Galactic Civilizations III is the largest strategy sandbox ever made. Start with a single world and expand across the galaxy through diplomacy, trade, cultural hegemony, or military conquest in this single-player or multiplayer 4X strategy game. How will you rule your galaxy?
User reviews:
Mostly Positive (154 reviews) - 70% of the 154 user reviews in the last 30 days are positive.
Mostly Positive (5,163 reviews) - 77% of the 5,163 user reviews for this game are positive.
Release Date: May 14, 2015

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64-bit Windows Required

You must be running 64-bit Windows 7 or later to play Galactic Civilizations III. This requirement allows us to create the largest, most advanced, strategy game possible.

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Buy Stardock Pack 2017

Includes 6 items: Ashes of the Singularity, Galactic Civilizations III, Offworld Trading Company, Sins of a Solar Empire®: Rebellion, Sorcerer King, The Political Machine 2016

Buy Galactic Civilizations III - Mercenaries Expansion Pack


Recent updates View all (60)

August 23

New Campaign, Ship Parts and Styles in The Altarian Prophecy DLC

Face Down Enemies and Forge New Alliances in The Altarian Prophecy DLC
Check out the new campaign and explore new ship parts and styles for more customization

New Campaign
Discover the story of the alliance between mankind and the Altarians! Spanning 3 missions, you must do whatever it takes to overcome the Dominion of the Korx and their mysterious masters, the Drath.

New Ship Styles
Customize your ships with classic ship styles! This DLC includes the Drath and Korx styles.

New Ship Parts
Explore dozens of classic ship parts and build some of your favorite Galactic Civilizations II ships.

The Altarian Prophecy DLC is now available over at Steam or Stardock.

19 comments Read more

August 22

Galactic Civilizations III v1.82 Update Released

Welcome to our August update.  We've focused on addressing crashes, stuck turns, issues with the notification system, and bugs.   Please read below for info.

UI Stability improvements: We've increased the number of UI widgets by 4x. Extreme games (e.g large maps, hundreds of fleets, etc.) will now be more stable.  We have also fixed numerous issues with the new notification system.

Gameplay: We've fixed a ship trading exploit and several gameplay bugs.  In addition, we have made some treaties free for alliance members.

Rise of the Terrans DLC: Updated campaign to use a new United Earth  "classic" ship style that better represents ships of that galactic era.  As part of that change, you now can select United Terrans ship style for your custom races and choose from over twenty new "classic" ship parts for your ship designs.  

Change Log
  • Increased the number of UI widgets by 4x. Extreme games (e.g large maps, hundreds of fleets, etc.) will be now be more stable.
  • Removed a previous change to the autosave system from 1.81 that was causing crashes and corrupting save games in multiplayer.
  • Stray particle effects from battles were traveling across the galaxy before timing out.  This appeared to be a stuck turn.  This should no longer happen.
  • Adjusted AI evaluation of the "Open Borders" and "Non-Aggression Pact" treaties such that these treaties are free for alliance members.  
  • The "ignore defense" ability (from tech such as "Shield Punch") were not properly applying their damage. This has been fixed.  
  • Gave Pirate faction traits user-friendly names since they are showing up in some campaign diplomacy reports.
  • Ships with "One-Per-Player" components are no longer tradable.  This prevents an exploit that allowed players to get around the "One-Per-Player" restriction.  These ships are disabled on the trade screen and include a tooltip explaining that they cannot be traded.
  • The shipyard button "continue making this design until further notice" wasn't checking prereqs when deciding if it should be enabled for a build queue entry.
  • Notifications no longer interfere with game inputs on the left side of the screen.
  • Notifications are now refreshed only at the start of the game and start of a new turn.  This prevents creates gaps in the list in the mid-turn.
  • When adding a ship to the build queue, the list will automatically scroll to the bottom.
  • Clicking on shipyards in the Shipyard List now centers the camera on it and select it.
  • Fixed staked ship bar scaling issues for normal and medium UI
  • Renamed generic tech tree to "Generic Tech Tree".  It was mislabeled as "Terran Tech Tree".
  • Unowned asteroid fields now say "nearest owned planet" rather than "assigned planet" in their tooltip and selection context.
  • Fixed a crash caused by alerts that have no tooltip.
  • Added tooltip to Ship Level entry when viewing single ships on the Fleet Details Window.
  • Fixed a bug where the Invite Friends dialog would do nothing if the Steam Overlay was disabled. The button is now disabled with a tooltip explaining why.
  • Fixed bug where a player who dies in a mp game but stays around to watch the other players play would send an invalid match report.
  • Mercenaries:
    • Added warning if building a starbase upgrade will consume a constructor with mercenary components on it.
    • Building a starbase using the Mercenary ship "The Crux" now provides the correct influence bonus.
  • DLC
    • Rise of the Terrans: Updated United Terrans to use a "classic" ship style that better represents ships of that galactic era.  
    • Rise of the Terrans: Added United Terrans ship style.
    • Rise of the Terrans: Added over twenty "classic" ship parts.
    • Rise of the Terrans: Fixed assorted typos.
    • Rise of the Terrans: fixed bad Xendar homeworld name in diplomatic report screen.
    • Lost Treasures: Fixed a misleading bonus description with the Atomic Polarizer event.
    • Lost Treasures: Fix incorrect description on the Elemental Extractor Lost Treasure event.

21 comments Read more


“The new gold standard in 4X space strategy”
9/10 – GameWatcher

“Such a wealth of victory conditions and customization options that the experience feels new with every playthrough.”
8.6/10 – IGN

“A mix of familiar mechanics and new ideas that can keep both fans and newcomers occupied for a frighteningly long period of time.”
9/10 – Softpedia

About This Game

Never the same game twice, Galactic Civilizations III is the largest strategy sandbox ever made. Each new game offers an array of options as you set it up - choose your map size, abundance of planets and resources, frequency of events, and more for a unique play experience every time. Galactic Civilizations III also removes linear victory conditions and offers you multiple objectives that you can choose to pursue in order to win, such as military conquest, cultural domination, technological ascension, or political alliances. The new multiplayer capabilities also allow you to expand your challenges and fights beyond an AI in order to face off against fellow players. All of this, topped with a rich and in-depth custom ship designer ensure an immersive and exciting experience as you decide how to rule your galaxy.


  • Never the same game twice: Play in the ultimate sandbox where each game has a unique map, worlds, and challenges to face -- all on a massive scale. Play against 16 to 100 opponents.
  • Multiple paths to victory: Win through military conquest, cultural domination, technological ascension, or political alliance.
  • Story-based campaign: Get brought up to date on the 20-year story arc behind the rise of humanity in the 23rd century.
  • Massive technology tree: Research a technology tree with immense breadth and depth. Each playable faction has their own unique specializations. Your choice determines how you play and win.
  • Faction & Ship Customization: Create a civilization with its own look, ships, technologies, and even options for how the AI will use them.


  • Multiplayer: For the first time, Galactic Civilizations is a multiplayer game with full support for custom civilizations, saved multiplayer games, and much more.
  • New Battle System: Assign your ships specific roles to play in combat. You can now view fleet battles in a cinematic style to see your designs in action.
  • New Colony Manager: The location of a planetary improvement now matters. Adjacency bonuses and planetary resources make a major impact on what a planet is strong (or weak) at accomplishing.
  • Planetary Governors: Utilize individual planetary leaders to govern your worlds, deciding what improvements to build and when, which leaves you to focus on larger strategic goals.

System Requirements

    • OS: 64-bit Windows 10 / 8.x / 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
    • Storage: 12 GB available space
    • Sound Card: DirectX Compatible Sound Card
    • OS: 64-bit Windows 10 / 8.x / 7
    • Processor: 2.3 GHz Intel Core i5 Processor or Equivalent
    • Memory: 6 GB RAM
    • Graphics: 1 GB DirectX 10.1 Video Card
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 15 GB available space
    • Sound Card: DirectX Compatible Sound Card
Customer reviews
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Mostly Positive (154 reviews)
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4,233 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
36 of 41 people (88%) found this review helpful
Not Recommended
397.9 hrs on record
Posted: August 31
First, a caveat...I actually do enjoy this game, at least some of the time. Now, onto business...

+ Potentially expansive universe with what could've been nearly endless options.

+ A notably unique storyline with interesting details, and races at least some of which don't seem quite "cookie cutter".

+ A ship designer such that, to this day, no other 4X game has.

- Maps typically end up more like Battle Arenas than strategy maps, for a couple of different reasons, but the most important of which is that even truly beefy computers are greatly taxed trying to run an Insane map of any kind.

- Far too short a campaign, that could've been entirely epic.

- Too little variation between how each race plays. Essentially, there's only one winning strategy, and the tactics each race uses to follow that strategy are only mildly varied at best. The game had a lot of potential for a lot of unique mechanics for each of the races that would have actually drastically changed how they play, but this wasn't done.

- Ship designer somewhat clunky and unintuitive. Great variety of parts to choose from, but missing a good selection of truly simple, universal "core" parts.

- The AI is abysmal. There simply is no other word for it.

- There are still far too many bugs, and far too little polish, for what was supposed to be a top-shelf, finished game.

- Excessive emphasis on DLC rather than actually improving the base game.

This game could've been one of the best 4X space games of its generation, if not of all time. It could've been better than even Stellaris (though I haven't played that yet, so I could be wrong). Enjoyable as it is, some of the time, it's just not quite enough on its own to earn a recommendation. Coupled with how much potential it had but missed out on, I just have to flat-out not recommend it.

If it goes on a decent sale, however, I wouldn't fault you for picking it up anyway. It can be really fun in small doses. But it just doesn't carry the kind of epic grandiosity that one reasonably expects from a game about conquering (or liberating) the galaxy. It's unfortunate, but here's hoping that they did well enough in sales, and are willing enough to learn from their mistakes, that a Galactic Civilizations IV will happen, and be better than ever.
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21 of 23 people (91%) found this review helpful
Not Recommended
81.1 hrs on record
Posted: September 9
Simply put: Get Galactic Civilizations 2 instead. It gives nearly every feature this one does without the worst issue of this one.

This game tries to build off its predecesor, but the AI is cheating so overwhelmingly that the game just isn't fun. Either you're stomping easily through everthing, or getting stomped. No real middle-ground there.

On Normal difficulty in my last session for example, most of the AI were on par with a typical player like myself. But a few will be approximately 15x stronger and that gap will increase rapidly as the game progresses. I'm at ~180 power rating, most range in the 130-300 range, except that one guy sitting at at 2700. If they decide they hate you, well, your game was never a game because you never stood a chance, and you won't find this out until you've already wasted a number of hours on the galaxy.

The game desparately needs the AI to act more consistently and evenly for the difficulty set. As-is, it just plays like a bad version of the previous title in the series.
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26 of 33 people (79%) found this review helpful
3 people found this review funny
Not Recommended
186.9 hrs on record
Posted: September 4
How to quickly win in GalCiv3: (1) get Prominence III on the Benevolent ideological trait tree (a.k.a. "Enticing," which allows for all planets and starbases within your Influence to switch to your ownership) as you (2) save up a lot of cash. Then, (3) buy a planet (and any Starbases) from the AI player and then (4) do this for all AI opponents.

Nice job, Stardock.

Besides that, the rest of the game also feels "mailed-in" - it feels like the game's developer (Stardock) was resting on its laurels from the previous two smash hits.

Here are some reasons below as to why I do not recommend that you buy Galactic Civilizations III:

1) For starters, the DLC isn't worth a nickel. If you never bought those, you wouldn't miss much except for a few planet types that are hardly interesting. Really, almost all of their "expansions" and DLC need to be included in the base game. Of particular note is that you cannot use any of the newer DLC in the Map Editor, which is itself a feature you must pay for. The expansions and DLC are major rip-offs, and the "Mercenaries" expansion pack is one of the worst I have ever seen in all video games I have ever played.

2) The "wiki" is a laughable joke. You will not benefit from it because (i) it does not contain any specific details on most things you can't figure out on your own and (ii) you can figure out the basic stuff on your own. So why is it there? It's just a picture book; you will get no strategy or useful information, such as what an Aquatic planet's stats are once you've researched Colonization Focus - but the wiki will indeed tell you that the tint of this planet type is blue. Good luck.

3) Some of the worst mods on the Steam Workshop exist for this game. You will be amazed that you cannot find one decent modified race/civilization or map on the Workshop. The best you are going to find are pictures of women in bathing suits as civilization leaders. I guess the dweebs have taken over.

4) The combat in GalCiv3 is almost a pathetic joke. You wouldn't believe that a professional game designer would let that out into the market on purpose. The opening salvo of attacks is pretty cool, but once the two sides "clash," the starships sort of do these slow loopedy loops and curls as they pass by each other, firing their weapons in nonsensical directions, and floating around stupidly. Absolutely pathetic.

5) Managing your Fleets in GalCiv3 is cumbersome and sometimes pretty lame. The biggest nag is that if you add a unit to your Fleet, the Fleet gets renamed. Besides that, looking at the Details page for your Fleet is hardly helpful - names are not alphabetized, and you cannot decipher clear information about individual Fleet units. Sort of the opposite of a Details Screen, eh?

6) When trying to Upgrade your ships, you won't have a side-by-side comparison to see what you are getting yourself into; you will only see the attack and defense stats of your current build, while you can hover over the upgrade-to unit and get the information you want. The best you get to work with is the nomenclature. (Eg.: Marauder M5 going to Marauder M7.) You will likely be cancelling-out of the Upgrade pop-up so you can hover over your unit so that you can compare adequately (from memory). Cumbersome.

7) Oh, you wanted an easy way to manually determine your research, revenue, and manufacturing spending on an easy-to-use slider, eh? You don't get that in GalCiv3, even though it is a major component of playing a 4X-genre game. You get this odd triangle pictograph around which you have to aggravatingly drag a cursor. It is very hard trying to get the percentages how you want them; you can't just type in what you want. Ridiculous.

8) If you want to sort your Planets List by Class, you can't. If you want to sort the list by Manufacturing output - a number you can't see on this list - then you can. Huh?

9) Do you like spam? Me, neither. Here are some "intriguing" messages you will receive constantly throughout your GalCiv3 games: "Our mutual trade continues to strengthen our relationship" (from the same civilization, ad nauseum); "Be wary as you explore the stars. What is new to you is ancient to others" (from the same civilization, ad nauseum); and other useless gems where you can always provide only one type of clickable response: "We will take your words into consideration." That's it. Useless information just to tick you off; no other reason for Stardock to program that poop into GalCiv3 whatsoever.

10) The United Planets screen, like all the myriad spelling errors in this game, is just one more show of "We don't care about our game like we should" from Stardock, the game's developer. Leader portraits overlap, blocking each other in a scrunched-up, offset fashion; the message pane at the bottom covers multiple leader portraits (so you can't see their portraits or their votes); your own leader's portrait is not even presented on this screen; you will never know how many votes you have or how many votes were cast for the various U.P. propositions. GalCiv2 provided all of this information. Why does GalCiv3 suck so hard?

11) Try scrolling down most lists in GalCiv3. You will notice hover-over pop-ups blocking your view of the list underneath. Annoying as heck and defeats the whole purpose. Also, Stardock's lovely "free update" recently included having another list on your main screen letting you know what events are active. Just one more absolutely stupid decision by these people. Completely shameful.

12) Remember terraforming planets in GalCiv2? Man, you could almost do whatever you wanted in that game. In GalCiv3, the highest you can start with is a 26-class planet, taking it between Class 32 and 34 for most planets, and maybe Class 37 for only one planet (with a certain civilization feature). Also, the buildable terrain on these planets is rarely connected: you will mostly have two unconnected sides of a planet to build on instead of a wad of tiles in one bunch so that you can build planets how you want to. This is another key ingredient of a 4X-genre game (building your planet how you want to) that GalCiv3 was made to thwart. If this was just some form of balancing for the game or a challenge or whatever, then it would be fine if and only if the rest of the game were better. But it is just one more stupid thing about GalCiv3 that makes it so much worse than GalCiv2. On top of all that, throughout the game you are given six "buildings" to change/terraform unusable hexes on a planet into usable ones. I have had several planets on a map where I simply could not use 5/6 of these terraforming "buildings" because the strips of usable land on these planets were not connected or not large enough to allow me to add usable hexes! So my terraforming "buildings" just sit there in the planet's building list with nothing to do. How stupid is that? I have 5 terraforming buildings that I cannot use? STUPID!

13) Do you like being in a state of war and not knowing that? It might be exhilirating, but it is certainly not 4X genre. Welcome to GalCiv3.

14) I counted sixty three (yes, 63) modules for what is known as a "Military Starbase." 63! After all that time and effort, these "Military Starbases" are easily destroyed by low-level enemy ships. Asinine.

15) So you destroyed a civilization. Neat! Now their tens of Constructor ships turn into unarmed, non-Fleet Pirates that roam about space, slowing down your computer for you to find and destroy individually. Stardock don't care.

16) You don't know how to mod this game. The few that do either (i) don't or (ii) make stupid ♥♥♥♥.

17) Memory leaks galore.
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6 of 7 people (86%) found this review helpful
Not Recommended
223.9 hrs on record
Posted: September 12
The game is great but the current bug that prevents you from playing it really ruins it (especially after being 40 hours in). Please fix the turn button issue and I'll gladly provide a better review.
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2 of 2 people (100%) found this review helpful
139.7 hrs on record
Posted: September 11
I really wish I had time to play more, because this game has that one-more-turn thing going for it. Sadly it's so good that if I don't uninstall it I'll spend way too much time on it.

I strongly recommend using the DLCs and mods from that add variety to planet types, planet features and colonisation events.

Like any good 4X it offers challenging choices, like prioritising techs or choosing whether to run a planet down to expand to others or to send colonists from a further planet that could use a drop in populace. Whether to get all the anomalies early or to concentrate on finding habitable planets. Whether to sacrifice growth for a while to build a factory. Whether to lurch for a tech to improve a large planet or concentrate on techs that help all your planets but less each. I could go on for hours.

The best space 4X I've found so far.

Recommended unreservedly.


One day when I have the time I'll install it (or one of its sequels) again.
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2 of 2 people (100%) found this review helpful
1,088.2 hrs on record
Posted: September 19
Its been a long time since I played this game. I burned out on it and needed time away from it. As a founder I got DLC's, added to my downloads. I dabbled in the behemonth Terran return and it was a blast to use precurser tech destroying the Dregin threat. So now it was time to play again. I am playing the Terrans first voyage into space campaign. I have read many of the recent reviews and their comments. Some I will address with my spin of the game and I will also address areas of the game I feel are strange to me.

First the diversifications of the races not being apparent. The best advice I can give you is make a couple of custom races before you even pay your first game. Make your own warrior race, or trade race or fanatic race, look at the pluses and minuses. these numbers show the matrix of the race, that the AI will use to run it. these numbers are subtle but can steamroller you in the actual game if you dont know what they mean. When you meet a race in the actual game immediately go to the diplomacy screen and read up on the race and his key traits, also what he thinks of you good or bad and how untrusting or trusting it is to you.
what is your races strength, the Terrans diplomacy helped me and I have not been attacked or fired a shot and my game is now in the accension phase of the game. it has been very tricky to balance out the races opinions of the Terrans, I came close to war many times. but a gift of some extra credits here and there a trade route established at a critical time can avoid war. It is expensive to build a fleet to keep up with the Dregin or Alterion race, the global economics is quite robust and it works like a real world economy, a stream turns into a brook,turns into a river. do i do research or construction, do i do it system wide or planet wide. the difference in races those +1's and -1s now come into play. you should pick your race on your play style. the AI plays with those numbers. If you as a live player play as a terran you have to play the game using your diplomatic bonuses. Ripe for the picking can go up to i believe a minus 3 agrgession modifier I had to override it with 3 point of positive diplomacy. Early in the game hitting the diplomacy screen every turn and base your strategy of this information. This screen is your chessboard not the actual galaxy map.
Now your planets these are your economy engines and can spin out of control without you even knowing it until long into the game, every decision you make on each of your planets is crutial to a robust economy or a bleeding economy. the AI plays its economy very efficient, again playing the race pluses and minuses to the max.
If you decide to build ships you want to look at the opposing races ships and like in real life build your strengths to his weaknesses. if he uses beams you research shields, if he has no missle defence research missles. Each race picks a favorite and in the latter game you may have fleets made up to fight different races with your ships named that way. This means you must make custom ships, the Terrans core ships are to weak in many instances, you must make and outfit custom ships
Again like the real world accurate intellegence and planning is key to this game. If you pick up this game and decide to play the Terrans or any other race without understanding them you will get steam rolled in the age of war.
Meta gamers can break this game at this time. Many people have posted how so I will not go into detail.
This game is very deep, and like I said a move you did 30 turns ago can mess you up in your whole future game if you dont monitor your cause and effect factor.

Now some thing I feel need to be addressed.
Star Docks: they never improve they can never hold their own in a fight, you can put a hefty starbase near them but only the AI will attack that starbase first a human player will just bypass all your starbases and go for your spacedock. I would like to see a stardock actually being part of a starbase. taking on the starbases protection.

Starbases: I am using tons of starbases in my game, one thing I noticed is that no matter how many modules I put on the starbase, the base hitpoints never change, just the idea of the increase of mass brought about by the modules should increase the mass, making starbases being able to have possible thousands of hitpoints.
Also I think that as a starbase takes damage modules go offline, so a damaged starbase is not as effective as a fully functioing one.
also just like a space dock you should be able to move a starbase slowly to reposition it after placement.

Planet panel: in GC2 you could see in the planet screen if your planet had a stardock orbiting it. I miss this feature, as you scroll through your planet screens you can lose track of your planets that have a stardock built by it.

Ideology tree: To me is too powerful in certain areas, and as a general note can really hurt or help you in the early game.

this game is not for everybody if you are a knee jerk game player , the so called cheating AI will run you over. If you like to take on the roll of the head of your race and like me review all your adversarries on a constant basis, add and revoke trade to increase or decrease influence with a race, dive deep into your planets economys, and balace them to your needs, start or stop and arms race, figure and reconfigure your fleets based on the lastest intellence on the aggressive races, this game is for you and that is just the tip of a very deep iceburg.

I am not a fanboy nor do i work for the company in any way. I have play this game since early access when it barely did anything to the deep game it has become.
I welcome any debate as to my opinion of this game.
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4 of 6 people (67%) found this review helpful
Not Recommended
10.6 hrs on record
Posted: September 6
Not worth £30 unless you dont care, worth £10 if you do care and can handle the decline of the game since galciv 1.

Core gameplay is still there, but certain aspects of ai behaviour are gamebreaking imo.
Try it and see, but wait till its on sale, or you will be kicking yourself for wasting £30(if youve already played gc1 and gc2)
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1 of 1 people (100%) found this review helpful
45.1 hrs on record
Posted: September 24
Very Slow if played right. The regular game is fun but with lots of weird aspects. For example I noticed early that you can run a fairly substial deficit most of the game. I ignored cash lost hundreds per turn, for about 100 turns I was alwase 10 turns from going broke but I just found enough to keep me going. Setting up a good starbase network around your planets takes forever and gives you such a huge economic advantage, but slows your game to a crawl. I easily spent half my game setting up starbases. The campain is super easy and its more of a tutorial than anything else, just fly towards the end and win.
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1 of 1 people (100%) found this review helpful
131.7 hrs on record
Posted: September 24
I cannot overstate how much I've enjoyed making spaceships in Galactic Civilizations III.
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1 of 1 people (100%) found this review helpful
238.1 hrs on record
Posted: September 15
I've thought about this game for awhile. I've always chosen the other game over this when I have compared both in reviews. I bought No Man's Sky over this game (huge mistake). Breaking it down, if you love Civilization (any series) you will probably like this game, if not, I give it a 50/50. I for one who spent over 2,500 hours in Civ must say that this game is worth it, like the Mod in Civ 4 but way cooler. There are some glitches, but for the most part works good. My biggest problem with this game, is that you don't get to fight your own battles, but my biggest win for the game is that you can design your own ships. Not getting into too much detail I rate it as a 9.1 out of 10
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Recently Posted
General Pants
555.6 hrs
Posted: September 30
I loved GalCiv2, and I was very excited for this new game (I was a junior founder, I bought in early). Now I am not so excited. I think it is the best new 4X game space game out there, but it frequently fails to live up to its predecessor, and it certainly doesn't feel like it has benefitted sufficiently from nearly a decade of advancement in gaming. This game has great potential, but after waiting a year for it to be realized, I'm beginning to lose hope. If you like space 4X, sci fi, or galciv2, you might try picking this up on sale, just to see if you like it. Don't get too excited, though.

Here's a short breakdown:

Pro: Multiplayer (finally!)
Con: Multiplayer doesn't really work well
Con: How long will the game keep making money and therefore being supported with limited multiplayer?

Pro: AI is what the developer prides itself on
Con: The AI is not very good
Con: Worse, there are obvious exploits
Con: Someone with a knowledge of basic probability needs to go over the game mechanics... there are some weird bits*

Pro: Huge maps and the ability to play over 100 opponents
Con: Only comes with a dozen factions. The rest are crowd-sourced on Steam, and they are generally lackluster.
Con: Only a slow trickle of "offical," complete new factions from the developer, and they seem to actively avoid adding them
Con: The first race they added in DLC is a species of super-aggressive squirrels that started in GC2 as a joke... seriously

Pro: Fine graphics
Con: The movies use proprietary software, so it is much harder to add new ones
Con: Certain things, like lights for ships and faction map colors, are limited and difficult to mod
Con: Clumsy interface

Pro: Lots of DLC support
Con: The DLC is mostly weak and disappointing
Con: The first expansion was similarly weak

Pro: Delightful ship designer
Con: You can only design ships in-game, no independent shipyard
Con: The designer is terribly organized and harder to use than the GC2 version

Pro: There is customer support
Con: You can't just record a bug, you have to send them a video showing them something they could reproduce on their own computer
Con: And they will close a ticket if you don't get back to them very quickly (they are not so prompt themselves)

Pro: Extensive modding support
Con: You can't upload mods to Steam
Con: Some programming shortcuts make "obvious" mods difficult (not unique to this game, I'm sure)**

Pro: Design as many factions as you want, supports multiple custom civilizations
Con: But they are in an uneditable form outside of the game***
Con: There is no interface for editing factions, you have to start a game
Con: Large numbers of factions become unmanagable in an administrative sense: how do you find the one you are looking for with no search and no rational order to the listing?
Con: Odd choices in programming colors limits the customizability of ships, interfaces, etc.
Con: Game still doesn't include all of the factions remaining at the end of GC2 (Drath, Korath)

Pro: Some "interesting" new game concepts, like tourism (yawn) and mercenaries (yawn)
Con: Lacks, or nerfs, many of the features of GalCIv2, including spies (coming), asteroid miners (nerfed), terror stars (maybe someday)
Con: Major features that came with the basic GC2, like politics and political parties, are gone. United Planets seems to be significantly nerfed.

Pro: The developer is very good about updates
Pro: The developer often throws new content into updates
Pro: The developer is pretty clever
Con: There seem to be a lot of glitches/ "unadvertised features" that still haven't been resolved despite extensive documentation

* e.g., Class 8 and 11 planets are more likely to occur than an either 7,9, 10, or 12, and random planets cannot be class 17!
** Aquatic ability is hard-wired, adding new strategic icons...
** You can't get the text back out to, say, spellcheck, the the text boxes are too small, the formatting changes unexpectedly, the typing interface is glitchy, and you can't give custom factions everything a built-in faction can (mostly for Steam compatibility)
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100.3 hrs
Posted: September 29
I love strategy games and Galactic Civilizations 3 is briliant. I love the exporation with the thrill of finding a new planet. Each choice has a real impact on every game making for near infinate replayability. The planet development and building adjacentcy bonuses make every planet unique. Last the ship design while very easy to do is very rewarding in not only asthetic but how it affects gmaplay in major ways. This game makes me feel as if each game is new and exciting as the sheer amount of costomization involved and the planet generation is never the same game to game!
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7.6 hrs
Posted: September 29
This game is just dull... They did a really good job dolling up the graphics from GalCivII... but, the mechanics make it feel like it is grueling to play. I just kept playing hoping it would become fun... and realized it was just work... I didn't care about the game at all... nor my empire... what a waste of money and time... ugh.
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[CB] Chaz
154.3 hrs
Posted: September 29
Honestly, it's another 4x space game.

I'm not totally enthralled by it, but it is good.


Graphics are stunning.

Create and customize your own races with perks and attribute increases.
Your typical unit customization based through technology advances, depending which technologies you choose per advance of several options, the rest of those from that become unresearchable. This ultimatley customizes your play style, and your civilization as well as units and which type of weapons are the strongest and most advanced, however, the other technologies that are lost, can be traded for, which leads me to my next point
Technology Zerging is basically a win in this game. Isolate and tech zerg, and trade common techs for the techs that you can longer get. The AI's are not incredibly difficult here, though i was slightly impressed with the more aggressive races. Missiles seem to trump everything if you build into them, with range and power.

Overall summary - Personally i love how the tech advancement works along with the tech trading, however its too easy to win that way, combat is pretty nice to watch, while you get no say in which ship shoots where or how or anything, the cinematic of seeing enemy missiles blow up all your advanced Laser cannon capital ships cuz missiles OP, is always a fun time. Gameplay is good, i spent 150 hours on a few handfuls of playthroughs, but its not my 4x of choice. Good game but don't pay 40$ for it. Probably worth closer to 25$.
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56.6 hrs
Posted: September 29
I love this game! Take Civ 2 and then multiply it by 10 and there is Civ 3. Some may say; "It's just like Civ 2 with only slight differences." But I say if it isn't broke, don't fix it.
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100.3 hrs
Posted: September 28
Would be a great game...EXCEPT...I have played 5 games all freezing after a couple hundred turns. Oddly I see coplaints about this over a year ago. Trying to find a solution even in this forum is next to impossible.
I would ask for a refund if I thought I would get one...but even better would continue to play it IF I could actually get to play a full game.
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35.9 hrs
Posted: September 28
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51.3 hrs
Posted: September 28
This is one of the best iterations of this game and I haven't used most of the dlc yet. I would say buy this game. If you have played the older games or not it is pretty easy to get the ui and game play. I hope they keep advancing this franchise.
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82.0 hrs
Posted: September 28
Glitched out and crashed a couple of times, but otherwise a great game. The AI is a bit op as they will almost invariably out produce and outpace you throughout the beginning of the game if not all throughout. Even at beginner settings, I had trouble keeping pace with the AI. I am a veteran turn based strategy gamer. Hopefully they rebalance the AI a bit and address a few of the glitches because this is a truly addicting game.
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195.4 hrs
Posted: September 27
A fun modernized version of gal civ 2, but its pretty broken. Long games crash and cannot be continued, which sort of wrecks the experience. Buy it on sale if you're a civ fan.
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