GalCiv IV Dev Journal #14 – Pacing Comparisons
Pacing in 4X strategy games is crucial. So I decided to look at GalCiv II, GalCiv III and the GalCiv IV alpha to take a look at how fast things move along.
Turn |
GalCiv II (Twilight of the Arnor) |
GalCiv III (Retribution) |
GalCiv IV [Alpha] |
1 |
· Researched New Propulsion Techniques [7 turns] · Planet Project: Innovation Complex [16 weeks] · Music: Haunting · Startport: Rush bought Colony ship with monthly payments. · Unit: Colony ship sent out system · Unit: Space Miner to Automated · Unit: Survey Ship to automated · Survey ship finds 500 credits · Rush bought innovation project. · Earth: 10 tiles, no adjacency |
· Music: Hopeful · Research: Artificial Gravity [4 turns] · Computer Core [5 weeks] · Planet Earth: Rushed Computer Core · Survey Ship: Set to Survey · [no other starting ships] · Shipyard: Rush bought Colony Ship (no monthly payment option available) · Planet Earth: Began work on Helix artifact. [can only rush once per turn. Boo]. · Earth: 10 tiles, adjacency bonuses. |
· Music: Hopeful · Research: Asteroid Mining [3 turns] · Planet Earth: Rushed computer core · Colony ship sent out system. · Scout ship sent to explore. · Survey ship sent to survey · Shipyard: Rush bought colony ship (no monthly payment available · Planet Earth: Began construction on Industrial Center · Planet Earth: Queued hearthstone construction · Planet Earth: Queued Snuggler artifact · Earth: 27 tiles, adjacency bonuses. |
2 |
· GNN Report comes up summarizing what happened at the start of the turn. · Planet project: Rush bought a factory · UI experience is pretty dated · Rush bought a colony ship |
· Rushed colony ship sent to next system. · Shipyard: Rushed second colony ship. · Earth: Rushed Helix project · Earth: Began work on Colonization Center |
· Executive Order: Draft Colonists (free colony ship for 20 control points) · Executive Order: Telescope take over and viewed nearby system which shows a class 22 and 23 planet a class 19 (requires extreme colonization) and a class 13 (that requires extreme colonization) · Colony ship sent to class 23 planet · Colony ship 2: sent to class 22 planet |
3 |
· Rush bought a colony ship · Rush bought a research lab · Anomaly: +4 to weapons |
· Rushed colony ship sent to a different system. |
· Leaders: Hired 3 leaders. · Assigned leader to minister of tech · Assigned leader to minister of exploration · Assigned a leader to prototype ship: Curiosity (free ship if you have a leader) · Curiosity ship sent to survey. |
4 |
· Anomaly: Economy boosted by +1% · New Propulsion actually researched |
· Anomaly: 17 credits. Boo. |
· Anomaly: Lost Genius, instantly finishes current tech. · Research: Asteroid Mining researched · Next project: Subspace Scanning · Rush bought a colony ship |
5 |
· Anomaly: Repair rate +1% · Anomaly: Survey ship +4 HP · Drengin are met but I don’t understand what they are saying. |
· Anomaly: 247 credits. Yay. · Research complete: Artificial Gravity (Moves +1) · Rushed colonization center · Began work on Industrial Center |
· Asteroid miner spawned due to getting the tech. Sent to nearby asteroid field near earth. · Colony ship sent to Mars. Mars colonized. · Colonization event: Received a leader. · Leader assigned minister of colonization. |
6 |
· Report that the Thalen Empire has built a Wonder · Minor Race met |
· Event: Benevolent choice = Got a scout ship. · Scout ship ordered to go out of system. |
|
7 |
· Met Torians · Raised tax rate from 33% to 48% · Raised spending to 100% of our manufacturing capacity · Research ratio is set to 55%. · I can see lines on the map where my ships are auto piloting to without clicking on them. |
Nothing |
· Ideology: Unlocked Flexible (+2% income, spawns Ambassador ship) · Event: Received resources! · Used artifact power: Researched Subspace scanning. · Researching Space Elevators · New colony: Freehold (class 23) |
8 |
· Anomaly: Trade +5% · Anomaly: Research boost of 25 points · Research: Artificial Gravity perfected |
Nothing |
· New colony: Galen (class 22) · Increased tax rate to High. |
9 |
· Anomaly: Research +1% · Research: Xeno Communications Researched |
· Colonized a class 15 planet! · Event: Pragmatic choice for productivity |
· New Tech: Space Elevators · Queued up manufacturing districts around industrial center. |
10 |
· Anomaly: Trade ability +5% · Anomaly: Espionage +1% · Colonization of Mars (I was trying to find a better planet and finally went back to Mars) · Report: Thalan have built the Temporal Entertainment Matrix · Galactic Report: Top 5 most popular Civs with flavor text describing our situation. · Asteroid field near Earth is built up now by the Space Mining ship and it is now moving towards another asteroid field. · Scottinglas Scout approaches Earth |
· Government screen unlocked. Chose Colonial. · Research: Space Elevators Researched |
· New colony ship sent to Artemis · Probe ordered |
Here are some thoughts I have on how GalCiv IV could be further improved before Beta
- Have some early game galactic achievements (pretty much every early tech should have one)
- Announce to the universe when someone has gotten it
- I really want a way to give priority to research over manufacturing over ship production. This was part of the GalCiv series going back to the OS/2 version but got lost in GalCiv III. We don’t need sliders but I want to be able to focus on one at the cost of the other two even if it’s just a single selection with a big boost.
- I really miss the flavor text in GalCiv II. Now, there’s a reason this went away – GalCiv II was English only and in the world of translations, being so wordy is hard. But I miss it.
- How quickly you meet aliens is now a setting (alien home worlds) I still feel like they’re too far apart. In GalCiv II, I met both a major and a minor race in the first 10 turns. In GalCiv III and IV, I met none.
- We gotta get that Civ list back onto the main screen before Beta.
- I want more executive orders at the start of the game.
- Every ideology option should give you something tangible (not just a stat boost).
- Policies should start on turn 1, I think we should just have a default set for each civ that players can change but leaving this empty early on is a bad idea. By turn 10, I should have unlocked 2 new policy options.
And now screenshots:
Galactic Civilizations II | Galactic Civilizations III | Galactic Civilizations IV |
So what do you think? Let us know in the comments.
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Galactic Civilizations IV Dev Journals