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Icemania Oct 20, 2014 @ 5:35am
Galactic Civilizations 3 - MEGA thread!!!
I enjoyed GalCiv2 and signed up as a founder based on that experience and my enjoyment of Sins of a Solar Empire i.e. Stardock are worth backing. I'm sure I'll burn plenty of hours playing GalCiv3 particularly if their plans for the AI are well implemented regardless.

What concerns me is that so much of what we have seen is incremental improvements. Sure GalCiv3 should be mindful of what made GalCiv2 a good game. But what have we seen that will take the game to the next level? What is going to make GalCiv3 rocket past my current best ever Space 4X game in Distant Worlds?

Back at the end of 2013 Brad Wardell stated:

We generally subscribe to the Sid Meier design philosophy for new titles in a series:
•33% of the game should be the same as the previous
•33% of the game should be the features from the previous but enhanced
•33% of the game should be new features entirely

You've seen this with the previous Galactic Civilizations games and the same is true here.


Reference: http://forums.galciv3.com/451045

So what exactly is the 33% in GalCiv3 that represents new features? Bigger maps on a 64 bit engine is a good one. But what else is "new" rather than enhanced?

I'm really hoping the new combat system is super cool. We know it will not be tactical combat but we also know it's much more sophisticated than GalCiv2. But again, it's an enhancement, not a new feature.

Help me GalCiv3 fans!



on edit - Thread merged.

eXplorminate content:

GalCiv3 review - https://explorminate.net/2015/05/14/galactic-civilizations-3-review/

GalCiv3 Audible eXtension - https://explorminate.net/2015/07/06/audible-exension-of-galactic-civilizations-3/

GalCiv 3: ReeXamination #1- https://explorminate.net/2015/12/07/galactic-civilizations-iii-reexamination-1/

GalCiv3: Mercenaries review - https://explorminate.net/2016/03/10/galactic-civilizations-iii-mercenaries-review/

GalCiv 3: ReeXamination # 2 - https://explorminate.net/2017/01/02/galactic-civilizations-iii-reexamination-2/

GalCiv3: Crusade Review - https://explorminate.net/2017/09/18/galactic-civilizations-iii-crusade-review/
Last edited by Nasarog; Sep 18 @ 4:20am
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Is that with the base game or Crusade?
Big Perm Jul 31 @ 11:42am 
Originally posted by TheFunMachine.:
Is that with the base game or Crusade?

Base game. The "improved AI diplomacy" was changed in base game too.
Only a portion of it. I know because I asked Frogboy on the SD forums if it was possible to port the diplomacy improvements to base game. Because the resource system is so different with Crusade, the improvements don't translate fully. From what I can with the community, that bug is unique to the base game.

Pretty silly one, though.
So has anyone noticed that the AI aggressively attacks the drones your planets get from the paranoid trait, but never actually invade? I've been at war in a current game for about 100 turns on Gifted difficulty against the Krynn, and that's all their fleets do. I've been slowly peeling back their starbases and asteroids while their ships waste time while I'm building my legions for invasion.
WabbaCat Aug 2 @ 12:30am 
>.>
heard that exact problem before... somewhere around release.
Looks a new DLC soon Dreadlords.

More interesting is the future politics and government major DLC.The game needs something to add depth to the hollow internal game.
Last edited by ashbery76; Aug 21 @ 2:45pm
Yeah, the politics stuff will be a major expansion next year. I'm hoping to be able to beta test it as "Team Drengin" early next year.
I'm looking forward to all that, but I intend on harping on about a few of my pet issues with the game as it currently is. It's generally in good shape, but the Espionage screen desperately needs a way to drop you back to its main meu after looking over other empire's planets. There's also currently a problem that hobbles synthetic AI, where they do not build out their home planets. Tested it with another player, and it seems to be an issue with the AI thinking it needs to spam the research projects.

Hopefully the upcoming 2.5 update will sort it out.
Icemania Aug 26 @ 4:49am 
Originally posted by FireStorm20:
1- General/Misc observations
...
Did this get a response FireStorm? I'm late to the party but a lot of good points in your post.

I've just started playing again. While I really liked the changes in Crusade it was just too buggy and unpolished to really enjoy for long when it released. Now, most of the issues I recall at release seem to have been fixed, so I'm really quite enjoying my current game.
Yea FrogBoy replied., it was cool. He even asked for saves for his expermients, but i had a busy week then, added them 5 days later, not sure if he got them in the end.
Icemania Aug 28 @ 4:54am 
As much as I'm enjoying Gal Civ 3 Crusade the AI is still ordinary. Brad has certainly improved the AI when it comes to expansion, but militarily, it's weak at best. I would put it at a par with Distant Worlds before the AI Mod where the AI really didn't do the right ship design related research or have decent ship designs.

Specifically consider the AI fleet here:
http://steamcommunity.com/sharedfiles/filedetails/?id=1122178821
and compare with my fleet:
http://steamcommunity.com/sharedfiles/filedetails/?id=1122179172

It's about Turn 100 and while I'm using a custom race the AI is on Genius so has it's own bonuses.

Firstly ... the logistics difference. The AI has 40 (noting Genius provides 10 free to the AI) while I have 61 capacity. The reasons are (a) the AI doesn't seem to prioritise logistics research (b) the AI doesn't go for precursor anomalies at all as far as I can tell, which sometimes provides logistics bonuses.

Secondly ... the attack and defence values are massively different, even if the logistics was the same. I've prioritised capacity related research and got to the next tier of beam research with medium ships ... while the AI just builds trash. I can't see a coherent and focused military research/design strategy from the AI at all.

Thirdly ... movement speed. The AI has a speed of 3, while my fleet has 10. Some of my survey ships have 20. Now my military designs don't have many engines but I'm using Antimatter, and consider Antimatter mining a priority, which provides a huge speed bonus when using the right engines. The AI clearly doesn't so I can run rings around them.

Fourthly ... mercenaries. With Crusade they are far more useful which is great but the AI rarely buys them, even though Genius AI with it's bonuses to wealth often has the cash available to do so.

All of these issues have been around since release.
Last edited by Icemania; Aug 28 @ 4:57am
Mezmorki Aug 28 @ 5:43am 
Jeezzz.... it's like deja vu from StarDrive 2 with the bad AI ship designs all over again!
One issue I felt when I played a few times was how easy it was to blitz a faction after beating their fleet.The A.I barely had any ground defence on any planets.Don't know if the recent pacthes fixed that issue.

To be honest I never really thought the A.I in any GC was as good as people give it credit for considering how simple the game is compared to the ones that have tactical combat to code too.
Last edited by ashbery76; Aug 28 @ 7:00am
WabbaCat Aug 28 @ 3:37pm 
whatever happened to that "AI that learns how to play better from the players" that they were talking about? Correct me if I am mistaken, but pretty sure that was this game.
Mr.Kill Aug 28 @ 3:39pm 
Originally posted by WabbaCat:
whatever happened to that "AI that learns how to play better from the players" that they were talking about? Correct me if I am mistaken, but pretty sure that was this game.

A lot of games promise that line. Not a single one really succeeds.
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