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Wot I Think: Galactic Civilizations III


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And then there’s war. The game’s ship designer is wonderful. If you’re so inclined, you could spend hours fussing over the aesthetics of every vessel, creating a customised fleet for every customised race you produce (brilliantly, both custom-built ships and user-designed races become part of a database that can be re-used from one game to the next, and the AI will dip into that pool). On the other hand, if you’re anything like me, you’ll appreciate looking at other peoples’ creations but will prefer function over beauty. You can create a new destroyer, incorporating all of your new research, in a couple of minutes.

When fleets meet, the missiles fly and the lasers lase in automated battle sequences. While I appreciate being able to see my ships in action, the default top-down camera often misses parts of that action, fixed as it is on the ‘centre’ of the combat zone. Dogfights that take place at the periphery are barely visible. There are cinematic and free cameras as well, but I tend to jump straight to the conclusion, skipping the lightshow.

The information you’re given before and after a scrap is more important than bells and missiles, and everything is in order on that front. Hover over a fleet and you’re shown how powerful its various categories of weaponry and defense are, allowing you quickly ensure you’re not sending a heavily armoured but unshielded flock into battle against a bristling wall of beam weapons. Crucially, war doesn’t feel like an added layer of complexity – planetary invasions (utilising transports), orbital defenses and attack fleets can all be managed with a few clicks of the mouse.

Ship construction is slightly more complicated than in GalCiv II, thanks to the addition of off-planet shipyards. I think the change improves the game, allowing multiple planets to sponsor a single shipyard and making them a distinct feature on the map, to defend or assault. It doesn’t fundamentally change the way you’ll handle fleets, judging by my first forty hours of play, but it makes me think of the shipyard as an entity in itself rather than a simple improvement.

Construction on the surface of planets is slightly more involved. A rather lovely map shows the continents and seas, along with territories that can support an improvement. Some of these provide buffs to specific types of building and a rare few contain feautures/flora that provide significant bonuses. Placement is important beyond those geographical quirks thanks to adjacency bonuses conferred from each improvement to its neighbours.

Like so much else in the game, colony management is deceptively simple but shot through with opportunities for min-maxing, strong thematic touches and brief but effective flavour text. Looking back at screenshots, I’m surprised by how plain the game appears – while playing, it feels far richer thanks to the regular textual reminders that each new galaxy is packed with mystery and invention.

It’s that “min-maxing” element that worries me a little. Thanks to a long stint in Early Access, the game has already had its innards laid out for the dedicated to pick through and, despite myself, I can’t help but look at their discoveries. That’s how I found out about overpowered sensor ships. I’ll explain why that’s a problem.

As in almost every 4X game, the early stages are defined by expansion and the search for good places to settle. Sometimes that’s a river delta or pleasant coastal spot with good fishing prospects. Here, you’re looking for lush or paradise-level planets, preferably in the vicinity of resources and strategically well-positioned so as to hem in or avoid neighbouring empires.

Early in the game, the right research choices allow you to build a sensor ship with HEAPS of sensor arrays on it. The effect stacks, weirdly, so a ship with more sensors can see farther into the unknown. With such a ship, you can pick out the best planets before anyone else is even close. Scouts become unnecessary and exploration is a case of dragging the camera around the revealed map rather than visiting distant stars.

They’re not game-breaking, those ridiculous sensor ships, but they illuminate the sometimes uneven qualities of the difficult path GalCiv III has taken. By providing so much choice – whether in the size and design of a galaxy or the details of an individual ship – there’s a risk of exposing the One Correct Choice. The ideology system is on safer ground and its three-way decisions always offer roughly equivalent pros and cons, permitting them to be a choice based on the assumed morality of your empire or, on occasion, a compromise to alleviate a temporary woe.

When the choices aren’t as clearly defined, as with the ship designs and the potential enormity of the maps, it’s tempting to look for gaps. I find myself wondering how certain aspects of the game will work in two or three years time, when expansions have given them a more direct purpose. None of that is to say that the game feels unfinished – at worst, it’s a small step forward, as I wrote right at the start – but it’s a game clearly made with future expansion in mind.

It’s also a game that will almost certainly benefit from expansion. While it’d be understandable to consider the few areas of real change insufficient, the core of the game is as engaging as ever. The interface is improved (although I still find tracking opponents’ movements and intentions tricker than I’d like), the tech tree specialisations are effective, and the strong personality of the AI is intact. The latter is also transferable to customised races, which slot into the game seamlessly once created (I really really want a random opponent option though – I don’t want to know which races are out there before I meet them).

If you’re interested in the mathematics of its systems, or in creating an efficient empire of space-robots, GalCiv III may be ideal. It’s a game that rewards understanding of its deeper mechanics. That said, it’s also a game with AI that remains interesting campaign after campaign, and that manages to communicate the complexity and majesty of interstellar government. Despite my uncertainty about some of the specifics, it’s a game that has me firmly in its clutches and I’m happy to be there. Maybe it’s a hug rather than a clutch.

It’s also worth noting that GalCiv III will most likely be a better game in two, three, five and seven years than it is now. Currently, it’s neither a perfected version of its predecessor or a successful step in a radical new direction. So what is it? On a medium map (maybe large with scarce habitable planets if you fancy losing a couple of weeks), with a good mix of AI opponents, it’s a fantastic update to one of the best 4X games in existence. Whether that’s enough, only you can decide. Don’t be surprised if I’m revisiting in a couple of years to tell you it’s become something much more remarkable though.

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Adam Smith

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