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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:29
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It's easy to submit all your scores on one day. Play, don't submit. Repeat and rinse 6 times. Then, submit all on the same day.
As for getting 60k pts, that's feasible if you want to play conquest games, use cheese tactics, and whatnot. The scoring system is why I stopped submitting games to the metaverse, not why I stopped playing. I think there is no reason to grant more points to a game than another and think no scoring system is worth anything.
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Death 2000
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Vancouver, Washington
Nov 2001 time: 21:29
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The only thing that's keeping me away from Galactic Civilizations is TBS airing Zoolander every weekend, and Hidden & Dangerous II. But I just finished my first game, so it hasn't been keeping me away "that" much.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:29
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Playing on levels above average give a different experience because the ai will start getting some trade goods/wonders. On maso, it's got huge bonuses and won't trade for money, so you get a very different challenge on higher levels.
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okblacke
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quote: Originally posted by Hywel Dda
Fair enough, perhaps, but the problem is I've not felt sufficiently engaged at the lower levels to want a bigger challenge. I've played at normal level for ages and still get the idea I don't really know what's going on even though I keep winning. This lack of feeling that I know where I am makes me afraid to progress and try new things. Perhaps this is why the game keeps getting shelved (though I keep going back to it!) |
That sounds like my experience.
I've played maybe a dozen games, from beginner all the way up to sub-normal and I don't feel like I've learned much.
* I've learned that I have to be militarily superior or at least very near the top because otherwise the AI will declare war on me. Diplomatic "accidents"--the kinds that cause wars--only happen to weak societies.
* I've learned that there's no way to sense from the game experience what effect an improvement or tech has had, or why a stat (like planet morale) is where it is. I can sometimes dig around and find the effect, and I'm sure I could research it on the 'net, but from the game, there's nothing I can point to (other than class size and population) that explains to me why planets are the way they are (in terms of morale, production, income, etc.).
* I've learned that my economy will ebb and flow, without reason or explanation, and that this will sometimes be dramatic and drastic, such as going from a surplus to -200 in one turn.
* I've learned that, even if my planets are producing nothing at all militarily or socially, turning up research always reduces the amount of money available to me, and that resources not spent building something are wasted.
* I've learned that the difference between good and evil is subtle, and has nothing to do with empire management. I have noticed the UI change and, when good, I noticed a discovery that was tied to a person who would "not have been allowed to survive in an evil society".
* I've also learned that the good is always bad for you (at least at first) while bad is always good for you.
* I've learned that no matter how many "research" resources I control, I'm never going to win a scientific victory before winning by influence.
* I've learned that minor races can build any wonder at any speed and maybe it's better just to let them build them all and then conquer their system.
* I've learned that space is really pretty small, and good thing, because shuffling those constructors around gets real old, real fast.
* I've learned that space is also sort of bland, and that one planet is pretty much the same as the next, and the various life forms that populate it (like worms or cavemen) only seem to exist when a planet is founded, take their toll on population or morale, and then move on.
It's probably more indicative what I haven't learned. So far I've built every upgrade available, except for some starship upgrades. In my last game, I skipped most morale upgrades without much negative effect. I see that most people who play the game don't build any social but economic upgrades and trade goods; since there's no really satisfying means of feeling what an improvement does, there's no way of knowing what one is doing.
I do like the game; but I very much want to like it a lot more. Probably the worst aspect of Civ is the way it reduces great and wondrous civilizations to paper pushing--and the best aspect of Civ is when it gives you some small sense of epic history.
GalCiv has the sci-fi penalty: We don't automatically relate to technologies and civilizations (might make a great unofficial mod to set it in a particular "universe", tho') so the game doesn't resonate as much as Civ can.
I'd like to see it exploit that freedom instead of just suffering it. Give me a multitude of ethnicities, space gypsies, a pirate's lair (not just pirates), rebellious androids, let me build a stargate, let the United Planets have a starbase, let me terraform earlier on, or build a planet (a cool MOO 2 feature). Hell, get wild, let me build a farm in space to collect cosmic rays, infest one of my space stations with tribbles, have someone come from a future--or past!--time with some kind of technology, give me religion and metaphysics (for better or worse) and evil corporations and trade federations with teeth, give me a good and evil and warriors who follow those causes, give me unique resources which do something different than just boost this stat or that stat.
In short, make me feel like I'm part of a galactic empire, and not looking at a telephone switchboard.
Especially in single-player. An SP game needs to be more interesting and less mechanical than a multi-player game.
Not to undermine the entire premise but slow down expansion and make it less about moving people from point A to point B, and more about convincing the people at point B to join up with the people at point A. Then the Good versus Evil questions need not be so artificial.
OK, rant over.
[ok]
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foxfire4321
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GalCiv just ended up falling into the dustbin (or in this case File Partition) of Apathy. It is a decent game, and better than the other space 4X games that came out at the time (i.e. MOO3)... but it lacked any real staying power. Unless you mod the game it is pretty much the same strategy ever time. As others mentioned, it lacked the personality of the Civ series and didn't bring anything truely interesting to the table with regards to the SciFi element.
Ulitimately the game succumbed to much better games on my HDD, such as SMAC/AX (oldie but goody), AoW:SM, and SimGolf (not a TBS, but one of Firaxis's best games).
The real appeal to GalCiv for me was it was one of the few games out there now without that stupid copy-protection device of having to have the CD inserted to run the game, I admit that this kept it running for a while longer than it probably would have otherwise.
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