Wanna tell me what's good about Galactic Civ?

Since the board is about GalCiv2, I'll assume that the OP is talking about GalCiv2.

It's mostly a matter of taste, actually. I like space opera flavored games, so I like GalCiv2. In many respects, because of the flavor of the thing, it should really be compared to the pinnacle game of that genre - MOO2, rather than any of the Civ titles. Moreover, certain parts of GalCiv2 are calculated to appeal to a forum demographic.

Thus, the customization features of GalCiv units in terms of weaponry and defense is meant to be (and is commonly thought to be) an enjoyable pastime, not a chore. I personally enjoy keeping my secret weapons and armor techs hidden as much as possible from my enemies in order to surprise them when they initiate a war of some sort. In fact, it's sometimes advisable to field in and display obsolete or weak units of the wrong weapons and armor such that the computer is fooled into investing and researching the wrong things (and it satisfying does so, too).

It goes without saying that the AI in GalCiv is its strongest point and customizable units is an important facet of this. Moreover, creating preset units such as was done in GalCiv was met with almost universal dislike, coming off from the customizability of MOO2.

GalCiv2 is also extremely easy to control, although a good deal more could have been done in terms of flavoring the techs and in fleshing out the manual. All the controls you need to rally all your units and planets are at your fingetips. Even with large galaxies, the game remains quite manageable.

Apart from offense and defense, the game also offers customization of ships in the purely aesthetic sense, and I believe that this is a popular minigame in and of itself. People spend hours attaching doodads and hulls and fins to their ships such that they appear quite attractive in the strategic and tactical maps. There is a lack of tactical gaming, but there isn't one in Civ either, and most people in MOO2 automated their battles as well, so it's not a big deal.

I don't know that there's such a steep learning curve with GalCiv2. I found Civ3 to be much more arcane and it took me quite a while just to move to Noble and thence to Monarch. After Monarch, the game just becomes too "gamey" for me and I refused to play a harder setting.

In GalCiv2, you don't have cheating AIs most of the time, so that makes it more fun for me. It means that everything the AIs do, I could have done as well. In fact, I found the AI to be completely satisfying. They declare war when they think I'm weak, and offer tribute to placate me when I appear strong. This is more than can be said for other AIs. They also won't trade military technology, regardless of the offer, which is strange, but totally human. I know some people who will also look very suspiciously at any deal that seems too good to be true.

Surrendering to your enemies is something the AI does only if you piss it off. If you declare a war because of an alliance, and generally maintain a high approval rating (you take care of the captured planets well), they are quite likely to surrender to you!

Adjustment of the economy is also finer in GalCiv. You can completely dial down military spending to 0 and make no ships whatsoever. It's harder to do that in any Civ.

Starbase treatment was also very satisfying. No longer mere buildings, starbases in strategic locaions can be more important than entire planets and systems. Defend your Starbases!

Planetary characterization is different from city charaterization, but both are comparable. You certainly don't want to be making a Research world on your outskirts, unless you have Ruins that make it tempting enough to do so. In fact, you should occasionally shift planetary leanings, maturing your inner planets so that they provide money for your manufacturing hubs and outer planets.

For joelwest:

You really shouldn't upgrade ship design every time a new technology comes along. Most of the time, the increase is marginal in nature and not worth the trouble. As a rule of thumb, I upgrade ship design every 5 or 6 new ship technologies, and only if at least 3 of those are in the same line. Sometimes, I'll make a new ship design out of turn and start production in response to an imminent invasion, or to make a show of force to prevent an attack, but that is the exception and not the rule.
 
I love Civ IV and I love GalCiv2 (and previously GalCiv 1). GalCiv2 is amongst the best of space-based 4X games, it's right up there with MOO2.

- The AI in GalCiv 2 is very good. The AI competes by being smart and playing like a human, not by having increased production or resources along with weak algorithms. The difficulty slider in the game adjusts how smart the AIs are, not how much of a production bonus you or it get (until the super hard difficulty levels where AIs are as smart as they can be AND get production bonuses).

- Tons of customization in game setup. You can basically play on any type of galaxy you want, vs any types of opponents, and more. You can design your own custom race from all available options, including picking your starting techs, which ship styles you get, etc.

- Alignment - you can play any race to be good, neutral, or evil, and there are advantages/disadvantages with the route you take, so you have several different ways of playing any given race, even one you create from scratch.

- Design your own ships - there are stock ships that unlock with tech, but you can totally customize your own ships any way you want - all ships, including freighters, transports, combat ships. Customization not only includes picking what weapons, defense, systems you have on your ship, but there are 100's of pieces of "jewelry" you can use to alter the appearance of your ships. Players and modders have created tons of ships based on popular sci-fi out of all these parts (Babylon 5 ships, Star Trek ships, Star Wars ships, etc).

- Interesting economic model - you have a lot of control over your industrial capacity, tax rate, and how your production is distributed.

- Governors and rally points. The game has a very well done rally point system that lets you dictate where ships go, and "governors" in the game allow you to easily switch production and rally points around. For ex, you might have 5 planets making constructors (ships used to build/upgrade starbases) and decide you want them all to switch to making warships. With a few clicks you use a governor to make the switch, and never have to flit around to each individual planet. Got all your warships meeting by one planet and decide you want them to meet elsewhere? Just have a governor redirect all planets with that rally point to use the new rally point...and have a different governor have all ships enroute switch to going to the new rally point too. Very handy stuff for managing large empires, and all very simple to use.

- Tight UI, tight graphics. GalCiv 2 has very good graphics for the game genre. The UIs all present tons of info with ease and allow for easily flipping between info, along with lots of quick ways to get to your often many planets or ships. The graphics themselves are very pleasing and well done, and you can zoom the map so far in that a single, highly detailed ship fills the screen, or zoom so far out that the entire game map becomes an iconized strategic map, or anything in between, with just your mouse wheel - and it's all very smooth and seamless. And all this graphical buzz occurs with high performance and optimization - you don't need a killer PC to run GalCiv2 at high settings.

- Planets a bit more complex than in some other games. In many space 4X games, including the much loved MOO2, your planet is very abstract and just has a list of improvements you've built. In GalCiv2 each each planet is distinct with a limited number of developable tiles (and graphically the planet you see rotating in 3D on the main map is the same landmass you see when in the planet view screen - nice touch). Some planet tiles give bonuses, adding extra flavor, so you might have a planet with a super production bonus tile, or research bonus, etc.

- The trade model is pretty cool. You have to build freighters, have a limited number of trade routes (based on tech), and after you send a freighter to establish a trade route you will see your little freighters flying around the map on their routes, where they're also vulnrable to attack during war or by pirates - so instead of nebulous, invisible, automatic trading, you physically see it, can attack it, and may have to defend it. Trade can be a huge part of your income.

- Different victory paths. Like Civ IV, you can win a few different ways, including "influence", which is sort of like cultural in Civ IV.

- Rich diplomacy model. You have a lot of options for trading tech/resources and entering treaties of various types. AIs are usually smart enough to know when you're trading them junk. For ex, you might give them a tier 3 missle tech, then try to throw in a tier 2 missle tech too, and they'll make a remark about it and not value that junk tech in the trade. AIs are fairly smart about noticing you building up to attack them or crowding them with influence. AIs will come to you for help, for ex, they may notice another AI is smothering everyone in influence and tell you to watch out and/or do something about it.

- Starbases - you can control and harvest special resources or build you own starbases of several different types to boost your procution, research, influence, combat, etc. There are so many different ways you can use starbases - they give you a lot of flexibility. As you gain tech you can upgrade your starbases to make them more customized and effective.

- Awesome devs and support. You can often get responses from game devs/designers in their forums, they post a lot of dev journals and other info. More importantly, then patch the game to fix bugs and also add in new content, new goodies, user suggested changes/additions, etc. Stardock, developer of GalCiv, are very different from most game devs - they are exceptional at giving you value not only at time of purchase, but well beyond.

- Zero DRM, no CD required to play. Stardock don't subscribe to the usual brutal protection schemes other publishers use. You have to have a valid serial number registered to download patches or updates, and since they usually boost the quality of the game thru additional content and goodies in addition to patching bugs, it's in your best interest to buy a legal copy of the game. And it's glorious to be able to play a premium PC gaming title without a CD/DVD in the drive, and without any DRM carnage.

All this, and more. And there's an expansion coming on Feb 14 (or earlier, preorders are already able to download their copy, got mine today).

The expansion is:
- revising the combat model to make it a little more realistic.
- upgrading graphics quality (and also reducing memory usage)
- more customization in many aspects of the game including custom designing of your opponents, more ship goodies, and better ways to preserve your customizations between games
- new stuff like asteroid fields to mine, different atmosphere types for planets (which require tech to enable colonization)
- richer espionage model with agents you can more directly control (rather than the semi-nebulous system from vanila)
- and much more

I believe you can get GalCiv2 for $20 directly from Stardock. The expansion is $30. So for the price of a premium game you get the original premium game and a high quality expansion. Not a bad deal. If you buy directly from Stardock you can either buy download only, or have CDs shipped AND download the game immediately too.
 
I purchased Gal Civ II straight off the shelf, without having read any reviews, or any knowledge of the original. All I knew was that it would be like MoO, and that was good enough for me. Suffice to say, I also bought Civ IV around this time too, and I can honestly say that each game has had about equal play time.

The whole space based civilisation concept is great, it breaks away from this earth based colonisation, and opens up a whole new imaginative world. Unfortunately, I dislike the tech tree in this game, being so linear as it is. In fact, the linearity of the tech tree really does screw things up in my opinion. The other posts have listed the various novel elements that do really add to this game. At the end of the day, Gal Civ II feels a lot like a person can go ahead and forge their own path, while Civ IV feels a little more restrictive in some elements, because of historical correctness and all that sort of thing.

Battles can be strategic, however because it is in space, unfortunately terrain doesn't play a part. This is overcome to some extent by military starbases, which isn't very good if the fight is deep in territory hands, only good for fighting defensive in my opinion.

I do feel this is a good game, with a lot of potential, though I've yet to try the expansion. Hopefully the expansion does give a further element to gameplay, and not just "features."
 
I've seen a lot of people bash this game for the linear tech tree, but the truth of the matter is, the tech tree is only as linear as most games out there. In MOO2, there isn't an actual linear line up to Shields3/Shield Capacitors, but there might as well be since the strategic advantage of gaining it is so large.

Same for Civ 3. There isn't a preformed beeline to Republic, but in many cases, it probably doesn't matter. People beeline it anyway.

In terms of tech, the linearity is largely illusory anyway. Yes, all the beam weapons go down the same line, but you won't research them all that way all the time. It may sound a bit strange, but I do notice a bit of a bonus on research time when I research the same line tech over and over, so I'll go on a Beam Weapon research line for a time, but it can't go on forever. You need much more than just Plasma Weapons to field in a Plasma Weapons fleet. For one thing, you'll need the factories and economy to back those expensive toys up.

It's trivial to link up the tech trees so that one tech tree is necessary to open up Plasma Weapons from Lasers, but I feel that doing so unneccesarily restricts gameplay. Less requirement link ups means more options. Civ III, for example, would be a far different game if you could research Chivalry straight on a Warrior Code line, but it would only be a richer game.
 
Not really. The cities themselves may be identical, but when you look at a city, don't you consider the surrounding terrain? Don't you think of City XYZ as a (potential) settler pump, or that defensible one on the hill?

Also, what about resources? As I said above, I haven't played but a few GalCiv games, but I don't know of anything in GC that plays the same role as resources.

Sory no hills in space :lol:
 
Well just to chime in on the OP's original question. Along with a lot of what people have already written one my personal favorites things is the ship building. For whatever reason I just get a real kick from it and can sit there for hours just building ships and seeing what they can do in gameplay.

:)
 
All-in-all it has a nice atmosphere, interesting AI, and the combat system is interesting (though could use expansion), and reminds me of old school games like VGA Planets. Dark Avatar improves it somewhat overall.

My only gripe is some of the random events seem to make aspects of the game very arbitrary, and I hope CIV4/BTS doesn't fall into that trap.
 
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