BiffMan

BiffMan

Joined Member # 615423
0 Posts 3 Replies 4,950 Reputation

I'd have to say yes, because you're getting more than just GalCiv. You also get access to all their other games (TCM being an astounding one). If you just want GalCiv, then you can order just it online (mainly for convenience and speed) or take your chances in the stores. ~SDC~

2 Replies 183 Views

MrChoke - It's not so much a matter of two different views as much as a matter of imagining what happens after the human player loses. In real life, when the human player loses, the game's over, regardless of the state of the rest of the empires. But you can imagine what your loss would mean to the rest of the empires: A) If they're all allied with each other, they defeated their last obstacle (you) and went on to an alliance victory. B) If there's still more than one AI civ left a

20 Replies 619 Views

Well, I'm not higher up the food chain, but yes you can turn off non-conquest victory methods. You can only do so during game setup however. Not sure if that's what you were asking for, but any of Brad's example games show the game setup screen and you can see buttons on the lower right for turning off Culture, Technology, or Alliance victories. http://www.galciv.com/examples/5/new-2.jpg ~SDC~

8 Replies 443 Views

Mr Choke - Technically the AI could win an alliance victory against you. If at the time that they take you out of the game, all of the remaining AI players are allied with each other, then while the game has ended for you, you could also consider that the all of the AI "won" versus them hypothetically continuing to slug it out amongst themselves. Of course that's all just a drawn-out way of saying that the human player died/lost... ;) ~SDC~

20 Replies 619 Views

Well, think about it. You can only have an alliance victory if you and your allies are the only people left, right? So if the AI has managed to totally ally with each other, but not with you, then that's the same as you being allied against everyone except the Drengin or someone. So, as Lucky Jack said, from the human perspective an AI alliance victory (or any other sort) is kinda irrelevant since it'd involve a loss on the player's part. What is nice though is that at least

20 Replies 619 Views

Yup, difficult to win, yet still satisfying to win on the lower levels as well. It's a good example of the "human-like" AI that Brad often talks about that in TCM the higher levels are hard to win precisely because the AI doesn't worry about marketing at the lower levels... Much as I often don't worry about marketing at the lower levels... ;) But once you have the AI exploiting all available options and doing so much more relentlessly than your average human... Whooo boy! <BR

6 Replies 436 Views

Oh, and the fact that Brad's making the game. I'm so glad that he's hung in there all this time from the original GalCiv, Entrepreneur, Business Tycoon, The Corporate Machine, and then the new GalCiv. At each step, he's set the high water mark for quality of the current crop of games. Sure I play other games and frequently hop from game to game (short attention span and such), but I never have to give a second thought about picking up the latest StarDock game and that's an increasingly rare t

14 Replies 545 Views

AI. The fact that I feel like I'm playing another person. Either one with failings (lower levels of AI) or one who impresses me (higher levels) with a strategy that slowly unveils itself... "Oh, *that's* what they were up to all this time... crap." It's like playing with a couple of friends who are always available whenever you want to play and don't mind starting over if your opening position stinks. ~SDC~

14 Replies 545 Views

Yuri - They are handy in that you at least don't have to setup the production on each planet seperately (it'll default to a governor unless you change it) and that it's only for the social production items. I've found that for me at least, I rarely want to alter the build order of social production items except for cases of low quality vs high quality planets and that's where the multiple governor profiles are handy. You'll quite often want to put a planet to producing the latest trade good, a

24 Replies 1,521 Views

Yeah, the strategy in TCM is very understated and it's the sublties (much as with GalCiv), especially at the higher AI levels, that really make the game something special. Both games have a nice and refreshing board game feel to them and knowing that the AI is up against the same issues you are really makes the difference for me in the long-term playability of the game. Real life tactics work as you'd expect and as often as I've undercut the AI's prices to drive them out of a market, it's actu

6 Replies 436 Views

Grifman - Are you sure about that? I hadn't seen any mention of content differing depending on buying the game straight or through Drengin, so was wondering if you had heard something new. Thought the whole point of Drengin was to have access to all of Stardock's games, not to necessarily get more content on them. All of the extras for TCM are available to everyone for example. ~SDC~

7 Replies 269 Views

Ion Stream - Correct. If you leave GNN prompts on for when a planet has finished construction, it'll go straight to the planet detail where it'll have automatically selected the next item on the build list, but you can change it to something else right then or at any time you want. Handy for wonders and trade goods and such. After that item is created, the governor will then select the next item on the list again and you can over-ride that if you wish, etc. The governor's just going

24 Replies 1,521 Views

Ermmm... But of course GalCiv is full and complete without the bonus pack. Heck, it's pretty well full and complete in the latest beta. MOO3 was hardly playable in it's 'final' status. Is there a problem with getting a full, complete, and polished game and then later getting additional content if you want? ~SDC~

36 Replies 857 Views

Welcome aboard, Kakupacal!! Had a similar experience with MOO3. There's a decent game buried somewhere in there and I spent a good deal of time learning the game, but GalCiv just screamed "fun" in the first few minutes. Still has its own learning curve, but it was a much more enjoyable one, that's for sure... ~SDC~

3 Replies 319 Views

Okay, gotcha. I know I'd traded the alliance tech before, but guess I must not have dropped back by to see if the option had appeared or not. Speaking of tech giving, do two AI civs both have to have the tech in order to make an alliance between themselves? Just wanted to check if they were playing by the same rules or if they were able to fudge an alliance if their relations were close enough. Thanks for the responses, should make things much nicer now that I can actually al

5 Replies 277 Views