Mercenaries do add special ships from Korx market (as they are nearly wiped out race in lore, so they just run black market), not vital to play without, but niche thing :) Probably without the bundled DLCs you won't have precursor planets (but there is still couple types without them) and mega-events. Administrators should be in base game, same is new food system and taxes. Civilians no longer fight, you need to train legions and station them on planets, or load them into transports for attack. Citizens are waaaay better, not jsut numbers but meaningfull choices through whole game), espionage and new interactible invasions. So base game should have most of Crusade thingies within itself, except Citizens (totally new concept, without it you have the "wheel" for research/money/production. In late patches after Crusade, they actually did merged a lot of code, so it is not really standalone versions like Twillight, Dark Avatar etc were. (Actually found out that they have actually sales, so if anything, the bundle is worth it as you will get what is nowadays considered "vanilla-playable": ) At least they nowadays do sell essential parts together within one bundle, so one cannot buy barebone vanilla alone anymore. However they do add a lot of new things that were not in GC2, and even if it would be cool to have them in base is not like that. Well, base game has updates as well, but I would say that then some features would be not there because of expansions. But Frogboy did said that the story will be focused once all features are ready to be used on mass scale. There is practically only one thing missing, and that is Terror Stars. With 3.0 we are way ahead of GC2 already. As much as I loved so many older games (like Caveman2Cosmos modpack for civ4 and similar), there is no way back to playing it and falling asleep during 5 minutes waiting for AI turns. In GC3, you get smooth turn times and one of the best 4X AIs we have around. But nowadays they are just filling more features, while maintaining perfectly speedy game that runs smooth.įor me personally, the engine thingie is really important (I got spoiled by GC3 so much), as I really don't like to wait for AI turns, or even more I don't like AI dumbness trade-off for average turn times. GalCiv3 did suffered from 64bit/multicore rewrite of whole engine and game with lacking features at start. IMO it's deeper than the Democracy series, which have a set formula once you figure it out. I love how world region development and energy consumption are all interconnected in that game. But it's an economy/global management game and not a 4X at all. It is an actual 4X.Īnd if you're interested in the most realistic economy representation I've seen, try Fate of the World. Somewhat similar to Victoria 2, there is Distant Worlds, which has a good automated economy system, but is not as in-detail in some parts, however it simulates single freighters. if you have too much money, you can cut taxes, and your population (actual people) will get more money to spend on actual goods and more money to invest into factories. It's probably the best 4X-like pretty-much-modern economy simulator there is, e.g. on Immortal difficulty it's a constant challenge early and mid-game to balance between having a positive income and building that extra city you need.Īlso you might be interested in Victoria 2, though it isn't a 4X game - it doesn't have the explore part. Unlike CivV and CivVI, you get pretty screwed if you overexpand - to expand you need a working economy.
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