Spec wise, I know it requires a 600mhz/128mb ram/64mb ram v-card. Is there ANYWAY I can get around the 64mb V-card? Mine has 32megs. It's a 1.2ghz athlon, and it seems like the specs are fairly normal for an older game, but the video card is kinda high compared to everything else. My computer is recently formatted with tons of space and has little or no issues with lag on anything whatsoever.
The game actually has quite a bit of 3d rendering in it. I'm not an expert on it, but my guess would be that it probably wouldn't work.
I'm a huge fan of space sims, how does this compare with Space Empires IV, Imperium Galactica, Pax Imperia, Master of Orion, ect? I assume it's fantastic compared to them, but how open ended is it?
I used to be pretty heavily into MOO, and this compares very well. It is definitly a differant game, but IMO it is far more open ended then MOO or MOO2 were. Winning in MOO basic consisted of killing everyone, killing the Antareans/Guardian, or winning in the Senate. The first two just meant you needed the bet military. The third usually required a military force to gain the votes.
However, in GalCiv you can win a game without ever firing a shot (I've done so once). Three of the four ways to win don't neccesitate any military force (though it does help) beyond a token military to prevent being picked on.
What can I expect in terms of realilism when it comes to solar systems? IE, spectral classes, planet classes, are there colonizable moons (if so, are there multiple moons?), asteroid belts, ect, ect, ect.
Planets are handled (in the expansion) by type and class. Types are normal, heavy gravity, toxic, radioactive, and aquatic. Normal are able to be settled at any time, the otehrs require research. The planet class determines how much of the planet is usable, thus affecting the amount of infrastructure that can be placed on it, and it's maximum population. Without the expansion pack you lose teh planet types, but classes remain. Realism is secondary to gameplay, and moons cannot be colonized.
What kind of micromanagment is required in each system/planet/ect?
That all really depends. Once you set up the initial colony, it mainly runs it's self (upgrading when needed). However, if the planet can be "improved" by terraforming techs (which raise the planet class, and thus open more space up for use), you will have to go back in and designate what to put in the new areas. You may need to tweakthings as you go to maximize results (although this becomes less of an issue as you get used to the game, and anticipate what will be needed before hand).
I know there are 6-ish sizes of maps, how many star systems and light years big/wide is the largest map? IMO, I'm hoping that it's disgustingly huge.
On the largest setting, you can have hundreds of planets out there (or so I'm told, I've never maximiezed the planet settings, as I like my maps to have a more empty space feel). The largest map, with the best engines, can easily take a normal warship ten to fifteen turns to cross from end to end, (this is a rough guess, as I've never tried a straight end to end flight, I usually stop in between to invade places).
I hope this helps some!