Galactic Civilizations (GC) is a space-based strategy game that has obviously
drawn a lot of its inspiration from the strategy classic, Civilization. Heck, it even has
"Civilization" in its name. There are plenty of parallels between
the two games, so if you're a Civilization veteran you'll find many aspects of
the game fairly familiar. While GC borrows a lot from Civilization, some
of the standard features found in grand strategy space empire building games are
missing. The result is a pretty good strategy game that falls short of
greatness.
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| There aren't a lot of habitable planets out there. |
In GC you begin a game by customizing your empire. This does not mean
that you can select from a variety of alien races and their correspondingly
different technologies, though. You always lead humanity and instead
of selecting a race you must select your political party. Political affiliation determines which
bonuses you receive in areas such as production, population growth, and
research. It can also work against you if your popularity slips to the
point where your party no longer controls your senate. You are also given
a pool of points that can be spent to gain slight bonuses in the area of your
choosing. Once you are satisfied with your settings, you then select the
size of the galaxy and the relative frequency of inhabitable worlds. All
races in GC require the same type of planet for colonies, so the number of
inhabitable worlds has a direct impact on how quickly the races will run out of
room to expand and come into conflict.
Your last bit of pre-game preparation involves setting up the other alien
races. There are five other races in the game and you can set their
alignment, which affects their likelihood to honor agreements and their
propensity to select violence over diplomacy, and the level of the AI running
the race. There are no restrictions on which settings you choose, so you can
have the monkey race be evil in one game and the robotic race play the heavies
in the next. Or you can make your neck of the universe a friendly place
populated by good folk if you want. The downside to this is that it takes
away from the personalities of the alien races. They are essentially
interchangeable and the game loses a bit of character as a result.
The basics of GC will be familiar to anyone who has played a space strategy
game before. You can research new technologies, send ships into space to
explore or attack your neighbors, colonize new worlds, negotiate trade deals or
peace treaties, etc. However, GC differs from other similar games in
several ways. The first, and a disappointing, difference is that you do
not have the ability to design or customize the ships that appear in the game.
Researching new engine types or weapons will make new classes of ships available
instead of new components or systems. These new ship classes come with set
designs and have to be built as is. Personally I really enjoy
experimenting with ship designs and making the trade-offs in speed, weapons,
etc., and I'm sorry to see that GC does not give players the opportunity to do
so.
Also missing is a tactical combat screen or the ability to control your ships
in combat. When two ships meet attack and defense ratings are compared and
the computer rolls a die to see which one wins. Planetary invasions are
handled in basically the same manner, although you have the opportunity to press
the space bar to stop a spinning "luck factor" generator that can have an affect
on the outcome of evenly matched battles.
On the other hand, GC has an aspect to it that you don't see all that often.
The game tracks your alignment between good and evil, not only by tracking your
tendency to choose between war and diplomacy when dealing with the other races,
but also by presenting you with periodic moral dilemmas. These will
present you with a challenge and three possible response, one good, one evil,
and the last one neutral. To make the choices harder, the good choice has
negative consequences while the evil one usually comes with a bonus. For
example, when colonizing a new world you may find that a primitive race already
inhabits the planet. If you take the good path, you constrain your colony
to the polar ice caps and the planet suffers population and production
penalties. If you choose evil, then you can enslave the race and use the
free labor to provide the planet with a significant production bonus. The
consequences from making the evil selections are more long term, as your
galactic neighbors may mark you as a menace to society and pull together to
eliminate your empire.
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