PC Gamer - UK (2022-07)

(Maropa) #1

Colonies, on the other hand, require
no direct management, simply
funnelling their resources to the
nearest core world.
The idea is to reduce your
management duties from upward of a
hundred planets to perhaps a dozen
or two. And it works – or at least, it
does once you’ve figured out how to
effectively differentiate between
colonies and core
worlds. A colony
becomes a core world
when you assign a
governor to it, so
functionally it’s up to
you to decide. But only
worlds with Excellent
ratings or above are
worth turning into core
worlds. Since the game doesn’t
tell you this, it’s easy to rush into
colonising a bunch of barely habitable
backwaters while the AI nicks all the
good planets from under your nose,
snout, or proboscis.
The ‘proper’ way to establish core
worlds is slow and involved, and you
may find yourself more inclined to
direct intervention. Conquering
other empires is mechanically
straightforward: you just click on a
fleet or planet to attack it, then wait
until the battle or siege is resolved.
Again, though, GalCiv fails to
mention that core worlds can only
be conquered after researching a
specific technology called Planetary
Invasion. Colonies, on the other
hand, can be snatched at any time
with any ship, even a lone starfighter.
If anything, this goes too far the other
way, with wars descending into
glorified pest control unless you
ensure all colonies have a couple of
ships stationed to defend them.


Once you’ve parsed GalCiv IV’s
garbled attempts to communicate
with you, the universe feels
sufficiently weird and ripe with
possibility for a sprawling sci-fi
sandbox. Not simply in the various
races you encounter, which range
from fleshly mantis-like creatures
who thrive on oceanic worlds, to
armies of sentient robots who don’t
need food to survive,
but also in the many
anomalies that you
can scan for minor
rewards – such as ships
you can patch up from
wreck sites, or strange
artefacts that provide
you with useful one-
off powers.
As your empire develops you’ll
unlock a range of ‘executive orders’,
special edicts that can instantly
recruit a new colony ship, boost your
income, or reveal a new system on
the map. In a game where progress
is highly gradual, these quickfire
bonuses offer a satisfying immediacy.
In one instance I used an artefact to
give a colony ship an extra move,
helping it evade a fleet of pirates and
beat a rival vessel to the best planet
in the sector.

DEEP THOUGHT
As the game unfolds, your avenues
of approach become more varied.
Diplomacy, for example, initially
seems limited, and it’s difficult to get
anything resembling a decent deal
from other factions. As you gain
access to better diplomacy tech
your options for forming different
relationships and alliances expand
considerably. There are still issues
though, like enemies who sue for

peace during a war while refusing to
offer any incentives for you to stop.
Indeed, while most of GalCiv IV’s
‘problems’ stem from poor
onboarding, there are a few
other black holes visible amid the
background glow of competence. By
far the biggest of these is how the
game approaches research.
GalCiv IV’s tech tree is more of a
tech arboretum, so to make decisions
easier, the game presents you with
several new techs, pruned semi-
randomly from the tree, to pick from
as your next research project. This
works fine until you actively want to
pursue a specific tech, like, say, the
Planetary Invasion system I
mentioned earlier, which is an
important mechanic to leave to the
whims of chance. You can trade tech
with other races – which is how I
eventually got it – but they have to
be willing to trade it with you, a
situation by no means guaranteed.

SO LONG...
More broadly, GalCiv IV doesn’t have
much of a hook compared to other
space 4X games. There’s little here
you haven’t seen done better in, say,
Stellaris, such as the nuggets of
narrative tied to anomalies. Other
new features, such as the Crusader
Kings-style relationship you have
with Governors and Citizens, are
highly simplistic, basically meaning
that a planet might abandon you for
another faction if you let the
Governor’s opinion of you drop too
low. The ship editor is nice, going
well with GalCiv IV’s general visual
snazziness. But it’s very much an
auxiliary feature, with little
meaningful impact on the main game.
Galactic Civilizations IV is like an
ancient alien race awakening to find a
bunch of pioneering little upstarts
have hit the scene, all buzzing around
with their hot new spaceships and
innovative ideas. Its response to this
is to go big, but it’s also broad and
conservative. Space Clippy represents
a token effort to make contact, but
GalCiv IV ultimately doesn’t really
care if the message is understood.
But then it’s got a legacy spanning
decades. It doesn’t need your
approval. It’s GalCiv.

68


A vast and dependable
grand space strategy.
But there’s little here
that’s radical, and expect
to meet it halfway.

VERDICT

The ‘proper’
way to establish
core worlds is
slow and
involved

FACTION REACTION
A quick guide to some of the weirdest factions

Y O R
SINGULARITY
An entirely synthetic
race that doesn’t eat
food and doesn’t
care about approval.
Ideal for new players.

NAVIGATORS
Navigators excel
at science and
exploration, but are
less good when it
comes to fighting
and diplomacy.

DR ATH
Tough looking
dragon-people. The
more money they
have, the happier
their citizens are.
Sounds about right.

X E L O X I
The Xeloxi
Civilization is
comprised entirely
of criminals, which
seems a bit
prejudiced, really.

Galactic Civilizations IV


REVIEW

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