For many years, I have put the Galactic Civilizations games through their paces to see how well a given game does at feeling like a story. I do this to help nitpick things we need to change. With the beta for GalCiv IV just around the corner, I thought I’d see how well the game stacks up so far.
I also will be inserting comments that normally we would have at internal meetings, but for you aspiring game developers I wanted to show some of the feedback the team gets from the company Creative Director on a given project.
I wrote some AAR’s for GalCiv I and GalCiv II as well.
Let’s dive in…
This takes place within a single sector. From a gameplay point of view, it means it plays out like a GalCiv II or GalCiv III map.
In the beginning
The fledgling Terran Alliance has invented a new form of Faster than light travel called Hyperdrive. This new drive system replaced the Stargate system that had been set up by the Precursors long ago and enabled free form travel between different stars in a matter of weeks rather than centuries.
The first two ships to come out of the newly christened Endeavor space dock are the T.A.S. Santa Maria and the extremely expensive prototype survey ship called the T.A.S. Discovery.
The Santa Maria holds 25,000 colonists.
Comment: The Santa Maria didn’t start out named. It should. Similarly, the initial shipyard should be named. I had to rename it Endeavor manually.
Vos Tremen, the science advisor leading Earth’s efforts, has come up with 4 different promising candidates to research. After much debate, Space Elevators are chosen.
Comment: The science advisor should have a name. I gave him the name Vos Tremen, but we shouldn’t just have generic people here. Moreover, there should be an economic and military advisor, and each one should argue for a tech to research.
On Earth itself, we have a number of new projects available.
I decide to put the capital mainframe on the rare earth metals deposit to help increase its productivity.
Comment: The science, military, and economic advisors should be there to help. Also, it would really help with immersion if the tiles at least broadly shaped the Earth’s continents. The paradise icon looks a little out of place for some reason.
Karn Urlox presents a number of different options for us to construct. We decide to go with another colony ship.
Comment: Instead of a military advisor, make it the Shipyard Commander and have it be a character with existing stats that was previously put there with their own pros and cons. The advisor suggestions are too tiny to be usable.
Some new Candidates have arrived to be recruited into our civilization to help us run it.
The Terran Alliance needs to make the full use of its best and brightest to help run a galactic civilization.
So I’ve brought in two characters here.
Comment: I should be able to rename these characters.
Mera is a genius, so I will be putting her in charge of our technology.
Comment: This means from this point, this is the person who should show up in the technology screen.
Mera has a 10 intelligence, which means she gives a 10% bonus to resarch.
As for Ginny, she has a 9 resolve, which makes her really good at combat.
So I’m going to put her in command of the prototype ship, Perseverance.
Control is new in Galactic Civilizations IV. It is primarily used in being able to use executive orders.
Every civilization has a different set of executive orders to start with, and more show up through the course of the game. I also use control points to invite more candidates and pressure scientists to work harder to research faster. These actions consume the points, but I gain points back over time.
The Sol System
Within a very short amount of time, we have successfully colonized the home solar system and the Perseverance is on its way out.
Comment: I should still be able to see my character that is in command of the Perseverance and note the spelling.
A few weeks later the Colony ship Opportunity reaches the Scutti system and creates our first extrasolar system colony.
…End of Part 1…
GalCiv IV Journals