|
|
|
 |

June 28th, 2004, 11:40 AM
|
Corporal
|
|
Join Date: Jun 2004
Location: Singapore
Posts: 50
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
OT? SEIV vs GalCiv
Who's played Galactic Civilizations here and can make a comparison between the two? I noticed GalCiv pics in ImageMod so I thought to ask for comments, since I play both myself.
But now I only play SEIV  Even though GalCiv has all the nice fine controls on government spending and income, and has a (far) better diplomatic model, these are the only two things I like more.
How many people here think ship design is tedium only and should be replaced by automatically upgraded ships/fleets, etc? Other than a few cases, like PPBs, that are so overpowered as to knock out all competition, ship design imho really brings out the potential of the 4X genre.
Any opinions? Flames?  If nobody replies I'll just assume then everyone's too busy playing SEIV to bother with GC
Abdiel
__________________
One turn at a time
|

June 29th, 2004, 01:32 AM
|
 |
Colonel
|
|
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: OT? SEIV vs GalCiv
GalCiv comes up on these forums once and a while, it has a few fans who like both for the different reasons you mentioned.
Now, I played it back in the OS/2 days, and really enjoyed it back then. But when Stardock came out with the shipsyards expansion pack, I was really excited -- it allowed you to design ships, instead of accepting the prefab ships the game came with. They didn't remove that function for the latest Version, did they? At any rate, color me too interested in ship design to get bored -- yes, its repetitious at times, but that just means you have to vary the design, even if it seems useless. You may discover an improved design you hadn't thought of.
The diplomacy model in the new GalCiv is much better than SE4. But I remember, in the old days, how you could just barely appease the AI, then whenever you wanted, quickly ramp up production for the kill. SE4's "suddenly mad at you for no reason" model at least keeps you on your toes.
[ June 28, 2004, 12:33: Message edited by: Arkcon ]
|

June 28th, 2004, 02:29 PM
|
Captain
|
|
Join Date: Jun 2002
Location: Texas, yall
Posts: 956
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: OT? SEIV vs GalCiv
I very much enjoy designing ships. I have a lot of fun tweaking the components and trying to find the right mix for my fleets. Upgrading is like Christmas! I take my newest toys down to the gents at the shipyard and they wrap them up in a hull for me!
|

June 28th, 2004, 04:05 PM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
Re: OT? SEIV vs GalCiv
honestly, galciv is not even half as good as SE 4 is. I dont like the research, i dont like the graphics, i dont like the colonizing, i dont like how your ships MUST pick up stuff in space. THere is just one thing that is better than in SE 4, and thats diplomacy. Everything else -> SE 4 !
|

June 28th, 2004, 04:24 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: OT? SEIV vs GalCiv
The A+ Number 1 incomparable thing that GalCiv is supposed to win at is the AI. For more years than I can remember (and thats alot of years) if you joined any serious discussion group on artificial intelligence at any professional level, mentioning games got you Galactic Civilizations as a response. Of course for a long time you couldnt see it unless you ran OS2 as an operating system.
When I heard that Brad considered Windows (XP/2000 to be specific) to have advanced enough to make it worth trying to port to then I started paying close attention and bought one of the first copies he released. *sigh* to be truthful... Im still waiting to be impressed. Brad might have waited too long to bring it to the public. It seems like he is still in "catchup" mode to other games on the windows platform. At the moment Id say he is about average (of course SEIV is well above average).
BUT since GalCiv is so completely built around an upgradeable AI engine I do still have hopes that it might be able to achieve its previous high position in that Category.
[ June 28, 2004, 15:26: Message edited by: Gandalf Parker ]
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|

June 28th, 2004, 04:37 PM
|
 |
Second Lieutenant
|
|
Join Date: Mar 2003
Location: Germany
Posts: 575
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: OT? SEIV vs GalCiv
I have started a few games, played a few turns GalCiv and was very disappointed. Am about to resell it via ebay. Maybe I have done something wrong, maybe by using a different setup (galaxy size, percentage of good planets) the game improves dramatically. Please advise or prove me wrong, I would like to have another good stragegy game - up to now, I don't think GalCiv is one.
My impressions: While SEIV has a low complexity in rules, it has a high complexity in strategy/gameplay. GalCiv has a much simpler strategy/gameplay, but the rules and mechanics are much more complex, mainly due to the fact that they are artificially complicated by hiding even the most basic informations about the game mechanics.
What sense does a complex tech tree make if there is no visual picture of the tech tree available? If, when researching, you can't even click on the buildings/improvements/ships/follow-up techs you can choose for research and get any info about them? A technical/research encyclopedia has been standard since the earliest ages of Civilisation, there is absolutely no excuse for not integrating one into this game. I am sick and tired of games which have to be played 5 times just for learning the rules instead of reading the rules and learning the strategy by playing.
This lack of information continues for the economy. While in SEIV, you can calculate exactly how much a planet with XXX population, Y happiness and your chosen shipyard rate can produce, in GalCiv everything appears to be totally random at first. Later, you see some relations, but still you are unable to plan or calculate anything. There are global sliders for production/tech/social, you get an overview about the number of produced points, but WHERE will they be available? Why has this planet 10 production points, and the other, very similar one 20? Will a certain non-ideal planet, when colonized, have enough points to offset the added costs for non-terran planets? What are the costs for bad planets, anyway? These seem to be rather erratic, too - don't even try to calculate even a single turn in advance when colonizing them.
So you start playing, colonize a few worlds, find out that colonizing worlds of quality 15 or higher is not only "recommended" as stated in the rules, but a planet with 14 is an economical disaster (can there something be done to improve it? There are facilities which improve something ("soil") on the planet by 10%, but what do they REALLY?).
Then you find out that due to the low number of planets, all the colonizeble worlds are gone after a few turns. As the distribution is very random, and also very unequal, you can usually give up after the first turns, when you find out that you cannot reach more than 2 planets from your edge of the galaxy, while the largest empire in the middle has about 10. Rinse, repeat - play a few turns, check the number of planets you are able to colonize, trash the game if again started on a galactic island with hostile planets only.
The rules are really, really bad. No numbers, facts, rules, informations about basic economy, nothing. 90% of the "rules" are informations that can be found out by reading the tooltips for the buttons on the screen. I finally gave up playing when after a fight I had a damaged ship and could not even find out how to repair it.
A pity. It looks nice, it may have potential, but it seems to be more a quick game of luck for the very casual player who does not care to know beforehand what happens when he clicks a certain button or sends a certain fleet against another. The start, where you send an exploration ship across the galaxy collecting things like shipwrecks, asteroids, and warp anomalies, giving you a number of random improvements (just don't try to find out what these actually do !), which are available in huge numbers, reinforces the impression: a nice game of chance, some kind of intergalactic bingo, but not a real strategy game.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|