GalCiv IV Dev Journal #14 – Pacing Comparisons

Published on Thursday, December 23, 2021 By Brad Wardell In GalCiv IV Dev Journals

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

  1. Have some early game galactic achievements (pretty much every early tech should have one)
  2. Announce to the universe when someone has gotten it
  3. 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.
  4. 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.
  5. 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.
  6. We gotta get that Civ list back onto the main screen before Beta.
  7. I want more executive orders at the start of the game.
  8. Every ideology option should give you something tangible (not just a stat boost).
  9. 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
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So what do you think? Let us know in the comments.

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Galactic Civilizations IV Dev Journals