Hello all. I played GalCiv2 extensively, and I've also played the GalCiv3 alpha. While I have many wonderful ideas on how to improve GalCiv3 that would improve strategic gameplay (at least in my not so humble opinion), I also have a suggestion that, while it would change gameplay, it really wouldn't have any effect on the outcome of any particular game (at least not on a strategic level).
When I envision myself as a galactic leader, I don't picture myself in a room looking at a viewscreen with a civilization laid out in front of me. Instead, I picture myself in an office, or on a balcony overlooking a parade of armed forces, or touring an alien world on a diplomatic mission. I am fully immersed in the experience of running a civilization, as a person. I think a lot of other people can picture themselves in the same light.That's what I want the developers to bring to GalCiv 3. Oh, of course, keep the hex tiles and the UI, we all need that to do anything productive in the game. But include an element where you can explore the cities and worlds you helped to build. Allow us to see what food is served at the Restaurant of Eternity, and, of course, show us what the bridge looks like on our civilizations newest and greatest flagship!This feature doesn't have to be anything that causes any changes in the universe (that would require some skillful AI programming to balance out any advantage this would give to a human player, after all), but it would give depth to the game, a depth very, very hard to come by in games focused on the macroscopic world.
Because GalCiv3 is turned based, this feature wouldn't interfere with any strategic gameplay elements, except perhaps by giving the AI time to think when CPU usage is maxed out.
There are a lot of things out there that would make GalCiv3 a better game than GalCiv2, and I thoroughly expect a host of them to be implemented, some are already. But I'm hoping for something more than just a sequel to a wonderful strategy game, I'm hoping for a revolution in what strategic games can be made to do. And I believe that, as a start, this wonderful bit of eye candy can do just that.
Love Life and Prosper
(And for the more logically minded: Live Long and Prosper)
This is what is so great about both Civ and Galciv. Conquest is fast, but it is not easy. Would you rather invest in culture, and have all the planets you take over be happy, wonderful places? Or conquer them quick and have them resist. Multiple routes to the same goal is what makes games like this great.
It's not that I don't like DLC, but there are 4 types of content additions in games: patches, updates, DLC, and expansions. DLC varies from updates to full-blown expansions, usually being more like a large update or micro-expansion. Updates are minor additions to the game or major fixes, versus patches which fix bugs, give mild graphical improvements, and try to improve the game slightly.
Too many companies think they don't need to make updates, they can patch issues then sell updates. That's dumb. And making a micro-expansion and selling it for the price of a proper expansion is really annoying and a very bad habit that I have come to hate (see: Mass Effect series). When Stardock sold content for GalCiv2, it was two very large expansion packs, not just DLC.
The idea of selling DLC is fine if its just stuff like a Snathi faction that might not be a logical thing to just build into the game, but the biggest two things for me, is first of all is DLC being sold relative in value to the work put into it (meaning 2 hours of gameplay isn't a $10 DLC if the game was 60 hours and $60; of course this is relative, since strategy games are worth far more time), and second, is the added content being sold in significant pieces or are there large number of "DLC snacks" aka a map for $2-$5? DLC snacks are a very annoying thing that people like to do. I am quite confused by the fact they did it with Civilizations 5 though since they also had modding support, yet sold dozens of maps for far more money than they were worth compared to the free ones
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