A blog dedicated to gaming, especially sci-fi gaming.

I love 4X sci-fi games, but 99% of them just seem so lifeless to me.   In a lot of these games, planets come across as lifeless points on a map that serve as little more than resource generators and conquerable spots.  Fleets provide the only real life in the galaxy as we can see them zip around, but even here the ships often seem like solid hunks of metal that just blindly obey the player's orders.  Some games have "characters", but in reality these "people" act as little more than stat boosters. 

I really hope GalCiv III breaks this lifeless trend.  I would really love to see this game adopt some of the ideas found in other strategy games, such as Crusader Kings II.  It would be nice to be able to choose from a retinue of people, each with their own traits and personalities, to be our colonial governors, fleet admirals, research scientists, etc, and then actually hear from these people about their concerns, etc.  Likewise, LOTS of random events would be fun - GalCiv II already had these, but I mean I want a LOT more, and events that deal with minor stuff (petitions for jobs, labor riots, stuff like that) as well as major events (rebellions, disasters, etc). 

However it is done, please just make GalCiv III's universe seem populated with something more than planets and ships.  Give the galaxy's "little people" a voice and role, too!

 


Comments (Page 5)
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on Dec 05, 2013

Again I want to be able to choose what to research or multiple research paths. Hey if I can do that on distant worlds wan you tell me how to do that. Instead of building research ports. I still can't pick my techs. I would compromise and allow private and public research both not just private wouldn't be to bad of an idea. The problem is that Stardock would probably go back to a game that worked. This scares me. There is really no way I would prefer a better Ai doing the research instead of me doing the research myself. The big part of 4x games as far as I'm concerned is tech research.

on Dec 07, 2013

I completely agree research is a big part of 4X games, indeed it's one of the reasons I enjoy Distant Worlds.  You might want to play the game a little more before jumping to conclusions.

In Game ... Open Empire Policy screen ... select Manual Control for Research.  With that you can choose what to research in each field.  Yes you have to build research stations (and/or include labs in spaceports).  On manual this brings another dimension to the game as choosing where to build and where to put scientists can have a dramatic effect on bonuses.  You can customise the designs (e.g. number of labs) to optimise and shift how much you want to research between the fields. 

 

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