Galactic Civilizations III: A walkthrough

^B0144C3F64219A71EAD28E643A8D097C0186FD6C83C871BF66^pimgpsh_fullsize_distr

Greetings!

So you’ve decided to conquer the galaxy.  Good. Use this guide to help get you started.

Introduction

In the year 2178 human beings on Earth invent a technology called Hyperdrive which allows ships to travel faster than light.  In hindsight, it might have been better if they didn’t.  Nevertheless, by 2242, the galaxy is in a rage of expansion and conquest. 

You are the leader of a civilization that is now expanding into the galaxy.  This is your story.

Setup

image

I recommend starting with the Terran Alliance.  However, once you get used to the game, you can create your own custom races as well to play as or against.

image

I recommend starting with a small galaxy and tight clusters. This should be the default.  Tight clusters means that stars are placed close together. It’s sort of like having space continents.

image

If you are new to the game, don’t play with normal difficulty. Play as beginner.

Space..the final something

image

Planets are rated on a scale from 0 to 20.  Earth is class 11.  The higher the class, the more usable the planet is.  Earth is “only” an 11 because apparently there’s a lot of water on it which reduces the amount of available land.

image

Mars is only class 5.

image

You can queue up everything you want to build on Mars from the start if you want.

In addition to things you can build, you can also tell a planet to just focus on generating money or culture for you.

image

  1. Influence grows every turn by a certain amount. This influence fills up the tiles surrounding the planet. When those tiles get “full” of your influence, your cultural boundaries expand.  If your boundaries expand to cover someone else’s planet, that planet may eventually join you (assuming there’s people on it to side with you, the planet itself doesn’t care being inanimate and all).
  2. Population is really the key thing on a planet. Population multiplies the production of everything.
  3. Food determines the population cap on a planet. You will need to research Xeno farming to expand this.  Yes, we have farms on Earth but try farming on Mars. Go ahead. I’ll wait.
  4. Approval. This is how happy your people are.  The amount of entertainment goods is weighed against your population. If it’s high, you get bonuses in growth, production and other good stuff. If it’s low, you get penalties.
  5. Resistance. This is how much the planet will resist someone else’s culture if that planet is covered by their culture.  It’s like the amount of cultural leakage that manages to get through to your people.

image

Where you build something matters. Think of every improvement like a playing card. It has a classification (research, approval, population, etc.).  If you build something next to an improvement that gives a level bonus to its class of improvement, you get more production. Each level is typically worth 5% more. This really takes off when you have multiple things adjacent to each other.

image

If you are lazy, like me, you can click on the command button and select “Survey” on the Survey ship. This will cause it to go out and find anomalies.

Similarly, you can click the command button on the Scout and tell it to explore.

Research

Holy cow.

image

The tech tree in Galactic Civilizations III is broken up into 4 categories (assuming you’re playing as those sentient apes on Sol 3, different species have different tech trees).

You can click on the Tech Tree button in the botot left to see the full tree.

  1. Colonization = making your planets better techs.
  2. Engineering = improving your manufacturing, technological and engine capabilities
  3. Warfare = killing alien scum
  4. Governance = Diplomacy, Economics, Political technologies

image

I always choose Interstellar travel personally because it makes all my units move +1 faster which is really helpful early game.

My first turn

We start players with 5000 credits (if they plan as the humans).  Why? So you can rush buy things to help start off your particular…idiom.

image

I rush buy a research lab right away because I want to get my tech going.

image

I also rush buy a colony ship right off the bat so I can get a leg up on those aliens in getting more planets.

image

I click on the govern button and move my production spending to mostly be research. If you’re really good at the game, you can do it all research but I tend to keep a bit on manufacturing so that the game will remind me to build more stuff.

image

I also use the TAB key constantly to have the game take me to the next notification.

image

End of my first turn has these notifications.

Turn 2

Using the mouse roller and holding down the middle mouse button I can play with the camera distance and angle.  here I can zoom out.

image

If we weren’t history’s greatest monsters, we would tell you what color they are. Yellow stars are much more likely to have habitable planets.

I select my colony ship and right click on the nearest star to send it there and hope there’s a nice planet.

image

There isn’t a nice planet there but there are pirates. I hate these guys. Stay away from them.

image

Minor races are races that lack hyperdrive. We distinguish them by not having an animated version of them because, what are they going to do? Invade us? Not without FTL engines.

You have to research Universal Translator tech first to understand what they’re saying.

Ideology

image

If you haven’t bought the game, I can assure you that this scene is a fully animated, gorgeous CGI animated experience.

For those of you who have bought the game, I apologize for my earlier lies.

When you colonize a planet you will often have to deal with a complication.  How you deal with these situations will determine what type of society your civilization evolves into.

I chose pragmatism and as a result got to choose a new pragmatic trait for my civilization:

image

And here I chose to get free constructors.

Resources & Relics

On the map there are several different types of resources and relics that if you build a starbase near them, you can acquire their benefits.

image

Generally speaking, Relics are better than resources. They’re rarer and have a more brute force affect.  But the resources matter, especially early game, because you can build some really powerful ships early on with them.

image

 

image

image

When you have your constructor in position, choose Construct Starbase.

image

Resources in the area? Mine baby mine!

image

Relic in you area? Lab…er Lab? Look, I’m not the one on trial here.

Turn 20: let’s meet the neighbors (or nieghbors)

image

By default, we show all the civilziations. But you can choose to only look at the Majors.

At a glance, you can tell whether a civilization likes you, is neutral, is hostile or hates you based on their ring.  Right now, they’re all pretty neutral.

If you mouse over them, you can see what they like or don’t like about you.

image

We’ve fiddled around with this screen a lot to try to balance between it being gamey (where we placed weight numbers and colors next to the items to make it easier to come to a deal) to the opposite extreme where you just have to figure it out.

We’ve tried to hit a good middle part with the language telling you:

  1. You must be joking (or something like that) = You’re not even close
  2. I can’t accept this (or something like that) = You’re starting to get close
  3. I don’t know, almost (or something like that) = You’re very close.
  4. This is fair = exactly equal
  5. Various appreciative grunts = You should probably ask them to give you money to balance it or HOPE that they acknowledge your generosity via diplomacy.

image

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I tend to use money as a way to equalize the eventual trade.

Let’s design a ship

Eventually there comes a time in a young civilization’s life when they want to make a space ship.

Click on the “Designer” button.

image

Different people have different preferences. The game will automatically put together ships for you.  Personally, I like to make my own. To do that, click new design.

image

The hull sizes in the game are:

image

Note that all these numbers will change eventually from balance and based on who you play as and what techs you have.

Cost, HP and Space to put stuff on are the big things.

image

Don’t judge me.

So the red dots are like LEGO attachment points. You can take a piece from the left and connect it to a red dot.  This is all optional as it’s purely cosmetic.

When you are ready to get to the meat, you click on the Equip tab.

The stuff you can add are:

  1. Engines = How fast the ship can move
  2. Weapons = how good at killing it is
  3. Defenses = how good it is at not being killed
  4. Modules = Unique ship items (colony, trading, starbase building)
  5. Support = Special abilities for the ship.

Combat: How it works:

There are 3 types of weapons:

  1. Beams (a beam of energy)
  2. Kinetic  (shooting a bullet of some kind)
  3. Missile (a warhead of some kind)

There are also 3 kinds of counters (defenses)

  1. Shields (deflect beam energy)
  2. Armor (absorb those bullets)
  3. Point Defense (shoots down those missiles)

When an attack occurs, the ship rolls its weapon attack rating and the defender rolls its defense rating. If the defense rating in the right class is > than the attack rating, no damage occurs.  Of course, if you have the wrong defense, the attack just goes right on through and takes points off your hitpoints.  If you run out of hitpoints, the ship is dead.

image

My finished ship.  Mind you, I could have just double clicked on the various components and it would autoplace them.  The position of the weapons and other items is irrelevant (firing arcs would be cool but remember, late game, you may have 10 battles every turn and it would get very tedious to have to sweat that kind of thing).

On this ship, I put on a bunch of Duranthium resource requiring things.  I only have 1 Duranthium so I won’t be able to build it until I get more Duranthium.

The ship’s stats are:

  • 8 kinetic attack
  • 4 shield defense (I chose this because the pirates are using beam weapons)
  • 100 HP (thanks to all that duranthium)
  • 300 Manufacturing cost. Which is a lot.

image

When I go to save it, I can name it and determine what class it is.  Generally, the default is probably a good idea until you know what you’re doing.

The classes are:

  1. Escorts. They hang back and protect support and capital ships.
  2. Guardians. these are similar to Escorts except they focus on support ships. They’re really good at guarding colony ships and transports.
  3. Support. These are usually defenseless ships. They will hang back and try to avoid being attacked in battle.
  4. Assault. These ships go after the enemy Escorts and Capital ships. 
  5. Interceptor. These guys go after the Escorts and guardians.
  6. Capital. These kill everything. They’re general purpose.

When you’re starting out, you don’t really need to care much about this.  But as you get more competitive, these will matter. That’s because:

Ships have other tactical battle traits:

  1. Tactical Speed
  2. Weapons range
  3. Accuracy
  4. Maneuverability

By default, all ships have the same on these so they won’t tend to show up on stats unless they’re different.  But a new player building a mix of assault and escorts and support ships without thought will suffer as those assault ships will race on ahead while the escorts stay in back guarding the support ship thus dividing your forces.

 

More questions? Ask them in the comments and I’ll update!

236,148 views 29 replies
Reply #1 Top

So very looking forward to Beta 6 / Release.

 

One thing I would like to bring up though is the following.

Ships have other tactical battle traits:

Tactical Speed
Weapons range
Accuracy
Maneuverability
By default, all ships have the same on these so they won’t tend to show up on stats unless they’re different. 
End of quote

Shouldn't all stats be displayed all the time? Especially as if they are hidden when default, new players may not even realise they exist and look to change them, thus never seeing them. It'd be nice to see all ship stats both in and out of combat (plus some explanation of how they actually work mechanically).

Reply #2 Top

This looks excellent. A few questions, if I may?

 

Does the player benefit from diversifying their fleet? In Gal Civ 2 once you unlocked larger hulls, the smaller ones typically got tossed in the trash bin. Will the new 'escort' and 'guardian' roles encourage a fleet composed of different types of ships?

 

Something I've been wanting to ask you in particular, Frogboy. How do you think the AI preforms in comparison to Gal Civ 2? Gal Civ has always had fantastic AI by 4x standards, and AI can make or break a 4x game. I've enjoyed all of your previous AI related blog posts. Will the AI still form coalitions against a larger, war mongering player, for instance?

 

 

 

 

Reply #3 Top

When an attack occurs, the ship rolls its weapon attack rating and the defender rolls its defense rating. If the defense rating in the right class is > than the attack rating, no damage occurs.  Of course, if you have the wrong defense, the attack just goes right on through and takes points off your hitpoints. 

Question: OK, but what happens when the defense rating is in the right class, but the rating is NOT > than the attack rating?


(By the way, even though I am a long time player of GCII and have been playing Beta GCIII, I still found your walkthrough interesting. Thanks!)

Reply #4 Top

I'm still confused about the ship classes.  When I do ship battles, I tend to get into scenarios where I have one force hanging back while the other gets bombliterated.  Surely it would just always be better to have EVERYONE hang back so that only the full force can be engaged at once.  Why not make everything a capital ship then?

And since it's the capitals who have all of the hit points and armor, don't I actually want them in the front taking all the hits?  Not my laser-loaded fighters?  

I can't think of any scenario where it would be good to divide your force and have one group fly in alone, but that is always what happens to me.

Reply #5 Top


Planets are rated on a scale from 0 to 20.  Earth is class 11.  The higher the class, the more usable the planet is.  Earth is “only” an 11 because apparently there’s a lot of water on it which reduces the amount of available land. 


End of quote

 

Is this something that is being changed/reduced for release? In my last game (v0.83) I had class 21 and 25 planets, but I can't see any mention of max class being reduced in the patch6 notes.

Reply #6 Top

Hello, great stuff!

 

Does Tactical speed do anything apart from how fast you move in to attack? Such as evasion? I find it best not to have fast ships unless I'm using kinetic weaponry.

What does Maneuverability do? Influence evasion/speed? And will there be components to enhance it?

 

Thanks!

Reply #7 Top

^^ This is why we need it explained within the game to some degree. Some things are still far too obtuse for players to understand and appreciate in game.

Reply #8 Top

I really hope the battle AI are worked on... having assault and interceptor charging right in is just a plain stupid waste of resources.

 

Assault ships should be placed on the flanks and engage by moving far away from the center and attack from the sides or the rear. Interceptor should engage assault or support ship using the same method.

 

Capital ships should move in the center engaging enemy capital ships, flanked and/or screened by escort ships.

 

Having assault/interceptor moving straight in the middle into the fire of enemy capital and escort ship is bad... as it stands I see no reason to designate any ships as either assault or interceptors. My experience is that they just die before the big boys arrive. If my fleet is capitals and escorts only I don't have that particular problem.

 

I stand to be corrected unless something changed in beta 6 combat mechanics.

Reply #9 Top
Quoting Surge72, reply 1


Shouldn't all stats be displayed all the time? Especially as if they are hidden when default, new players may not even realise they exist and look to change them, thus never seeing them. It'd be nice to see all ship stats both in and out of combat (plus some explanation of how they actually work mechanically).

End of Surge72's quote

 

Yes, in another post I talked about this. I was going to make them remove it but they agreed to put in a better UI in beta 6A.

Reply #10 Top

Does the player benefit from diversifying their fleet? In Gal Civ 2 once you unlocked larger hulls, the smaller ones typically got tossed in the trash bin. Will the new 'escort' and 'guardian' roles encourage a fleet composed of different types of ships?

 

Something I've been wanting to ask you in particular, Frogboy. How do you think the AI preforms in comparison to Gal Civ 2? Gal Civ has always had fantastic AI by 4x standards, and AI can make or break a 4x game. I've enjoyed all of your previous AI related blog posts. Will the AI still form coalitions against a larger, war mongering player, for instance?

End of quote

Re ship sizes:

Right now, I don't have a good idea on that.  But over the next few months, I think it will evolve into a "yes" as there will be ships that especiially target support ships (right now, no ships explicitlyi go after support ships as their first priority).  There is also the issue of manueverabilty. Small ships tend to be more agile and thus big ships can potentially be overwhelmed.

But for 1.0, I suspect it generally bigger is better because the UI just isn't sophisticated enough yet to convey that kind of nuance.

Re AI.  The AI in GalCiv III when it ships will be better than the AI in GalCiv II when it shipped. But it isn't near the Dark Avatar quality of the AI yet.

Reply #11 Top

@Frogboy

We’ve fiddled around with this screen a lot to try to balance between it being gamey (where we placed weight numbers and colors next to the items to make it easier to come to a deal) to the opposite extreme where you just have to figure it out.

We’ve tried to hit a good middle part with the language telling you:

   1. You must be joking (or something like that) = You’re not even close
   2. I can’t accept this (or something like that) = You’re starting to get close
   3. I don’t know, almost (or something like that) = You’re very close.
   4. This is fair = exactly equal
   5. Various appreciative grunts = You should probably ask them to give you money to balance it or HOPE that they acknowledge your generosity via diplomacy.
End of quote

For me, you have made the wrong choice. :)

I should prefer to directly see the possibilities (for credits, treaties, resources, techs, ships, etc.) BEFORE having to put the different items in the negotiation list.

It becomes really tedious to have to check each items, to know if it's good enough to make the deal, by "moving" it to the negotiation list.

we placed weight numbers and colors next to the items to make it easier to come to a deal
End of quote

Please, put in these colors and weight numbers, this will greatly reduce the tedium to check everything, and will enhance the user interface at the same time (and will also reduce the game time required to achieve this task).

And before someone comes and says: "I prefer it this way, it's more immersive." ;)

I adds, you can also make it optional to satisfy as much players as possible. :)

Reply #12 Top

This should be included as a click option in the game. It is equal or better than many tutorials I have seen

Reply #13 Top

So now we can set ship roles, but carrier based craft are still locked away.  In a game that is about freedom in ship designs the fact the carriers continue to specifically going against that is almost mind-boggling.

Quoting Franco, reply 12

This should be included as a click option in the game. It is equal or better than many tutorials I have seen
End of Franco's quote

 

If they add this a a guide on steam than a player could access it through the steam overlay in game.

 

 

Reply #14 Top

Hi! I have one "BIG" question about techs. I love the decision you have to make (1 out of 3 specialisations) like it was in Master of Orion 2 (if you were no Research Genius race with the trait to get all of them) but can you trade the missing specialisations or get them when you conquer a planet (like in Master of Orion 2 ;))?

Reply #15 Top

Is there an in-game tutorial?  Or do I need to reference this post?

Reply #16 Top

It was mentioned on the Stream that there will be a Tutorial in the Game which plays before the campaign and is skipable.

Reply #17 Top

What does tactical speed do?

Reply #18 Top

Tactical speed is how fast you can divide your ships up into two separate, but significantly less powerful groups.

Like Voltron.

Reply #19 Top

Small/fast ships with kinetic weapons could benefit from more speed to get into range fast and fire more shots before they die?

Reply #20 Top

Nice post!


I have a few questions:

I tried to find what are the differences between Beam, Missiles, Kinetics? Could someone explain them to me?

Also,  

  1. Tactical Speed
  2. Weapons range
  3. Accuracy
  4. Maneuverability

Very interesting and even if I can vaguely guess I'd like to have some precise informations about these 5 points!

 

Thank you very much.

Reply #21 Top

Tactical speed is your combat speed opposed to your FTL drive speed, which is combined with Manoeuvrability and I'm assuming Chaff to provide your evasion value. Weapons range is the distance you can engage the enemy from which can obviously provide a huge advantage while Accuracy is what's used in a opposed test (guess) against Evasion to determine if you hit enemies or not.

Reply #22 Top

Frogboy,

As I think you can tell by our comments, we are really hungry for in depth explanation of combat. Not hungry, ravenous!:)

 

I will echo a number of concerns about the ship roles. I like the idea that we can tweak the targeting of our ships...but right now ship types that "leave the main group" are significantly weaker than those that don't.

 

Right now, its too easy for a fleet that hangs back to obliterate the small force that speeds ahead of them (even if that small force bags a support ship or something) and then takes out the next half that comes in. A consolidate force is so much stronger than a piecemeal one that it makes the other tactical choices moot.

The best highlight of this is to watch iconian interceptors speed away from a starbase and get destroyed without ever firing a shot.

One question about defense, does the defense number decay as the battle goes on? Or do the attack and defense rolls stay the same in each round of combat?

Reply #23 Top

I think I read somewhere that attack is rolled between 1 and attackvalue and if it is higher than the defense value damage is inflicted. Is this still right?
Some Details about how battles work would be great. :)

_____________________________________________________
» Please take a look at my free GalCiv3 Companion App / Fansite
http://galciv3.bl4cksh33p.de

Reply #24 Top

More details would be great.

I love the new weapon tooltips showing range, accuracy and rate of fire. Detailed tooltips are fantastic - can never have too many of those.

Reply #25 Top

I think I see Frogboy's point and my position is that I would like a means on occasion to see all the details (like doing test runs --- which maybe should be in the game?  let me set up different fleets and see what they do? --- just a thought), but that the default be about what it is.  I do have the feeling, that I think is being expressed here, that I have a very poor idea what is happening despite a lot of experience.   Maybe I am just looking at it wrong, perhaps.

On a different but closely related issue, I now notice that when I design a ship, under the ship is a  banner like <escort> or whatever.....and I can change this to whatever type I want.   I thought roles were fixed?!    Now I am even more confused, if that is even possible.    8O