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Draginol
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From a gameplay point of view, GalCiv is very different from MOO. It's more similar to the Civ style of games.
For instance, there are no "star lanes". Ships can travel anywhere they'd like.
Also, GalCiv has no tactical combat, it's all at the strategic level.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:24
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quote: Originally posted by Draginol
From a gameplay point of view, GalCiv is very different from MOO. It's more similar to the Civ style of games.
For instance, there are no "star lanes". Ships can travel anywhere they'd like.
Also, GalCiv has no tactical combat, it's all at the strategic level. |
There are no starlanes in MOO. In MoO3 yes. MoO2 I don't know.
As I understand, the focus in MoO is more on building ships and ship-design, whereas in GalCiv it should be more on empire management (of course both have techs to choose from, strategic considerations on which planet to colonize, whether to be peaceful or not etc.), with an emphasis on different kinds of victory available?
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Draginol
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Probably one of the biggest things about GalCiv's gameplay is that there are really multiple paths for victory.
And I mean REALLY multiple paths. You know how often times Game X will make that claim but when it comes down to playing the game, it's either almost impossible to win through any other path than conquest or it's just very tedious to win through any other method than conquest.
In GalCiv you have cultural conquest. Civ3 has culture in it too but the two models aren't similar other than using the term "culture". IN GalCiv civilizations have very measurable culture power and can build star bases that magnify their cultural influence in a given sector. If you get enough, alien star systems under your sway will defect.
But it's not vague stuff, players can see the actual cultural statistics in a sector or globally so you can see how close you are to succeeding and galactic sector ownership is based on this influence.
So for starters, you have the usual "conquest" method or you can play the game in a quasi-sim city fashion and build up your civilization's non military assets and try to conquer the galaxy culturally. I.e. building constructors and sending them to star bases to upgrade them.
You also have the technology victory. While the GalCiv tech tree is huge, it's not infinite. If you get to the right technologies, you can literally moe to the next level of existence and win that way.
There is also a political victory. That is, ally up with other civilizations and win that way.
There is NOT a "vote yourself winner" in the United Planets. We chose not to do that since we felt that it is a little anti-climatic to just win or lose because someone got enough votes on a dialog. The United Planets is very powerful though and can make significant game play changes based on the resolutions that are passed.
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