![]() If I had to pick a stand-out feature, the one I'd slap front and centre on an imaginary marketing campaign, it'd be those map sizes. Maps can be absolutely gigantic, with over 100 competing races scattered across them. The moral alignment of your civ has been jettisoned, replaced with a three-way ideology system that presents a more compelling set of choices whenever colonisation or random galactic events occur. There are new resources to gather, new galactic 'terrain' features, changes to ship construction and design, and tweaks to the handling of the tech tree. ![]() Galactic Civilizations III often feels like a small step forward for Stardock's excellent sci-fi 4X series. They might also be of limited consequence, cosmetic even, but it's important that they exist and that you feel your actions are either defining the character of your civilisation or its place in the world. The decisions might be monumental, leading to long-term game-changing diversions, such as declarations of war or the construction of a unique building or colony. ![]() In the perfect 4X game, whether set in a hobbity shire or in the spaces between the stars, you always feel that there are several valid options at the start of each turn. I've spent a week looking to the stars and planting my flag in every planet in sight in order to understand the changes that have been made, and the improvements and failures at the heart of this behemoth. Galactic Civilizations III is the long-awaited sequel to the 24th best strategy game of all time.
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