Galactic Civilizations IV

Galactic Civilizations IV

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What I dont like in galciv4
First I have to say that civ4 is quite promising which is the reason I post this. There are some excellent elements which are coming with the game.

what I like
-scope - the game with its vast sectors and a dozens+ races has a great epic scope
-starbases, resources and galactic market - great ideas to develope a economy network of production and selling
-planet tiles - phantastic puzzle subgame
-asteroid bases - neat idea

But there are also thing I absolutely despice in galciv4

what I dont like
-citizens - what the hell is this? Every citizen with a name and a couple of stats? What a mess. Noone can control and oversee hundreds of citizens in his empire. So the detailed info about them is useless unless you consider using up pc power in senseless background info as necessary.
That is where an epic game with hundreds or even thousands of citizens gets ridicolous. MOO2 and MOO4 had a much better and simpler solution which suits better for an epic 4x game: it portrays pop icons with only the general parameter of the race and its occupation. This is the maximum of information I can control on the first glance and this is the level of abstraction how citizens in a manageable epic 4x game should be portrayed.

-culture and cultural borders - again what the hell is this? eg. If another empire has a stronger culture the only way you avoid destruction and planetary overtake is to go to war with the cultural dominant race? This is totally unrealistic. Its like we are going to war with the US because they flood europe with holllywood movies and MC Donalds. cultural border was already a nonsense mechanic in older civ games where I hated it.

-ground combat - totally boring. The game has a good mix of space combat options from ship design to fleet tactics. The ground combat though is the step child. All we have is an VERY general and abstract "system" where you only collect a number of invasion points vs. a number of planetary defense points. The rest is waiting a number of turns till the invasion points wear down the defense points. This is totally uninspiring and boring. It has nothing to do with all the nice scifi tropes of movie and literature where you have trooper/tank/mech units which can combat and eliminate each other. Galciv would deserve a much better ground combat system than it is now.
Last edited by enpi1234; Jan 23 @ 3:40am
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Showing 1-9 of 9 comments
100% agree with all. At least in Civ IV you could turn Culture Flipping off. I wish you could turn it and Citizens off.
Illauna Jan 23 @ 7:42am 
Thank you for your feedback. I'll bring it to the community management team.
Draver Jan 23 @ 7:48am 
If you don't mind using mods, it's possible to disable Culture Flipping of planets with one. Check out UP Disable Culture Flip V1.0 at https://www.galciv4.com/mods/manager. That'll make all the planets culture flip immune.
Culture Flipping is staple GC.It aint going away.
pandreon Jan 23 @ 8:12am 
I kind of agree with the citizen thing. It's too much information as my empire expands.

Each citizen should explicitly do ONE THING, based on its class. Not have a laundry list of RPG-like stats and qualities to worry about.

Approval, crime and party membership should be abstracted. Or if that is too complex to be done at this point, please at least simplify the stats. The citizens don't all have to do varying amounts of everything differently, and it's tedious to check and remember which classes are contributing exactly what stats to their planet.
Frogboy  [developer] Jan 23 @ 3:29pm 
I don't agree with the culture part. It's been a core part of GalCiv going back to the OS/2 version. If you hate influence and borders then this isn't the game for you.

On the other hand, I am increasingly coming to agree with people who don't like all the little citizens with all their little stats. I think it's something we are going to have to revisit for v3.0 of the game.

This sums up my view:
Each citizen should explicitly do ONE THING, based on its class. Not have a laundry list of RPG-like stats and qualities to worry about.
pandreon Jan 23 @ 3:43pm 
Originally posted by Frogboy:
I don't agree with the culture part. It's been a core part of GalCiv going back to the OS/2 version. If you hate influence and borders then this isn't the game for you.

On the other hand, I am increasingly coming to agree with people who don't like all the little citizens with all their little stats. I think it's something we are going to have to revisit for v3.0 of the game.

This sums up my view:
Each citizen should explicitly do ONE THING, based on its class. Not have a laundry list of RPG-like stats and qualities to worry about.

I appreciate this, thank you.
BATTLEMODE Personal Option Mode Activated:

I think the Citizen economy is an interesting mechanic because it gives the player choices: build a strong cottage industry from many and powerful Citizens, or have less of those and build polluting industry instead.

So I quite enjoy the Citizens. However, there could be room for improvement in how the info is presented.

I'd argue that this is not a simulation-like 4X, like Distant Worlds or Shadow Empire, where these abstracted Citizens would feel really out of place, it is closer to a board-game with many abstracted and gameifed mechanics, and is not any more out of place or weird than building single fighters/bombers, being able conquer enemy planets with a "single" trooper and so on. These are abstracts made to ease gameplay, and there are other elements of the game to provide immersion that similarly wouldn't work in a simulation heavy 4X.
z|A|bik2  [developer] Jan 24 @ 3:14am 
The thread has been locked, as it has been derailed from op. We appreciate all the feedback and always are looking on how we can improve the game, but there are rules on how to communicate on the forum.
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