Take modules as an example. What
are modules, you ask? Well, so did I.
At first I thought modules were
optional extras you could select to
tailor your starbases (which act as
both resource
harvesters and
deployable control
points, with modules
helping improve those
functions in various
ways). But then I ran
out of modules,
whereupon I realised
they are in fact a
consumable resource. Yet unlike
almost every other resource in the
game, which are either harvested in
space or produced on planets,
modules are constructed at shipyards.
Oh, and you can only construct
modules once you’ve researched the
relevant technology, itself an issue for
reasons I’ll get into later.
As with many other systems,
GalCiv never properly explains any
of this. Space Clippy just points you
to various menus like a dismissive
waiter in an alien restaurant. The
irony is GalCiv IV is
not as obtuse as it
seems. It’s just terrible
at communicating,
which means that
enjoying the game at
its best involves a lot
of false starts.
This isn’t merely
about understanding
individual systems: it’s also about
how key features are presented. Take
the game’s biggest new idea: sectors.
Rather than display its universe as
one vast expanse of stars, GalCiv IV
splits the cosmos into self-contained
bubbles, connected to one another by
subspace warps (aka space roads).
You can play on randomly generated
maps with around a dozen of these
bubbles, each of which has roughly
30 stars in it.
This lets Stardock proclaim
GalCiv IV to be the largest game in
the series ever. Yet while visually
impressive, playing at this scale isn’t
all that fun. ‘Galactic’-size games are
painfully slow, while ship
management becomes extremely
fiddly as you’re constantly having to
zoom in and out to issue orders to
individual fleets.
SPACE IS BIG
GalCiv is more fun on smaller maps.
Not only does the game move faster,
with empires forced to rub shoulders
more, but the strategic importance of
sectors becomes more acute, as those
space roads connecting them turn
into highways that can be monitored
(although not completely blockaded)
to help defend your empire.
Not that keeping invaders out
will guarantee victory. GalCiv IV
introduces a new victory condition
called Prestige. This tracks how
awesome your empire is in a wide
range of categories, awarding you
prestige points to reflect how good
your military or research or tourism
industry is. Gain sufficient prestige
points, and you win the game.
This helps facilitate non-violent
victories and prevents larger-scale
maps from descending into wars of
attrition. You can also gain prestige
bonuses by completing a range of
quests that replace the standard
campaign of previous games,
unlocking as your civilisation
meets certain criteria. This lets you
experience the ‘story’ of GalCiv IV
without being forced to play as a
specific faction.
Those welcome additions are
accompanied by the distinction
between colonies and core worlds.
Core worlds are planets managed by
you directly. You assign a governor
to them, construct productivity-
boosting buildings on them, and have
the option to build a starbase nearby.
T
his latest sequel in the long-running strategy series bills itself
as the most accessible entry yet. This is true, in the same way
that the tail is the most accessible part of a tiger. Stardock’s
long running 4X series officially has a tutorial now, in the
form of a little robot helper accursedly nicknamed ‘Space
Clippy’. But Space Clippy doesn’t help much when a game explains
everything as if it’s arrived from another dimension.
MOSTLY HARMLESS
You may need a Babel Fish in your ear to understand GALACTIC CIVILIZATIONS IV
By Rick Lane
GalCiv IV
introduces a
new victory
condition
called Prestige
NEED TO KNOW
WHAT IS IT?
A colourful and
intimidatingly deep
space 4X game.
EXPECT TO PAY
£40
DEVELOPER
Stardock
PUBLISHER
In-house
REVIEWED ON
AMD Ryzen 5 3600,
GeForce RTX 2080
Super, 32GB RAM
MULTIPLAYER
Yes
LINK
galciv4.com
SHIP SHAPE
GalCiv’s 4’s ship designer offers extensive customisation for your spacecraft
1
APPEARANCE
Lets you pick from ship
presets or individual parts.
2
EQUIP
Allows you to choose
thruster-type, weapons and
so on.
3
EDIT
Allows you to adjust the
scale, position, and shape of
individual ship parts.
4
ANIMATION
Enables adjustment of
elements such as rotating
sections on the ship.
2
1
4
3
Galactic Civilizations IV
REVIEW