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Sorry to go off topic, having not played Civ VI, what major gameplay change does it have over Civ V?
I think a lot of people, with some justification, felt GalCiv III was really just GalCiv II when it first came out.
But then you add Crusade and Retribution and it gets to be pretty easy to describe how GalCiv III is different from GalCiv II.
But I haven't really seen a "Civ VI changes over Civ V" in a short description.
Modding in GalCiv III is a very particular challenge because there are 3 expansions that you have to take into account that change game play so much.
Retribution doesn't just add new features, for instance, it changes the tech trees and planetary improvements.
That effectively splits modding between each expansion. Retribution, for instance, will break most mods that were done with Intrigue in mind. That's super frustrating if you're a modder.
I'm not sure the right solution to the problem. I don't think there will be any new expansions for GalCiv III. It'll be pure DLCs and that will come only after some major QOL updates that the team is working on.
Uhm... I lost my overview about how many times I validated my files AFTER I completely un- and reinstalled the game.
Here is the starting window of my homeworld:
https://steamcommunity.com/sharedfiles/filedetails/?id=1663882873
No new buildings, no new artifacts (there should be one on the homeworld) and the new races are missing, too.
After all I've done to make the game run, I'm out of ideas. I just know for certain, that there is nothing wrong on my side. At least nothing I could have done.
So please stop to blame the player.
Well as one of the few dedicated modders left, this will be a welcome change. Obviously business first... but if you wanted to just GIVE all the tiny DLC to people so you could consolidate file structures I sure would be happy lol.
As for the expansion... well... to be honest I don't know that its worth the price.
1) Campaigns are hard to value... I value them 0. I suspect most 4X players do too, but I can't be certain. Regardless, its not like these campaigns are of the quality one would expect with say... RTS classics like Starcraft or such.
2) "New Races"... not really. Two animated races, some ship parts you already get with other DLC and two new abilities are not enough. IF they had even a few unique ship parts i'd have to grudgingly accept this claim... but they don't.
3) Planetary artifacts with super powers. Okay Cool. If you like that kind of thing. Really though, how many times can you give the player super powers before it is redundant? Mercenaries and Citizens give me plenty of effective super powers... but okay... now I have another way to beat the AI at a game the AI can never hope to play intelligently.
4) Hypergates. Legit Cool. I love the idea... and they are implemented pretty great.
5) Cargo/Supply/Population... okay... its a balance change, but it isn't really a big feature. I actually like how it works, but it's not something I'd ever pay money for.
6) Tech/Galaxy Size/Etc. Basically balance changes... again... not something I'd pay money for.
Ultimately, I think buyers should balance these things with the fact that Stardock provides quite a bit for free (custom color schemes came out a while ago and didn't cost a dime), but this particular release feels like a "well meaning rush-job".
It absolutely feels 10X SMALLER than Crusade did for expanding the game.
Have you bought the new expansion?
I did not actually play 5, so your best bet here is to google that very question or try the steam forums for civ 6. I liked sid's alpha centauri, which (perhaps incorrectly) I thought was a fork of the civ game line, and it was not working well in winx (finally got that fixed, hooray) so I figured I would finally try it out given the successful series. I dunno. 6 felt like selling the name, not the product, if that makes sense, like a bad sequel to a movie where ppl gonna watch it even if its terrible because the first was good (eg anything disney ever made a sequel for).
I guess my main few grips (serious this time, though the above isnt wrong)
- the religious system was one of the most poor things ive ever seen.
- the ai is incapable of anything (kind of like g3). I mean we had relatively tough AI in the 90s. I don't understand at all what happened. Even warlords 1 the darn computer was going full tilt on beating you, and it would, if you were not at least decent, on the highest level.
- the map is too small. its like playing g3 on the biggest # of enemy on the smallest possible map.
- this is huge: you can't customize units. Build your own ships here in g3 is a HUGE feature. AC had it too. Civ has default units, and thats that.
- major faction balance problems. The horse lords one, for example, ... helicopters count as horses, and the bonuses that made sense early game become stupid (on par with robotic custom cheeze factions here). The most basic faction, sumeria, has extra R&D, fast moving high damage units from the start, and a better than most any other building, making, of all things, the extinct and failed civ from pre-history your best bet for science victory via space race.... for real.
- no customization of leaders. They are what they are. Its not as bad if you bought more dlcs. Its pretty rough with the defaults, since you can't make your own.
- the resource problem we have HERE is nothing like the one in civ. Can't make knights without iron, can we? And there are 2 or 3 iron nodes in the whole world sometimes, for all 20 AI factions... and it goes downhill from there, Ive had maps with 2-3 oil total.
I disagree with the previous poster about Civ5's superiority over Civ6 (and I think this is something that has been said about literally every version of Civ since Civ2 or so). But that said, the changes are as follows, and they are pretty vast:
- Civ6 has a district system for cities. You expand your cities on the map by building districts and then you build further buildings in them. Like Endless Legend or Fallen Enchantress, but the buildings for military actually go in your military district and can only be built with that district.
- Civ6 allows corps and armies, which let you join two/three of the same unit into a larger army. A compromise that helps you avoid the "carpet of doom" scenarios in Civ 5.
- Civ6 drops the social policy tree for a card system. You can adopt policies and swap out at any time. You earn those policy cards on a social tech tree in the same way that techs are earned. The social tree also has other benefits.
- Civ6's barbarians do not mess around. They find you, they tell their friends, and they mess you up.
-Civ6's AIs before Gathering Storm were ... a bit maddening and hard to satisfy. Post Gathering Storm, a Grievance system has been implemented that prevents you from becoming the hated warmonger described in the previous post. It's a much better system, but maybe too easy to exploit for domination at the moment.
- Civ6, at first release had most of the gameplay systems of Civ 5 except for the World Congress. As of the Gathering Storm expansion, the World Congress was added.
- Civ6, Rise and Fall added governors, who have their own promotion trees and can be moved around in cities. It also added a loyalty system which can be used to flip cities without war. Finally, it added casus belli, to allow you to wage wars for ... reasons.
-Civ6, Gathering Storm adds disasters, World Congress, diplomatic victory, and interestingly, climate change. It also adds a future era, where war is waged with jumping, giant death robots.
Hope this answers some of your questions. Surely, you should play it, if only for research purposes.
Hoping that this is a serious question:
Yes, of course. It worked, but without some inportant features:
"Knowledgeable" should have access to graviton-tech, but it was not present in game.
The hotfix should have fixed that, but since I applied it...read my last post.
I confess, I'm not yet sold on them. I've only poked about a bit and haven't gotten into a new sandbox game, but I miss the optimization choices from the old tree, but need to play through to get a sense of the change.
I'm hoping that a scenario editor and the GC3 editor alluded to in some of the .xml files might be available in future though. And larger maps (I want more space between objects, for the galaxy to feel even more vast than it does on immense now -- I even start my MP games as a SP save on a larger map to get around the size restriction there), so this wasn't the expansion I was hoping for but...
I bought the expansion even though I am skeptical about some of the changes; (excepting the hypergates, very tired of painstakingly building starbase chains across immense maps to get a similar effect) because even if I'm not incredibly keen on every feature I definitely want to continue supporting the game and its development.
So I hope that it's clear that when some of us long-time players perhaps don't have the most enthusiastic feedback that its clear that it comes predicated with gratitude and affection for the game first, and not out of petulant entitlement.
...I happen to be at the "dont forget to drink water...and eat something" stage that I was at when a new XCOM game is released. Before this Galciv3 didnt really "click" with me yet.
Artifacts seem to have a finite amount of charges, which means instead of being a useful ability they are just glorified versions of existing game events. You know that one random event you get 10 times every game? Here's another way to get it 10 more times, you just have to push a button this time. Doesn't help that the two I found in the game I played were completely awful. One of them was finish the currently researching tech in 1 turn, what a laugh, as if any techs take much more than one turn to finish anyway.
I really loved the cargo ships for the most part though, it's something StarDrive did that I wished more games would pick up. I wish they could be redesigned to stack more than one cargo module though, and I wish the game didn't create a new auto design for them for EVERY SINGLE research in the game, because it's really important to be on version 60 of the ship, with the last 40 versions being identical.
I didn't play around with the hypergates much yet. They sound cool, but I'm not sure they were really needed with the starbases that already did something similar.
Overall it doesn't seem like much of an upgrade. The tech changes are a big --, the artifacts are a meh, the cargo ships are a +, maybe another + for the hyperlanes, the new races are cosmetic, pretty much a wash overall. Which seems to be the case for every update the game has. They can't quite seem to add onto the game without ruining an equal amount of it.
If it is and it's still not working try going to steamapps\common\Galactic Civilizations III\Tools and run EverythingButCampaignData.bat