The latest installment of one of the highest-rated strategy series of all time, Galactic Civilizations III challenges players to build an empire that dominates the galaxy through conquest, diplomacy, cultural hegemony, or scientific research.
User reviews: Mostly Positive (317 reviews)
Release Date: Aug 14, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Stardock has always believed in extensive pre-release testing periods for our games. Involving our fans earlier in the process allows us to gather crucial gameplay, design, and balance feedback. Getting the game out on thousands of machines is a key part of hardware compatibility testing for us as well.”

Approximately how long will this game be in Early Access?

“Galactic Civilizations III will be in Early Access until April 2015, according to our current schedule (which is of course subject to change).”

How is the full version planned to differ from the Early Access version?

“Currently, the beta is fun but incomplete – though it’s getting close! Custom races, the planetary invasion viewer, and the tutorial are the only major features yet to be added, and they should make it into the next and final major update in late March. The AI will continue to improve throughout the beta, and balance and polish are never-ending tasks.”

What is the current state of the Early Access version?

“Multiplayer is fully functional. Core gameplay systems work. AI is pretty dumb by 2015 standards. We think what’s in is pretty fun, though. The biggest improvements between beta and release at this point will be (massive) AI improvements and something approaching actual balance.”

Will the game be priced differently during and after Early Access?

“Galactic Civilizations III may be part of promotions both during the Early Access period and after, but the base price will remain $49.99.”

How are you planning on involving the Community in your development process?

“We’ve already gotten a ton of valuable feedback from our community, both on design/gameplay issues as well as help in tracking down bugs. We actively monitor the forums both on Steam and at http://www.galciv3.com, and we do weekly livestreams at http://www.twitch.tv/stardock where lead designer Paul Boyer shows off internal builds and answers community questions as well as soliciting feedback on specific design points that we’re actively working on.”
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Recent updates View all (18)

February 16

Galactic Civilizations III Beta 4 Patch 2 now available

The Galactic Civilizations III Beta 4 Patch 2 is now available and players can now download the patch via Steam. This is the same patch that was offered as an opt-in last week, but is now available to all players. This update fixes a number of crashes, stuck turn fix, and various other fixes.


Galactic Civilizations III Beta 4 Patch 2 Changelog

Major Crash/Stuck Turn Fixes:
  • Fixed a crash within Miles, where too many sounds were being instanced at once.
  • Fixed a crash to handle a rare, but valid, case where a fleet is involved in 2 merges.
  • Fixed a multi-invasion crash that appeared to the user as a stuck turn.
  • Fixed a stuck turn in reference to a constructor moving to a full starbase, the AI no longer stalls at this point.
  • Fixed another stuck turn, where the AI was stalling on multi-invasion.
  • Fixed an instance where trapping an enemy ship, would stall the game.
  • Fixed a stuck turn where 2 fleets attack a defended planet and the second one can't execute the battle.
Fixes:
  • Fixed a culture radius oddity(Greatly appreciate the save files in reference to this issue.)
  • Fixed the anomaly rewarded survey ships not surveying. (Rest assured the previous pilots have been fired and the ships will now survey as intended.)
  • Fixed three instances where ship icons were not being displayed for ships.
Personal Notes/Comments:
  • Thank you to the testers for providing your files so that we could track down the issues that you are seeing in the game. (Especially in reference to that influence issue.)
  • Please feel free to create a post/send a ticket to support so that we can continue to address the issues that you are seeing out there.

6 comments Read more

February 10

Galactic Civilizations III Beta 4 Patch 2 Opt-in Update Available

A bugfix update is now available as an opt-in patch for Galactic Civilizations III. This update fixes a number of crashes, stuck turn fix, and various other fixes.

To opt into the development snapshot, do the following:

  • Right-click Galactic Civilizations III in your Steam library
  • Select “Properties”
  • Select the “Betas” tab
  • Choose “Opt-in” from the drop-down menu
  • Close the Properties window
Thanks for helping us test Galactic Civilizations III. Happy conquering!

# # #

Galactic Civilizations III Beta 4 Patch 2 Changelog

Major Crash/Stuck Turn Fixes:
  • Fixed a crash within Miles, where too many sounds were being instanced at once.
  • Fixed a crash to handle a rare, but valid, case where a fleet is involved in 2 merges.
  • Fixed a multi-invasion crash that appeared to the user as a stuck turn.
  • Fixed a stuck turn in reference to a constructor moving to a full starbase, the AI no longer stalls at this point.
  • Fixed another stuck turn, where the AI was stalling on multi-invasion.
  • Fixed an instance where trapping an enemy ship, would stall the game.
  • Fixed a stuck turn where 2 fleets attack a defended planet and the second one can't execute the battle.
Fixes:
  • Fixed a culture radius oddity(Greatly appreciate the save files in reference to this issue.)
  • Fixed the anomaly rewarded survey ships not surveying. (Rest assured the previous pilots have been fired and the ships will now survey as intended.)
  • Fixed three instances where ship icons were not being displayed for ships.
Personal Notes/Comments:
  • Thank you to the testers for providing your files so that we could track down the issues that you are seeing in the game. (Especially in reference to that influence issue.)
  • Please feel free to create a post/send a ticket to support so that we can continue to address the issues that you are seeing out there.

11 comments Read more
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Reviews

“One of the greatest 4X games of all time finally gets a follow-up”
PC Gamer

“I had a really good time with it. I got sucked into the "one more turn" mentality for hours.”
Escapist

“The sci-fi setting, highly-detailed ships, and immersive galaxies take the game a step above the current competition.”
Gamerant

Design your own ships!

About This Game


Galactic Civilizations III is the premier space strategy game. The latest installment of one of the highest-rated strategy series of all time, created by the original developers at Stardock, Galactic Civilizations III challenges players to build an empire that dominates the galaxy through conquest, diplomacy, cultural hegemony, or scientific research.

The stars are yours, if you can balance the demands of expansion, exploration, diplomacy, and all-but-inevitable galactic warfare. Careful strategy, not twitch reflexes, lead to victory in this turn-based strategy epic.

Online multiplayer comes to Galactic Civilizations for the first time in Galactic Civilizations III. Conquer the galaxy alongside your friends or battle for supremacy in titanic clashes.

Feature List for Beta 4 (v0.70)

  • Conquer the stars
    Play as the Terran Alliance, Drengin Empire, Altarian Resistance, Iridium Corporation, Krynn Syndicate or Yor Collective
  • Compete with friends
    Up to 4-player online multiplayer for the first time in franchise history
  • Explore random maps
    Tiny/small/medium/large/huge/gigantic and immense maps available, larger still in development
  • Colonize new worlds
    Develop and terraform habitable planets into teeming tourist paradises, hellish forgeworlds, and anything in between
  • Make friends, extort enemies
    Diplomacy allows rich interactions between empires
  • Titanic deep-space clases
    Admire your fleet's destructive potential in the real-time battle viewer
  • Race-specific technology
    Each race moves through the Ages of Expansion, War, and Ascension its own way
  • Unique factions
    Each of the eight races play differently, like the Yor who completely ignore farming and growth rules
  • Design your starfleet
    Powerful ship designer lets players design ships from scratch or take advantage of pre-made blueprints
  • Choose your ideology
    Gain unique bonuses by following pragmatic, benevolent, or merciless paths
  • Mine galactic resources
    Miraculous materials like the antimatter around black-hole event horizons go into the construction of the most powerful warships
  • Win your way
    Spread your empire across the galaxy through force, diplomacy, science or culture

Future Features

  • Additional races
    Play as the Thalan Contingency or Iconian Refuge
  • Design your own race
    Nearly every racial attribute is open to customization
  • Planetary invasions
    Oversee your troops bringing enemy colonies under your control
  • Minor factions
    Conquer or befriend races that don’t share your galactic ambitions
  • Best-in-class AI
    64-bit game engine allows incredibly complex artificial intelligence routines, which grow smarter over time as the AI learns from every game it plays
  • Single-player campaign
    Continue the epic storyline of the Galactic Civilizations series
  • Guided tutorial
    Lean to play Galactic Civilizations III with an interactive tutorial mode
  • And lots more!

System Requirements

    Minimum:
    • OS: 64-bit Windows 8.1 / 8 / 7
    • Processor: 1.8 GHz Intel Core 2 Duo / AMD K10 Dual-Core
    • Memory: 4 GB RAM
    • Graphics: 512 MB DirectX 10.1 Video Card (AMD Radeon HD5x00 Series / Nvidia GeForce 500 Series / Intel HD 4000 or later)
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Sound Card: DirectX Compatible Sound Card
    Recommended:
    • Processor: 2.3 GHz Intel Core i5 Processor or Equivalent
    • Memory: 6 GB RAM
    • Graphics: 1 GB DirectX 10.1 Video Card
    • Hard Drive: 5 GB available space
Helpful customer reviews
407 of 507 people (80%) found this review helpful
18 people found this review funny
69.1 hrs on record
Posted: February 26
Early Access Review
Started playing GalCiv3 with great euphoria as I remembered the #2 and #1 titles.
Having GC3 to be released on 64bit was a point I totally support, Stardock is known for their pragmatic and conservative company policy and therefore they earned a lot of credits to buy the founders edition.

Testing arround was a great fun, same as to give response about the impressions since the devs seemed to be willing to include founders in the game's development process. Well, what should I say....I should have rememberd titles like 'Offworld Trading', 'Elemental series', which they are currently into and they all didn't catch up what customers want to get included in their games. Stardock is still a brand which I rate quite high on quality...but on the other side, they aren't really into new inventions.

GalCiv3 is solid and supports all major aspects of an 4X game, but playing it at the current state is somehow...well...'boring'. It seems like a missing dev-pattern to me to bring some new ideas which many many other (indie-)companys brought up in the last few months. GC3 looks and feels more like a 64bit portation of GalCiv2. Yeah, they included some stunning graphics and also multiplayer from scratch.

Lets look at the current negative state:

- AI is expanding real fast into all directions from the very first start and grabs every single planet they'll find
- human players are forced into this catch-as-catch-can race, otherwise you get outnumbered
- AI is not recognizing zones of influence but declares war as soon you cross their influence zones
- after 'borders' are settled the rest of the game is just building up starbases with millions of builder-ships
- building your own custom ship designs is fun...but if you spend hours to finish ONE design you recognize you'll need thousends of them in the game. besides...you have to design them for every single race as you can't make cross-use of your own custom designs. addidtionally they allowed to use design parts of other races...but then you can't make use of your designs in the game any more. so...for me this part seems totally broken. even the game itselve brings up new designs for ALL your availible ships every single time you get a new tech...so designing yourself is totally unattractive.
- wars are kind of boring and weird as you even didn't get any information why you won or lost as it is completely automated. ok, after latest patch they came up with some graphics to follow the fight, but it's not backed by any statistics or information. you just watch some spaceships shoot each other, no interaction. at least better then before, but...it needs a lot of polishing.
- all races feel like one race...no different tech-tree, no specialization about enviroments...I mean, do your really believe that in the whole universe all beeings do live on earth-like planets? come on! ok, then they came up with special planets you could only colonize when you reach a certain tech. well, that time you reach that tech the whole universe is allready completely divided and those 'extreme worlds' don't make sense any longer. then I thought to be clever and did a setup with 90% extreme worlds and only 10% habitable worlds...but I got the next shock. those extreme worlds are only a part of the habitable worlds. so, if you do 90/10 setup you get only 10% of ALL worlds habitable and a very very little percentage of them are those extreme worlds. in my eyes the next broken or unfinished idea.

All in all the game is playable, the devs do care about stability and implementing all spoken parts. Stardock will surely bring up a stable and solid game, but at the current there are too many unfinished ideas and also too few new inventions to make this a very unique game. Probably they cutted out too many ideas for later DLC funds raising, I don't know.
For me the gameplay is boring and I abstained to sink much more of my time in it. The game seems to be on sale every week now, while many people payed a lot more money only a few weeks before. There is a chance that it may need much longer to finish then expected. To make it clear, Stardock will surely finish it, no doubt. But at the currrent I changed it from playable to waiting in my Steam game library.

My rating changed over from '+++' into '--' at the moment, but I will reconsider with new patches and game changes.
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65 of 84 people (77%) found this review helpful
3 people found this review funny
113.6 hrs on record
Posted: February 14
Early Access Review
Fellow Star Lords
I think Galactic Civilizations III is shaping up to be one of the most solid space conquest environments ever made. The Ship design and fleet battles use a slick system that plays out like your own personalised deck of cards with your ships set up with the roles and capabilities you prefer so that engagements can be resolved with precise organization. The use of ground forces along the present format is almost ideal for a game with such massive scale as this. The system is to build troop transport ships and load them with drop pods, then to send the transports in to the target planet once any opposing navy is gone, the drop pods of troops are deployed onto the planets surface with an attack strategy chosen according to the level of destruction to population and infrastructure that is acceptable to you. The level of troop training and equipment you have developed, whether or not to use orbital bombardment, and how many drop pods to send in etc. are all weighed into the battle against the enemies defending forces and the surface is captured or held for the turn based on the result of that invasion attempt
Sounds great! I was just hoping they would let us create the units as actual Divisions to be deployed to the drop pods to add that level of immersion with ground troop control and not actually changing any of the other planned mechanics which are fine the way they are now. I want to know how many people I'm sending to their fate. That's all, lol.
I look forward to anything else they add to the boots on the ground aspect of GalCiv III because planets are a focus point of the game as they are the most valuable gems in the heavens to be coveted and fought over. I'm excited about this game and I look forward to a lot of empire building.
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31 of 39 people (79%) found this review helpful
6 people found this review funny
22.3 hrs on record
Posted: January 29
Early Access Review
Great game, still early access and thus missing features. But since the battle viewer update it plays and feels like a worthy successor to the Franchise (and even reminds me a bit of good old Master of Orion times... only a little tweak here and there ... whoosh you've spend 2 hours in the Ship editor :) )
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17 of 17 people (100%) found this review helpful
10.8 hrs on record
Posted: February 27
Early Access Review
First things first - this game is in BETA.
That means it is not finished, and therefore an objective review is not possible.
If you're going to base your opinions of a game on reviews of unfinished material then you'd might as well go home now.

On to business, I'm writing this to provide a more objective review than the wave of negativity.

The state of the game at time of writing is one in which the basic functionality works, but not everything is implemented. If you'd like to try this game do so with the knowledge that features may be missing or not working yet.

Overall impressions are good - the game feels identical to the previous installment and yet brings with it new mechanics and features which greatly improve upon it.
I was skeptical at first as a big fan of the previous game, and the genre in general.
In the early days I would tend to agree with some of these negative reviews, lots of bugs, lots of crashing, lots of lagging - but what do you know, they went and fixed all that (an example of why you should ignore reviews this early on!).

Colonies are much easier to manage than they were in the previous game, you simply choose you buildings up front and as you research new techs everything is upgraded for you.
There's a nice little feature where colonies can share space ports, allowing you to have (in theory) double the amount of production in that centre. This is great for players who focus on money, influence or other factors.

Starbases aren't finished yet so there is no point in reviewing them. Same basic mechanics as the last one with the addition of new modules and mining mechanics.

Combat is greatly improved, no longer do all of your weapons fire immediately and your mass of lasers simply destroys everything up front.
Now weapons have more realistic and varied fire rates, which can be modified by ship modules and research to customise your ships more (for example, loading lots of rapid fire mods onto powerful missiles).
Defence needs a bit of work IMO as defence are quickly worn down by weapons. Two shots from a laser with 30 damage will take out a ship with 60 shields. Sounds sensible, but there's nothing to stop you loading dozens of fighters with huge lasers to wipe out capital ships. Most Space RTS suffer from the same issue, so this is more a personnal bug bear than a problem.

Diplomacy is relatively straight forward, what you see is what you get. Tech, finance and treaty trading. The UN resolutions add some more dynamics but they soon get old when you realise 90% of them would hinder you...

Influence has been improved a lot, now if you occupy a planet deep within another player's influence it will be almost immediately transfered to the other player. This stops those pesky AIs colonising Mars for no discernable reason!

The tech tree is great in this game as you can either research improvements or new techs. "Do I really want a new type of laser, or do I want to improve the one I've got?". Obviously the answer to this will be "Eh, I'll take both thanks" but it's a good start and does much more to change the way you play "One more tech then I'll make my new ships, promise!".

Ship design has gotten a whole lot easier as internal hardpoints are now hidden, so it's much easier to attach things where you want them than it was before. Great for creative types.

Nothing on planetary invasion yet, so I can't comment here.

To sum up it's a good start and definitely work keeping an eye on it. Unless you're really interested in it's developmet there isn't much point buying it just yet (unless you're keen to get bonus stuff when it comes out like they usually do...).

Plenty of +/-ve reviews out there, none are helpful in the slightest at the moment. Keep watching, keep reading and reserve your judgement until you play it yourself or the full game comes out.

Hope this helps clarify what's what objectively at this stage.

Oh, the dev team has also been very good in responding to bugs and issues. I've seen bugs posted fixed within days (may be coincidence, but still!). Kudos - can't wait to play it.

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23 of 28 people (82%) found this review helpful
4 people found this review funny
44.3 hrs on record
Posted: February 7
Early Access Review
This game is really comming together!

It was everything I could ask for in a space 4X. I expecially love that war is not the only option; I was able to play Terran's with little to laughable fleet strength and Negotiate myself out of every war without loosing a planet. Then, with my massive influence, managed to 'flip' control of boarder enemy planets instead ....

Its good to be the Galatic Chair!
Was this review helpful? Yes No Funny
16 of 22 people (73%) found this review helpful
2 people found this review funny
33.6 hrs on record
Posted: February 16
Early Access Review
Even in Beta you can see the care that Stardock puts into this third and long awaited installment. Everything you loved about the first two in the series is amplified in the third. If you love 4X strategy games then you will not be disappointed by Gal Civ III. I can't recomend this game highly enough.
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14 of 20 people (70%) found this review helpful
1 person found this review funny
6.9 hrs on record
Posted: February 15
Early Access Review
This feels like a great game when it is finished. I have not had any issues to date with crashing, bugs etc. There are definitely features that are not ready yet and buttons greyed out.

For the full game, I would like to see a tutorial. I played a little bit of GC II, but still fairly new to the game. There are many different features, specializations, ship types etc that are not immediately intuitive to a newbie. A baseline of understanding would be nice.

Additionally, when you research new upgrades for your ships, it creates too many options to choose from. Some sort of simplification or explanation of ship types would be helpful. Maybe you could roll this into the tutorial? Or auto obsolete some ships?
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6 of 6 people (100%) found this review helpful
6.1 hrs on record
Posted: February 27
Early Access Review
I haven't played very much, but I've played GC 2 a ton and feel I have a good enough base of knowledge to compare this game to, though as I play this game more my review is subject to change.

First thing I noticed while playing: "Coming Soon!" was everywhere. I hated seeing this. I understand it's in Beta, but the only options for you right now are to start a new game or start a quick game. Everything else is blocked off. I haven't played multiplayer so I'm not sure how well that works. I'm not too upset given I spent $25 on the game, but for those who fully supported Stardock back in GC3's $100 asking price I feel right now you aren't getting your money's worth.

Second thing I noticed: Holy hell this game is beautiful. Seriously, every event that you have to make a decision on has its own piece of art to look at in the background. It sort of looks like concept art, and it's extremely well done and I enjoyed every event because each one had its own art to see. The graphics are nice, a huge step up from GC2, and understandably so. It has more of a hex-based system of movement that was present in GC2 but it's emphasized more in this game.

Music: Great as always. It sounds pretty much like a Galactic Civilizations game. If you liked the soft, ambient music of GC2 (at least during peaceful times) then you'll enjoy it in this one.

Gameplay: Not fully fleshed out, as I'll get to soon, but for the most part the features that are more developed are amazing. The tech tree is massive and overwhelming at first, but with time you'll figure out which techs to rush first and optimize properly. The overall consensus is that ship building is fun, but in my brief period of playing I didn't get around to it. Planning on building placement in buildings is pretty much the same as GC2, I'm pretty sure all buildings from both the base game and expansions from GC2 are available in GC3 along with a plethora of other buildings I didn't see.

Changes in the way fleet management and production was interesting and something I had to get used to first due to my extensive time spent in GC2. Instead of building a Starport on your planets to make them able to build ships, you have to produce a Shipyard which you build just like a Starbase, which has its pros and cons such as not taking up a slot on your planets, but being able to be destroyed by enemies.

So far I feel income management isn't fully developed. When you look at your income all it tells you is how much you're making. I think there might be an option to change how much you focus your spending, but it was a little finicky to get to work, at least in my inexperienced eyes.

Wars aren't done yet. The battles are close to GC2, but when I got invaded, all that happened was a pop up saying "You're being invaded" and I clicked OK and my planet was gone. Ship battles are nearly done, though overall battle is a little barren. This is probably one of the bigger deciding factors in buying the game since battle is one of the X's in 4X.

The tech tree is absolutely impressive. There's sooo many things for you to research that it overwhelmed me at the start. I didn't know where to begin. I think one of the main problems was I wasn't used to how the game ran so I was always at a loss to what I needed to research next, like should I focus on planetary improvements or focus on military or focus on expansion? I was randomly researching a little bit of everything until the Drengin Empire declared war on me and subsequently stomped me.

So the ending question is "Should I buy this game?" And I think the answer is yes. The developers seem very passionate about making this the best Galactic Civilization game thus far, and I believe that with time it will be.

But there's one more question: "Should I play this game right now?" And I would have to say no. I say pick this game up when it's on sale (like it is right now) or if you're willing to spend the $40ish dollars on it because the full release of the game looks extremely promising. BUT, I would also say that if you want to experience Galactic Civilizations in all its glory, buy and play GC2 Ultimate Edition until GC3 is more fully developed.
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13 of 20 people (65%) found this review helpful
482.8 hrs on record
Posted: February 24
Early Access Review
I've had this game since the start and have loved it from day 1. I knew I would, it came with the ship builder and even back then was one of the best builders I have played with. Addicted to the builder I didn't play much of the game so did not want to review it as I hadn't fully experienced all it had to offer. This game has something for every one who has the urge to conquer Galaxy. You can be nice about it or not, it's up to you. You don't need the skills for the builder as there are plenty of ready made ships as is. There has been some bugs the Dev's jump on very quickly. This game is made for the gamer. Will be playing this game for a long time to come. Oh and it has the Snathi!
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6 of 7 people (86%) found this review helpful
16.4 hrs on record
Posted: February 27
Early Access Review
Bugs discovered and bug fixes (View Comments for updates)

I purchased into the Beta4 Patch 2 build on offer at 50% off like a lot of people here. I had some very big problems running the game but lets face it's a Beta and it has bugs and we're here to help. It took me about 9 hours to get my 3 hours play time so don't give up.

Bug 1: Completey random freezing of the game for no apparent reason - Fix disable sound effects (nothing else worked)

Bug 2: Clicking on a planet in the planet list other than the idle colony message stats causes a game feeze - Temperary fix click through your messages first.

Bug3: (maybe a feature?) Orphaned Shipyard seemingly causeing a infinite loop bug - fix Attach shipyard to planet that built it and only build one shipyard per planet and if the planet already has one dont build another, yes you can decomission them. (I couldn't find anything out about orphaned shipyards either).

Bug4: Trading for techs that grants new ship designs places multiple copies of these ships into your ship build queue, It may be related to the number of tech traded, we as I have had 3 and 4 copies of identical ships appearing in my shipyard queue - Tempory fix go to your ship designer and obsolete the copies (although you want to play the game this is best for your sanity trust me)

Bug5: (This is a P.S. bug) Posting a review on steam for Gal Civ 3 while paused freezes the game -fix don't write a review

Extra: also consider updating your video drivers to the latest none beta version (ironic ha?) in some cases rolling back if you have already updated to beta versions.

Well done to Stardock on making the new game feel like excellent Gal Civ 2 only better (ignoring the bugs of course).
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13 of 21 people (62%) found this review helpful
1 person found this review funny
19.7 hrs on record
Posted: February 14
Early Access Review
For a Beta release, it does seem quite polished. I've only got about 20 hours into it, but it's more than meeting and exceeding my expectations. If you want a game that has countless possibilites and endless replay, this is the game for you.
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8 of 12 people (67%) found this review helpful
31.4 hrs on record
Posted: February 15
Early Access Review
Amazing game, top not considering the early access aspect of the game. Even when signing up for "experimental" beta's there are very few crashes, all round well thought out concept and great delivery so far.
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11 of 18 people (61%) found this review helpful
72.7 hrs on record
Posted: February 22
Early Access Review
I played GalCiv when it came out until GalCiv2 was released. I played GalCiv2 for the last 9-10 years since it was released and purchased numerous copies due to damaged/lost cd's over the years. I played it till they started open beta on GalCiv3. If you like 4x games and you don't own this. It's a mistake on your part. I'm looking forward to endless hours of conquest!
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4 of 5 people (80%) found this review helpful
7.1 hrs on record
Posted: February 27
Early Access Review
Fantastic game. Still in Beta so there is a lot that isn't available yet but it is coming and i just cannot wait. Though I spent most of my time designing ships rather than playing... more so that I ended up getting destroyed because I'd build for so long, I'd forget what was going on in the galaxy. Though one thing I don't really understand is the opening video... or trailer. Talks about this war, Humanity doing all this and that but... when you play the game, it is baiclally you start off as Humans (or Terrians) on Earth, you just go boldly where no man has gone before to explore strange new worlds (sorry, hat too :P). Not really sure because it looks like a campaign kind of thing but i don't see how that will work in this kind of game.... but whatever, it is still really fun and I cannot wait to see what they do with it in it's final release.
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5 of 7 people (71%) found this review helpful
3.9 hrs on record
Posted: February 27
Early Access Review
Great looking, smooth gameplay and still missing parts of the game that are sorely needed.
But all in all, its not shaping up to badly.
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5 of 7 people (71%) found this review helpful
0.9 hrs on record
Posted: February 27
Early Access Review
Oi i'll be in the credits for the early backers in this one.
Also i got to name a star system "DIN" after my first computer rig :')
I LOVED Galciv 2. I know i'll like this, looks like the same thing but better, and with multiplayer!
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10 of 17 people (59%) found this review helpful
1 person found this review funny
5.2 hrs on record
Posted: January 31
Early Access Review
Addicting, enough unlike the last to be new but still clings to the core features. Still in early Access but it is already showing polish to many of its features.
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4 of 6 people (67%) found this review helpful
1 person found this review funny
4.5 hrs on record
Posted: February 27
Early Access Review
I can see where this game is going and I think that when this game is released as a finished product it will probably be a good game, but right now [Beta 4] it is very rough around the edges gameplay wise. I may have only played a few hours as of now, but even then I have already three things that make the game kind of broken.
1.The AI has a freakishly overwhelming focus on military tech, with about 90 percent of the research they have for trade being a military one, I know rushing military techs is a valid strategy, but every single one of the AIs does it, even races that have great diplomatic abilities seem to think killing everything and letting god sort them out is the way to go
2. The Ai gets a REALLY unfair production rate, in one game the one AI had about 25 or so colonies and a godlike military by about turn 120, for refernce I had like 7 colonies and a laughable military, this should be imposible as they would to have had a colony ship produced every 5 turns and given that they were using the base level factories they could only realisticly put out 1 ship every 11 turns. I know they could have built more shipyards but that takes alot of time too so that would not account for the ridiculous construction rate.
3. Beam weapons are over powered, they get within firing range far before the other weapon types do and can fire off several salvoes before the other types can do jack to the enemy, often resulting in victories without a single point of damage taken by the users when up against other weapon types of comperable power.

This may be just me sucking at this game, but still, I have experience playing on mid level difficulties in Galactic civilizations 2 and I was was playing on casual so I could get a feel for the changes from the last installment, and I still got eclipsed by the AI in a way that made me feel as though the gaming gods were punishing me for being a filthy casual or something.
Either way wouldn't recomend the game right now, if you feel the need to buy this game, just but the earlier games from the series, they're better, cheaper and less buggy than this one is.
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2 of 3 people (67%) found this review helpful
10.5 hrs on record
Posted: February 28
Early Access Review
It's a good game but it's not worth $50. I bought it for $25 and I want to like it and I want to be good at it but it feels so hard and frankly boring. There's not much to do and there is a lack of content. It just lacks charm, it has no wow factor like distant worlds universe or civ5.


It's in beta atm yes, but they said all that needs adding is polish. The game is going to be released in a little over a month, but it feels quite far away from being amazing.

The diplomacy is extremely barebones. It's used to declare war and to trade, that's it.

The AI always has a massive point lead over you even on beginner difficulty, and I cannot figure out why. They always rush militairy and max build ships which boosts their points extremely high, but even before they do that their points are always higher.

Research tree is unnecessarily complicated and tedious.

Game seems to have problems with some tooltips, it doesn't show all the words. Like on researches for example, the wording is sometimes hidden.

The planet building screen is just simply embarassing. It looks and feels like something from 1995. It's really bad.

There's a severe lack of information on this game. No internet threads, no tutorial, lack of tooltips. You gotta figure out everything for yourself in most cases.

A lot of stuff just seems unclear.. the game as a whole feels unclear, I feel a lack of direction.

Multiplayer.. you won't find a game, yet.
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133 of 147 people (90%) found this review helpful
2 people found this review funny
98.1 hrs on record
Posted: December 14, 2014
Early Access Review
I was a huge fan of GC2, and purchased the beta several months ago. While the rollout of the beta updates has been slower than I would like, the game is finally at a point where it is playable. It still needs a lot of work and a significant ramp-up of the AI, but I am starting to see the game take the shape I was hoping it would.

Note that I have played every AI difficultly so far.

Feedback for the designers:
- The game engine is running well. I rarely see a point where it is just sitting there processing something or slow/clipping. Keep up the good work as everything is added in!
- Have the AI place a higher price on their ships. I am able to trade for a enemy ship with cash only and pay FAR less than it would cost me to rush production. The price for a trade or a rush should be a lot closer. This is most evident in the initial survey ship. I find it hilarious that I can quick research Universal Translator and immediately buy everyone else's survey ship by trading open borders and a small amount of cash, leaving all anomylies on the map to me only (which pays back that cash VERY quickly, not to mention the awesome bonuses).
- The price they place on their starbases is more appropriate than the ships, but could also be raised a bit (especially mid-to-late game).
- Have the AI be more effective when trading techs with each other, and come to the human player with trading opportunities. It is almost laughable that I can "make the rounds" in the diplomacy window every 25 or 30 turns, only trade one of my techs, re-trade everyone else, and end up so far ahead in tech, cash, and ships as a result.
- The Ultra-Terraformer is TOO EPIC! If it is that powerful it should cost a lot more of research or the AI should place a lot higher value on that line of research. So far, I have been able to ping-pong back and forth between manufacturing and research techs (keeping tech pace with the other races through trading), then start researching the terraforming line once the majority of my planets have built the majority of their buildings. Once I get to Ultra-Terraformer, the game is essentially over because I am able to build top-tier ships in a single turn due to the manufacturing adjacency bonuses. Another example is that with only 2 economic-centric planets I was able to get a per-turn income of 8K just from those 2 planets; no more need to trade techs...just buy them from the other races!
- I'm not certain how the Hyperion Shrinker actually works. The ship designer doesn't allow me to build a design specific to a shipyard (that I can tell), and the help text on the Shrinker seems to indicate that it only affects the shipyard the planet is sponsoring. Am I able to fit in more ship components on my Shrinker planet somehow? Or is the help text just wrong and it actually applies globally?
- I have run into many crashes, which have mostly been a result of me trying to perform operations too quickly or taking actions while a turn was running. I assume that these crashes are reported to you automatically, but might it help if you pop'd up a message window on crash where I could explain what I was doing? In many cases, I could almost write the bug report for you because by the 2nd or 3rd crash repeat (loading from autosave) I have a very good idea of what type of (if not the exact repeatable) action that I know caused the crash.
- After playing around with the various "Rare, Uncommon, Common, Abundant" settings, I am a bit confused by how the map creator determines what is actually generated. It would be great if you could provide an approximate number of black holes, stars, planets, ratio of habitable planets, etc on the game creation screen so that I could adjust the dropdowns so that the map is created how I expect. My personal ideal map for small and medium sizes consists of 2-3 habitable star systems per race which contain a total of 4-5 habitable planets within the system group. So for 6 players I would want between 12-18 stars with habitable planets and 24-30 habitable planets spread amongst them, but I am having trouble determining how to get the generator to actually create that consistently.
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