No way. I never play campaigns in any 4X game. I love the GalCiv lore, but I'd rather the games story emerge from my playthroughs. On a side note, an GalCiv animated movie would be really neat!
NelsMonsterX2
Neat idea but it would make more sense to drop the citizens directly onto the improvement and abstract them with an icon or something. Nobody works nextdoor to their workplace. I'd also call them managers or something. As for adjacency bonuses, I think it's time to just give up on that idea. It was a fun idea but seems too difficult to get it working right. Why not just go the classic civ route and give bonuses per terrain type that you build on? For example, desert boo
I regret buying GalCiv4 at launch. I've barely played it because it's an Epic exclusive and the only reason I even have to have Epic installed on my hard drive. Now it's getting a "major revamp of the entire game." It just feels like a never ending beta test. GalCiv3 was much the same. GalCiv2 was amazing because it didn't fundamentally change any major aspects of the gameplay, but added incremental improvements and content through expansions. 4X games are complex and can require poring throu
I'm okay with that, however, I would argue that if you're going to show the battle on a hex grid, you might as well add turn based combat that we control ourselves.
Great stuff! When I start a new 4x game I like to know what changes to advanced options are going to do. For example, if I choose slow tech progress, what does that mean exactly? Does it take 8 turns for your initial research vs. a standard 4? I've also never liked how you can both scroll up and down the opponents list with the mouse wheel AND scroll through their difficulty on the same page. I've lost count of how many time I was just trying to flip through opponents an
I've been playing around with the commanders in alpha and really digging them! Great concept, use of characters and a nice way to get some decent ships early without tying up your starport queue.
One thing I would love to see in GalCiv4 is a greater emotional heft to battles while at war. I'll never forget my first playthroughs of GalCiv2 and how I felt when I realized the enemy freighter I had just blown to bits had a crew complement of 10-20 people (can't remember the exact number). I remember thinking that could've been a family operation with the wife and kids aboard, just trying to scrape together a living in an old trade ship in the dangerous blackness of space. As the emperor o
Could we get a map with all the stock GalCiv 4 civs in starting positions according to GalCiv lore please I love this suggestion! Fantasy games all have lore based maps with homelands clearly delineated. Why can't we have this in a space game?
Another cool quest line would be a melding of Yor and Iconian into a new cyborg race.
Just some random ideas: Fighting off a nanobyte invasion Aquatic worlds cause rust, which harms production A virus causes emotions, which creates chaos (idealogical shifts, political party upheaval, etc.) The Iconians create a doomsday device to wipe out all Yor and they have to fend it off A faction of Yor friendly to organics breaks off and forms their own civilization Fluctuating marketplace prices on some resources could aff
I love minor civs! I really think Age of Wonders 3 is a great example of pacing for meeting both major and minor civs. Maybe because it's a rectangular map and everyone starts equidistant. If you could have options for where to spawn civs when loading a new map, maybe that would help.
Good point. Maybe flip it? Agriculture becomes food.
Minerals become manufacturing. Tech becomes research. Wealth becomes revenue. Culture becomes influence. Food…becomes agriculture .
I watched a little of the gameplay on the eXplorminate YouTube channel and couldn't resist joining the Alpha! So far it is really exciting me with all of the new changes, yet still retains that old familiarity. I can't wait to see this game grow into a bigger and better game than GalCiv3. Here are my observations and wishes after playing 50 turns: Move artifact buttons
I love how much cleaner the UI looks! GalCiv3 was kind of cluttered. This looks much nicer!
I also find it weird to have population abstracted into single people instead of millions, billions or what have you. I love the idea of characters, but I'd like to think more than a handful of people live on my planets.
Can we have a unique tech tree per race? Also, can we have a unique scientist for each race? (That little robot guy gets old after awhile)
Will the hunt for anomalies be spiced up at all? I remember the art and lore for anomalies in III being very repetitive. Could this concept be expanded on? See Stellaris as an example.
Good riddance to campaigns! My favorite 4X games are ones where I still remember the stories and events from my sandbox playthroughs. For example, I once had an epic ongoing battle with the Yithril faction in Fallen Enchantress that was so frustrating and lengthy that when I finally conquered their capitol city I renamed it Yithril's Tears out of spite! That was a story that developed organically out of seeming thin air but I'll remember it forever.
I don't like how you can't move in a straight line on the hexes. It's like a squiggle line snaking back and forth. Just a cosmetic detail but it looks silly to me.
I thought it was a cool idea but it killed me to be forced to put buildings in suboptimal locations and have to come back later with terraforming to make adjustments. It might be better just to have the tiles that give bonuses for putting certain building types on them.
When GalCiv3 first came out I was so excited to see hex shaped tiles. But now that GalCiv4 has been announced, I find myself nostalgic for the old square tiles. Any other squares out there or am I crazy?