If you know French, here is a test of galciv2.

http://www.clubic.com/article-33097-1-galactic-civilizations-ii-le-megalo-test.html

It's rated as an excellent game, for those who does not understand French!
16,545 views 13 replies
Reply #1 Top
Translation courtesy of Link Babel Fish:

Specialist in the personalization of the interfaces Windows, Stardock benefitted from the nearly general disinterest of the editors for the kind of the space conquest. During 2003, the developer had thus proposed us its first test on the matter and even if the result were not perfect, the many amateurs of Ascendancy and other Master Of Orion were quickly conquered. In order to perfect its reputation, Stardock also supported the community before launching out in the development of a continuation that we propose to you to discover today, Galactic Civilizations II: Dread Lords


Internal fights for galactic colonists
As much the statement immediately, you are not likely to find Galactic Civilizations II in your favorite retailer. Discussions are in hand, but for the moment, the play is not distributed in France and it is thus necessary to pass by a British shop to order of it a version which will necessarily be in English. Following the success which it gains in this moment in North America, we despite everything chose of you to propose the test of it and if the first opus were already of quality, Stardock had promised to go much further with this continuation. Galactic Civilizations II rests obviously on the same bases as its predecessor. Exclusively playable in solo, it acts of a play of strategy/management to the turn by turn where the player sees himself entrusting the control of people and his expansion through the very whole galaxy.



With the image of other kinematics of the play, the introduction is correct without more, but that does not have a great importance

Once the launched play and the sequence of introduction passed, the welcome menu is offered to us and initially makes it possible to reach a small heading where are joined together various vidéos of catch in hand. The simplest orders with the management of the fleets while placing by technological progress, the construction of structures or the shipyard, all the functionalities of the play are presented the ones after the others. Far from essential for accustombeing accustomed, these vidéos quite useful for the new ones will have come before they are not attacked following the festivities. The countryside is generally the heart of a RTS in solo, but here it is not completely true. It resembles an aperitif more where the missions do not have real bonds between them. One thus needs and for each new mission, to set out again of nothing as if all progress made previously were unobtrusive.

The few missions of the countryside amuse a time, but any amateur will quickly want of something of more consistent and it is precisely the goal of the free parts. One starts by choosing the size of the universe to be conquered and some options to personalize it (a number of livable planets or stars and density of the unit). One can then define the conditions of victories (research, conquest, diplomacy, culture) and even choose a preset scenario which makes it possible to vary the pleasures. These scenarios thus put in scene precise threats or lay down new rules like the accelerated departure (more resources to begin) or Battle Of The Gods in which all technologies are already discovered. This made, it is still necessary to pass to the screens of civilization.

Here, the things are rather simple. It is a question for the player of choosing the people which he wants to incarnate (Human, Drengins, Altariens, Arcéens...). Then, it is possible to personalize a little the nation selected by defining some outstanding features which will be as many advantages in the course of part (scientific aptitudes, points of life of the vessels, diplomacy...). Lastly, a last screen enables us to regulate the number of adversaries with which it will be necessary to fight and the level of difficulty among twelve possible: one will congratulate in the passing Stardock, particularly imaginative on this level, since that goes from "walk of health" to "suicidal" while passing through "masochist" or more traditional "normal". This last parameter chosen, it is finally possible to launch the part which propels us on a very diagrammatic chart of the universe.



The same part at one moment given, but according to three of the many levels of zoom available on the chart of the galaxy



Master of the Universe without ancestral cranium
This chart is in fact the central element of the play, the neuralgic point from which the player takes the essence of his decisions. It thus represents the whole of the universe, but at the beginning of part a thick fog covers with it the majority and the player knows finally only the immediate surroundings of his planet mother. If you choose the Human ones, this one is called of course the Earth, a fairly rich planet (class 11), but much hospital than the other stars of the solar system. Mercury, Jupiter, Saturn and Mars are represented, but only the latter is livable. It acts however only of one planet of class 4 and it is highly advised to go to explore a little the neighbourhoods to discover other more interesting sites. It should be known that the "class" of a planet determines the number of sites available to its surface.

Certain very rare planets thus do not have less than 28 sites which function as as many zones on which have can build various structures (firm, factories, laboratories...) intended to improve happiness of the inhabitants, the cultural influence of planet, the recovered money, scientific research, the military production and the social production. These elements are to some extent the key "resources" to manage in Galactic Civilizations II. They make it possible to garner appropriations, to build many men-of-war, to accelerate research or to support the colonial effort. In fact, it is very important to colonize the most accessible planets as fast as possible. One should not however not neglect the small planets which can cover a major strategic role.

At the beginning of part, one has only one small vessel of exploration way Star Trek and a colonial ship then obviously, the space conquest is limited. A planet however should quickly be found favourable with the installation of these colonists. The goal being to waste less time possible to wander in space. All the part proceeds with the manner of Civilization in turn mode by turn where a turn of play corresponds to one week. His two units are moved, one launches some productions on the Earth and already it is necessary to decide scientific objectives. The tree of technologies one of largest ever is undoubtedly designed on a play of this type and one quickly made be drowned under the number of the accessible discoveries. Fortunately, a quite practical system of colors makes it possible to see continuation what has report/ratio with the weapons, the social progress, research...



Technologies have a cardinal importance in the play: discovered or exchanges, all is good to progress!

A great part of the tree of technologies deals with progress related to the vessels. That they are new weapons (laser, guns, missiles), more effective radars or engines increasingly more powerful, this preponderance shows well the importance of the management of the vessels in the play. To have a more important fleet is not however inevitably a pledge of victory and only one vessel heavily equipped can put very well in rout a whole group of too light hunters. Progressively progress carried out, new plans of vessels is available to construction on planets equipped with a starport. Rather than to remain about it with these basic models, the developers allow and encourage even the players to design their own vessels using the shipyard accessible since the bar located in bottom from the screen.


When the fleet is thrown to water...
After only a few minutes of play, one does not have obviously many components to personalize his vessel, but very quickly the things improve. One can then choose among several categories/the shapes of hulls (small, average, large, cargo liner...) and according to the space authorized by this hull, it is possible to select various equipment. In more of the place which it occupies, each component has a cost and performances which should not be neglected. One makes his choices according to the nature of the vessel which one wants to create and, for example, a heavy hunter will not have no need for a module of transport of troops. A light interceptor will be able to make the dead end on protections, but must have a good fire power. Extremely personnalisable, this module shipyard is very powerful and allows really all the madnesses!

The developers wanted that the players can have the impression to create their own fleet and it is successful perfectly: some lit are even parvenu to reproduce the imperial cruisers of Wars Star. The model carried out, one can then launch the production chains some on our various planets in order to develop a true fleet of invasion and to stick one déculottée to unpleasant Drengins which terrorize the galaxy. To reach that point and once the produced vessels, it is possible to gather several units in a fleet. It is the only means of having a really interesting fire power, but the size of the fleet depends on our progress in logistic technology. Once the units gathered in a fleet, one can then launch an attack automatically calculated by the computer.



My "condors" quite simply crushed the small fleet altarienne which had ventured a little bit too far in my territory

A small very simple and rather short animation makes it possible to have an idea of the effectiveness of our choices and, possibly, to then turn over in the shipyard in order to take into new account the disruptors which our adversary installed. Side of the terrestrial, essential attacks for the already occupied planet conquest, it is necessary to pass by the creation of transport of troops. Escorted, the latter go to surface and the player can then choose a tactic of combat. The most advanced strategies also require to have made the preliminary discoveries, but in any event, the unit is there too calculated by the computer. According to the tactics employed, the victory will be more or less difficult to obtain and the planet will have more or less suffered from the attack.

The planet taken, one considers it regrettable that there is not "resistance" on behalf of the local population which is managed like that of any other colony. Technological progress in space combat and new colonies, the play continues its course thus. The player can build space stations to sit his control on a zone of the galaxy or to improve his economy. Cargo liners can be built to establish trade route and in more of the major races, the player has the possibility of crossing minor people. Confined with a planet, these people can support the player economically, form part of an alliance, give him vessels or carry out the exchange of technologies. As many diplomatic elements which depend on the influence of the player and who can, of course, being also led with major civilizations.

One could develop during hours of the possibilities of this space Civilization. One could thus speak about the plain Planets which vote great decrees regularly, one could also discourse on the events which occur to spice the part (new drug, discovered of a very advanced vessel...) like on the tools of automation (exploration of the galaxy, governors...). There would be a crowd of other things to detail, but we will finish this test by a technical aside to underline progress of Stardock. Play of management obliges, Galactic Civilizations II is not most spectacular of the titles. The chart of the galaxy however adopts a sight 3d of the most beautiful effect, the vessels are well modelled and the unit is perfectly readable with broad possibilities of zoom. It turns very well on an average machine (PIV 1,6 GHz, 512 Mo of memory) and only the sound effects and kinematics disappoint finally a little... anything malicious good thus!



Linked planets, specific events: as many more or less unverifiable elements to bring a little prickly to the part!



Conclusion
Except the multijouor who always misses with the call, Stardock has so to speak carried out a without-fault with the second opus of his play of strategy/management. Since years that the kind is almost dying man, we would undoubtedly have been lenient with the American developer, but actually there are not many reproaches to make in Stardock. The catch in hand is excellent, the some vidéos of explanation quite sufficient to correctly apprehend the play and the lifespan is quite simply amazing. Knowing how it takes several hours to come to end from a part in gigantic universe, that the options of parameter settings are numerous and that each new play is different, one can count over months, even of the years of recreation... in condition, of course, to hang to this style rather particular play!

The action is reduced to its simpler expression and, as we said, the main part of the decisions is caught on a chart certainly rather pretty, but which will not use less world your last board graphics. Let us say how that allows in more of benefitting from the play even on the most modest configurations! Not, even while seeking well, I do not see what one can reproach this Galactic Civilizations II. The software is complete, fascinating and can adapt to all the levels of play. It does not require to have the DVD in the reader to function, remains at a reasonable price and the developers are with listening since an update v1.1 is already in preparation to add, inter alia, a advanced option of management of the fleets... Galactic Civilizations II is quite simply one of the very best plays of the kind ever conceived!


Galactic Civilizations II: Dread Lords
Stardock/Strategy First/Paradox MORE
Simply enthralling parts
Artificial intelligence of quality
Remarkable lifespan
Option shipyard succeeded
LESS
Some small bugs
No the multijouor
Realization
Catch in hand
Lifespan


Do not forget to throw an eye to Nos three vidéos exclusive which enables us to present to you the general concept of the play, some sequences of combat and the construction of a new model of vessel in the shipyard.

To download Nos three vidéos exclusive of Galactic Civilizations II: Dread Lords




Author: Nerces
Article of Wednesday 22 Mars 2006
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Reply #2 Top

Edit: If this double posts, there was a timeout with first attempt
Reply #4 Top
Not to start international incident on this board, but I bet most here don't care what the French think.
Reply #5 Top
hi,
I'm frenchman and i would like to know how to translate strings located in the code source file.
Have you a procedure, documentation or tools to easily translate in another language ?

Reply #6 Top
Merci for the review. It's too bad the game does not exist in French yet.

It's OK, English or otherwise, I really love it
Reply #7 Top
Not to start international incident on this board, but I bet most here don't care what the French think.


I hope you do not imply that no French wanna play this marvelous game? You do not care what the rest of the world think?

sad.. sad...
Reply #9 Top
I was hoping for a French Revue - you know, scantily-clad dancers, raucous music...

I like to colonize a PQ-5 planet at the edge of my empire (or of the map) and rename it Ile du Diable or Zinderneuf.
Reply #10 Top
Not to start international incident on this board, but I bet most here don't care what the French think.


At least we *do* think (yep, I'm French).
Reply #12 Top
Hey Pascal!

You still playing Dominions or have you gone sour on it like I have

Et parceque vous ne saviez pas mon nom ici, je va vous direz je suis Mike.

Reply #13 Top
I'm sure they appreciated the surrender option.


Tee Hee!