Frogboy Frogboy

Galactic Civilizations III: What's new?

Galactic Civilizations III: What's new?

I’ve been working on Galactic Civilizations nearly my entire adult life.  I wrote the first one back in college starting back in 1992.  I was/am a huge fan of Sid Meier’s Civilization and wanted a game that continued the story of mankind’s expansion into space.  What happened after the spaceship took off? Since then, it has evolved massively.

This article outlines how the game has changed over the years.  Let’s start out with a simple chart that outlines some of the unique (or ground breaking) features that has helped make the series so popular over the years.

 

image

Core/Special features of the Galactic Civilizations series

Helpful Links to the past

 

Screenshots

 

GalCiv I

GalCiv II

GalCiv III (beta 5)

image image gc3
GalCiv I planets were within the stars. GalCiv II placed planets on the map GalCiv III places the shipyard on the map
image image image
GalCiv I planets were totally abstract GalCiv II visually displayed improvements GalCiv III makes improvement placement matter
image image image
GalCiv I techs provided new ships, planet improvements GalCiv II techs added civilization bonuses GalCiv III techs can do many many different things.
image image image
GalCiv I trade screen GalCiv II trade screen was prettier GalCiv III trade screen adds lots of new items to trade

n/a

image image
No ship design in GalCiv I GalCiv II adds ship design GalCiv III makes ship design determine tactical combat behavior.

n/a

image image
No strategic zoom First PC game to implement strategic zoom More sophisticated strategic zoom.

n/a

image image

No combat viewer

GalCiv II added the combat viewer (purely cosmetic). GalCiv III combat viewer allows players to see how their ship roles and ship components affect combat.

n/a

n/a

image
    GalCiv III adds ideology, what kind of civilization are you creating?
208,298 views 36 replies
Reply #26 Top

Quoting Frogboy, reply 25


Anyways, Question.  Why was political parties and election taken out?  Not a critique but curious as to how that decision came about and why?



We want to do a lot mroe with political parties in the future including a whole cabinet section for the game.

Thanks for taking the time to reply.  And that sounds awesome, I'm looking forward to it.  I heard some plans on the governors where we can assign NPC to the position, will cabinet members be assign the same way as we assign governors to planets?

Reply #27 Top

Quoting Frogboy, reply 25


Anyways, Question.  Why was political parties and election taken out?  Not a critique but curious as to how that decision came about and why?



We want to do a lot mroe with political parties in the future including a whole cabinet section for the game.

Do you plan to include government systems other than just political parties or cabinets? If you do, then please make that each faction has a predetermined government type, such as the Terrans being a republic, the Iconians a monarchy etc. That would be excellent for roleplaying.

Reply #28 Top

Sorry, I'm having a hard time with this game and this forum got my attention.


Last line on the table says "asteroids" being able to be harvested... am I missing something? As far as I know we can't harvest asteroids can we? Can somebody explain me this?

Reply #29 Top

Not yet; asteroids themselves are merely "terrain" restricting movement as of right now.

There is the intention of making them mine-able, but how that's going to happen (i.e. via a mining starbase, a custom mine colony, or a mining ship) is still up for debate.

 

Last I heard, it wouldn't make it back in until the 1st Expansion pack, next year sometime.

Reply #30 Top

helllo FrogBoy

can you to update the first image (Core/Special features of the Galactic Civilizations series) by adding the DLC's

Thanks

Reply #31 Top

Hi everyone,

probably shouldn't be writing for this post, but I got immensely interested in the one about AI... I registered to take part in that discussion, only to realise that it had already been closed... So please forgive for letting the steam off here  v_v

I am a long time strategy-game player, mostly devoted to Civilization. But now I feel attracted to GalCiv... And this is mainly due to Frogboy's approach to AI, that is, to make it truly challenging. Keep it up, please! Do not listen to all those guys yearning for just more ship designs and fancy races... that is, not too much. New features all like clothes: important, but the way you wear your outfit is the most important thing. In my personal view, AI makes up for 90% percent of a game's attractiveness. There are guys who claim that casual gamers never go beyond "standard" level... But then, do truly casual gamers go for such games which require deep comprehension and extensive reading anyway?

Thanks and good luck  :grin:

Reply #32 Top

Quoting Micelius, reply 31

In my personal view, AI makes up for 90% percent of a game's attractiveness. 

 

As someone who wants as much eye candy and goodies as possible, I still think you are underestimating the importance and attractiveness of an excellent AI.  That number seems a little low.   ;)

Reply #33 Top

Agree 100%. Good AI is the key to a good game!

Reply #34 Top

Quoting Frogboy, reply 25

We want to do a lot mroe with political parties in the future including a whole cabinet section for the game.

 

Oooh, that would please me greatly! Thank you!

Reply #35 Top

I can't say I like all the changes. I find the "placement matters" for planet improvements to be game ruining for me. It added more work for a part of the game that I want to skip over quickly. Back in GalCiv 2, I cared about what a planet could do (starport for ships, counter espionage to block spies), and how well it did things (4 factories, 2 labs, 1 farm). Never how it looked or how it fit together. I could have played planet improvements GalCiv 1 style. I only cared about the numbers and checking things off the list.

Now in GalCiv 3, its just so much more complicated. I have to care about where I put stuff. I have to care about where I terraform because you have limited options. Its... bleh. I now leave planet development to the AI so I don't have to worry about it. One of the better patch features in my opinion, but one that covers for bad design.

I'm not a fan of the ideology system either, but I can't put a finger on what it is I don't like about it. I don't like the fact you have to spend points the moment you can buy something in it. Beyond that, I'm still trying to figure it out.

Reply #36 Top

Quoting DivineWrath, reply 35

I don't like the fact you have to spend points the moment you can buy something in it.

You don't have to spend points the moment you can unlock something.