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Galactic Civilizations - Review
System: PC
Shop: Buy It Cheap · Get The Guide

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Now for those Civilization influences I mentioned in the opening of this review.  Some are minor, such as the scientific anomalies that can be studied to gain a random bonus (the "hut" sites in Civ) and space-based resource points on which you can construct starbases (mines).  Others are far more overt.  For example, as you make your way along the technology tree certain galactic wonders will become available.  These wonders bestow a large benefit when built, but they are very expensive to construct and there can only be one of each wonder in the galaxy.  If another race completes a wonder first, you're out of luck.

Screenshots
Space can get crowded pretty quickly.

Another concept borrowed from Civilization is cultural influence.  Each of your worlds exerts a sphere of cultural influence that affects nearby systems.  The strength of your influence is determined by several factors including the level of your technology, the presence of certain structures on your planets, and your empire's size and strength in relation to that of the other races.  A colony far from home and near a strong cultural influence is likely to revolt and align itself with the more influential empire.

The Civilization influences can also be seen in the available forms of government which each have a trade off between production bonuses and the affect of your actions on your popularity as a leader.  Other Civilization inspired touches abound from the diplomatic to the planetary production screens.

The more than passing resemblance to Civilization is not necessarily a bad thing, but the space-based setting is not necessarily a good fit either.  In Civilization you could build a city just about anywhere, and spend a lot of time developing the infrastructure of your empire.  You could also see the changes that resulted from your work in things like road and rail networks and growing cites.  In GC each colony looks pretty much the same as completed structures, wonders, and defenses just appear as items in a list without any kind of graphical representation. 

In addition, there aren't that many systems available and even if you play on the largest map possible and set the habitable planet frequency to the highest setting, you and your opponents will grab up the available planets in a relatively short time.  Exploration and colonization of new worlds is always a big part of the fun in games like this, but in GC this phase seems to always end too quickly and your left with looking at the same map for long stretches at a time.  Since all the races and their technologies are pretty much the same in the game, success in GC comes down to the bonuses you can secure for your race.  Percentage point bonuses to production, diplomacy, and weapons will give you the edge you need to come out ahead of the other races.  There is certainly a lot of strategy involved in determining which areas to concentrate on and when, but those who love the exploration aspect of space strategy games may feel that there's something missing from GC.

The above mentioned shortcomings aside, GC is not a bad game at all.  The AI can provide some stiff competition at the higher settings, so the game can certainly be challenging.  Also, it is often able to capture that elusive "one more turn" hook that can keep you playing for hours past your bedtime.  GC can be fun in its own right, but those looking for the ultimate space strategy game may be slightly disappointed that this one had the potential to be even greater.

In The End, This Game Hath Been Rated: 80%.  It's Civilization set in space, and the result is an enjoyable strategy game but one that does not fully realize its potential.

System Requirements:  Pentium III 600; 128 MB RAM; 8 MB Video RAM; 8x CD-ROM;  540 MB Hard Drive Space;  Mouse.

 



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