Galactic Civilizations III: What's new?

Published on Friday, April 3, 2015 By Brad Wardell In Galactic Civilizations III

I’ve been working on Galactic Civilizations nearly my entire adult life.  I wrote the first one back in college starting back in 1992.  I was/am a huge fan of Sid Meier’s Civilization and wanted a game that continued the story of mankind’s expansion into space.  What happened after the spaceship took off? Since then, it has evolved massively.

This article outlines how the game has changed over the years.  Let’s start out with a simple chart that outlines some of the unique (or ground breaking) features that has helped make the series so popular over the years.

 

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Core/Special features of the Galactic Civilizations series

Helpful Links to the past

 

Screenshots

 

GalCiv I

GalCiv II

GalCiv III (beta 5)

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GalCiv I planets were within the stars. GalCiv II placed planets on the map GalCiv III places the shipyard on the map
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GalCiv I planets were totally abstract GalCiv II visually displayed improvements GalCiv III makes improvement placement matter
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GalCiv I techs provided new ships, planet improvements GalCiv II techs added civilization bonuses GalCiv III techs can do many many different things.
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GalCiv I trade screen GalCiv II trade screen was prettier GalCiv III trade screen adds lots of new items to trade

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No ship design in GalCiv I GalCiv II adds ship design GalCiv III makes ship design determine tactical combat behavior.

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No strategic zoom First PC game to implement strategic zoom More sophisticated strategic zoom.

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No combat viewer

GalCiv II added the combat viewer (purely cosmetic). GalCiv III combat viewer allows players to see how their ship roles and ship components affect combat.

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    GalCiv III adds ideology, what kind of civilization are you creating?