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GalCiv 2 vs MOO3 (A Comparative Review for all 4X Gamers)

GalCiv 2 vs MOO3 (A Comparative Review for all 4X Gamers)

Well now,



Been playing GalCiv2 for the last few days, and I must say the game is pretty impressive. Unfortunately, it fall shorts in several areas. Most of my opinions are based on my positive experience with MOO3 (despite the bad reviews and frequent upset fanboy outrage).



Race Configuration

Both MOO3 and GalCiv2 are on par in terms of race configuration. Each has their own unique strengths, but both go equally in-depth and the options are detailed enough. I especially like the advance configurations in difficulty level for GalCiv 2.



Galaxy Gameplay

GalCiv 2 uses a "free-for-all-travel" system, meaning ships can travel from one point to another freely across space. Comparatively, MOO3 uses a "warp-lane-travel" system that limits ships as they need to travel through certain warp lanes (of course you can travel off-lane but that takes forever). In terms of gameplay, it means that unlike MOO3, you can't have chokepoints in GalCiv2, which drastically alters one's strategies. Personally, I prefer the MOO3 format... but to each his own.



MOO3 also featured the "mobilisation center" system which is a plus point for me, as within a short notice, I can deploy a fleet at any planet, thus simplifying logistics by a huge amount. While the system is not as a realistic as the conventional "travel-there-by-engines" approach that GalCiv 2 takes, I still prefer the former for it's simplicity (and convenience).



Technology Tree

I have no idea why every review I read says GalCiv 2 tech tree is "large". By my standards it is "medium"-sized at best, considering that I could only see about 200 technologies (unless there is alot more that I have yet to unlock). Compared to MOO3 which had 6 fields, 50 levels and average of 2-3 tech per level, totalling to 600-900 technologies in the game. However, the saving point of GalCiv 2 is that you can research INDIVIDUAL technologies, which is a big plus. I got seriously turned off in MOO3 when I had to research each level at one go... taking the strategic option out from researching technology.



Empire Size & Planet Count

I really have to admit MOO3 wins GalCiv 2 when it comes to empire size and planet count. In MOO3, on the largest galaxy, I can be controlling 300+ planets in the mid-game while dominating 1/3 of the galaxy (total planet count would be almost 1000 planets). Contrast this in GalCiv 2 where I have about 50+ planets controlling 1/4 of the galaxy (projected total planet count of 200+). Of course, I have yet to colonize the Class 0 planets (which I hope will be possible in the late game).



Ship Design & Classes

GalCiv 2 wins MOO3 hands down. The ability to "lego-build" your ships in GalCiv 2 is extremely satisfying. However, I am very disapppointed that we are stuck with mere fighters for the early game, and do not get proper battleships until the very late game (which I have yet to reach). Currently, I'm still using Frigate-class ships and that is extremely annoying. Contrast this to MOO3 where you start with the Light Cruiser chassis.



Fleet Battles

To make a comparative analogy, fleet battles in GalCiv 2 is similar to Star Trek, while MOO3 is similar to Star Wars. The fleet battles and ship count in GalCiv 2 is slow, and often only a few ships (less than 5) can participate in the battle. Not to mention they can only mount a few weapons (less than 10). Compare this to MOO3 where you can deploy 64 ships in an armada (or 255 ships per armada with the correct mods), and have a shit-load of weapons on each ship. The action is intense (and sometimes mindless too). Also, while there is no unit cap in GalCiv 2, I still find that MOO3 you can field much more ships than GalCiv 2 which is a big let down for this.



Diplomacy

Both game sucks equally in diplomacy. In MOO3 there was very little options you could do in the Galactic Senate, which mainly comprised on the random issues raised and voting for the president. GalCiv2, which touted an advanced diplomacy system, is just as bad as MOO3. So far, I've yet to see any election for the president of the United Planets (not to mention that the president of Galactic Senate in MOO3 has NO POWERS unlike Sid Meier Alpha Centauri). I've also yet to see if we can actually create or select what issues to raise during each United Planets meeting, instead of being randomly generated.



One thing that is actually good in GalCiv 2 is that civilizations can actually surrender unlike MOO3 where you pound them to death. Although, I admit the "surrender-to-another-empire" trick is really pissing me off some time.



Game Performance

For a such a beautiful game, GalCiv 2 surely runs very smoothly on my computer, even with the largest galaxy and by mid-game. Compared to MOO3, which can average to 5min per turn (including auto-resolve battles), the game programming of GalCiv 2 is clearly superior and more optimised, which translates to a better gameplay experience.



Overall Gameplay

The distinction of GalCiv 2 and MOO3 is pretty clear actually. Much like the developers promised, I actually spend quite a lot of time building up my civilization, and less so for my military (until the Torians declared war on me). Comparatively, in MOO3 I am building up my fleet (as I let my governer handle my planet infrastructure - which they are extremely good at, once you start to understand their macro-management mechanism), and literally fighting battles every turn towards the late game (which can be very dry and repetitive).

25,006 views 33 replies
Reply #26 Top
Moo3 was a sinking ship, I don't know why you made life rafts for it. Your time could be well spent building mods for a ship that is seaworthy. Also, comparing a ship you have several life rafts keeping barely afloat with a ship that is perfectly seaworthy is an unfair comparison.
Reply #27 Top
i reckon it was a mixture of devoted love, mental sickness, hope for a lost dream to be at least partially regained, gluttony for punishment, and something Elerian fetish that kept the dream alive.

also, underneath all the warts, there's lots of cool details.

for example, it's cool when you're designing a ship to be able to specify if a weapon is light, heavy, or spinal mount, if you want options like armor piercing, and to balance that against using the next most advanced weapon intstead... and to have those choices actually mean something in how battles play out.

contrast to GalCiv2, where the newest version of the next weapon type is always better than the most advanced version of the last, making it nearly a no-brainer to figure out what weapons to include. and there's no concept of range during combat, so choosing between a high damage but short range weapon vs a long range but low damage weapon isn't required.

if i could have a visual ship design system from GC2, with the weapons variety from Moo3, and combat that has range and tactics like Moo3, but looks like GC2 combat?

yeah, baby. that would do the trick for me, Elerians or no...
Reply #28 Top

Unfortunately all the great things you mentioned about Moo3 are completly superfluous when you consider how terrible the AI was. Not only did that mean predictable boring opponents that made every game the same, but it also meant that most of the game was spent dicking around with time-consuming colony micromanagement to counter the ineffectiveness of the AI governers in managing the overly complex planetary development system.
Reply #29 Top
so, the AI empires in Moo3 are more predictable than any other 4x game?

me, of course, i play them like a harp, but i do that in GalCiv2, the Civ series (when i played it), and SMAC too. have you ever met an AI you couldn't out-think?

as for the planetary viceroy, once one actually understands how to use Development Plans, it's not that hard to get the 'roy to build pretty much approximately what you want, approximately where you want it. not perfect of course, but good enough for government work.

from there, you have to tweak a bit, but if you didn't have to do that, we'd hear the "all i do is hit the Turn button" complaint.

the main thing it's missing, though is "re-developmet" plans, for tearing out old resource generating developments, and putting in resource consuming ones, once efficiency is improved by techs. other than that, any other "time consuming micromanagement" is the result of poor understanding of how to "ride the 'roy".

but hey, different things kill different games for different people.
Reply #30 Top
I bought MOO3 the day it came out but very quickly returned it (El. Boutique still had a liberal return policy back then). The final straw for me was when I discovered that the save game function didn't actually save your current game state, only your turn's starting point, no matter when you actually hit the save button. The game didn't tell you that's how it worked, so it took several times when I lost 30+ minutes of planet micromanagement effort by saving and exiting the game without ending the turn first before I figured out what was going on.

I monitored the MOO3 forum for a while afterwards to see if the devs would substantially fix the game's problems, planning to repurchase it if they did, but I eventually gave up on them.
Reply #31 Top
I gave both games a go.
MOO3 I gave two goes, one about a year or so and just recently.
Both times I was disappointed in the complexity and not so friendly interface to the new user. I somehow managed to finish one mission this time around.
Then tried a skirmish, full size. By the time I had an "armada" the AI totally owned me. And this was on easy (not novice or cat walk, one level below normal)

So I searched for other reviews of games like MOO3, as I was a big fan of Civ 4 and Roman :Total war?
And I found GalCiv 2.

So I got my hands on the expansion pack! I have to say, it is much simpler to play, you dont need to get RIGHT into the micro straight away. Sure you have to have some understanding, but you can actually just jump into the game. After a while you get the basic idea and get further and further into the game.
All the techs tell you what they do, you dont just research something random, but choose exactly what you want!


The only down for me was less ships in a battle and simple espionage system (good at the start, but bad once you get advanced)

I am a very happy GalCiv2 player.
Reply #32 Top

Master of Orion was not the first 4X, but it was the first one for the masses. A company called Simtex created it and "beta" version called "StarLords is in the public domain.





The 4X genre goes back a long, long time. In 1981 I wrote a game called Galactic Empire for the Sanyo MBC-550 (an early IBM PC clone) and it was a 4X, albiet a very primitive one. But it did have graphics, and gameplay could run for maybe an hour or two. I sold it to a magazine called SoftSector, which was one of those publications which printed program listings that you had to type in yourself. I think they paid me $500, which seemed pretty cool to me at the time -- I was 13. I got the idea from a similar (but even more primitive) game, still a 4X, which I saw running on a black & white text-only timeshare terminal at one of the military bases where my father worked, so that puts the origins back in the late 70's at the very least...

End of quote


Hah, this reminds me "dragon isles" (i think is what it was called", back in israel, in hebrew... one of the most fun games I ever played, it was a real time strategy game written back in the early 90s (before win 95) by a 9 or 11 year old kid... I had a really good time playing that.

(you would build "farmers huts/tents/whatever" each will claim a certain circle of land around it (so you cant build too close) and grow crops to provide you with money... you use the money to build more tents... aswell as buildings that make warriors of various kinds (there was a ninja who could climb walls, castles, archers, etc...
It was a real blast and very well designed game to boot.
Reply #33 Top
Comparing MOO3 to Gal Civ2 is the equivalent of comparing a turd to caviar.