
Title such as Medieval are different....I love that game. So its not real time per se but RTS that I cant handle anymore.