Talk:Galactic Civilizations

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Guys- this wiki article absolutely sucks. It's waaaay too chatty and of totally the wrong tone for an encyclopedia. Remember this isn't that Star Wars Annual Fact Book you got for christmas when you were 10. - Kholint


I believe that there was also an earlier Galactic Civilizations that Stardock made for OS/2. If anyone know's much about this version, they ought to at least mention it briefly on the page.

There was indeed. I shall do that. Fortunately Brad is just a few cubes over so I can ask him direct. :-) GreenReaper 02:14, 19 July 2005 (UTC)
Done! GreenReaper 04:50, 20 July 2005 (UTC)

Contents

[edit] Re: Criticisms Removal

I am moving this section to talk. It's full of weasel words and original research (a la "some feel" (translation: I feel)), plus it ruins NPOV because there is no matching "Praises" section. Wikipedia is not a hobby-horse. -Kasreyn 09:21, 7 February 2006 (UTC)

[edit] Copy of Removed Section: "Criticisms"

Some people have expressed some disappointments for GalCiv. While developers have defended many of these for varying reasons, many of the people with complaints feel that, no matter the reasoning, certain game aspects are simply wrong for the genre of game.

  • Computer enemies, while they do not cheat, know the locations of suitable worlds at the beginning of the game. While the player knows where stars are, they do not know where the best planets are located. As such, the player can oftentimes find him or herself outpopulated quickly, with little chance of effective recovery. However, this can be explained by the backstory: Humans have recently made contact with the alien races who have been spacefaring for millennia, and when the humans developed the hyperdrive, they lacked any knowledge of the outside universe while the other races have already thoroughly charted out much of it.
  • "Minor" races have been, through recent patches, improved considerably. While some enjoy the extra challenge, other players consider them too powerful for "minor" races. They have been reported to be immune to certain financial limits the player and other Major races suffer from; purchasing ships and improvements after they are broke, and expand into valuable living space extremely early. In Altarian Prophecy this was partially addressed, an option to disable and enable the "minor" races added into the game customization screen.
  • Shocking many turn-based fans, opponents in GalCiv act much more like rushers in the early-game. Instead of creating large amounts of weak units to attack early, GalCiv AIs modify their economy to quickly produce colony ships. Combined with them knowing where the greatest number of suitable worlds exist, some feel that this technique should remain in the realm of the player, not an already omnipresent AI.

[edit] Suggestions for improvement

For somebody who has the time and inclination (i.e. likes the game better than I do):

  • Expand the gameplay section to describe how the player goes about colonizing planets and managing production, and how this affects the course of the game.
  • Summarize the information found in the Civilizations section to make it meaningful in terms of plot (because currently it is just fancruft). Then delete that section and add the plot summary to the Story section. I suggest using the Altarian Prophecy campaign as a starting point.

Ham Pastrami 08:39, 10 August 2007 (UTC)

[edit] Umm..

..does anyone see any similarity to a certain other game? Not in terms of 4X, but concerning plot and terminology? I'm not saying its not a great game or even a rip-off, but shouldnt the obvious inspiration source be mentioned? --Echosmoke 14:13, 2 October 2007 (UTC)

See the same discussion at Talk:Galactic Civilizations II: Dread Lords. GreenReaper 14:24, 2 October 2007 (UTC)