Follow TV Tropes

Following

History VideoGame / GalacticCivilizations

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

** If you set the enemy AI extremely low and then use simplistic cheese tactics that would have no chance of working against an opponent who hadn't been lobotomised (like surrounding their planets with troop transports right before you declare war on them), the enemy leader will actually call you up and tell you that they know damn well what you're doing ([[LeaningOnTheFourthWall "What do you think this is? A video game?"]]) and the only reason you're going to get away with it is because their "military generals" have had their AI set too low to stop you.
Is there an issue? Send a MessageReason:
Now a YMMV trope. Moving to that page.


* SpiritualSuccessor: Arguably, to ''VideoGame/MasterOfOrion''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RapidFTLProliferation: For tens of thousands of years the only FTL available were the Stargates, which only allowed travel between two gates. But after the Arceans gave humanity gate technology they combined it with their existing fusion tech to create hyperdrives that could fit on individual ships, and gave the technology to every other species they encountered as a measure of good will (those idiots).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WeWillSpendCreditsInTheFuture: The primary game resource is credits, in denominations of billions (BC).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TruceTrickery: You can re-declare war on a civilization you've just negotiated peace with. Expect any future peace treaties to be OffTheTable, as civs will accuse you of "making peace only to reload and try again".
Is there an issue? Send a MessageReason:
None


* PhotoprotoneutronTorpedo: The sequel is rife with these.

to:

* %%* PhotoprotoneutronTorpedo: The sequel is rife with these.



* PlanetTerra: Home of the Terran Alliance.

to:

* %%* PlanetTerra: Home of the Terran Alliance.
Is there an issue? Send a MessageReason:
Up To Eleven is a defunct trope


** While the Drengin are plain vanilla AlwaysChaoticEvil, the others have more specific evil motives -- the Korath are {{Omnicidal Maniac}}s, the Korx are CorruptCorporateExecutive TurnedUpToEleven, the Yor were originally {{Omnicidal Maniac}}s but then later slipped into a sort of jerkass-isolationist attitude, and the Dread Lords themselves are ManipulativeBastard AbusivePrecursors whose original crusade to eliminate the younger races stemmed out of them seeing said races becoming a threat should they be allowed to grow powerful. The evil minor races of course exist just ForTheEvulz.

to:

** While the Drengin are plain vanilla AlwaysChaoticEvil, the others have more specific evil motives -- the Korath are {{Omnicidal Maniac}}s, the Korx are CorruptCorporateExecutive TurnedUpToEleven, CorruptCorporateExecutive, the Yor were originally {{Omnicidal Maniac}}s but then later slipped into a sort of jerkass-isolationist attitude, and the Dread Lords themselves are ManipulativeBastard AbusivePrecursors whose original crusade to eliminate the younger races stemmed out of them seeing said races becoming a threat should they be allowed to grow powerful. The evil minor races of course exist just ForTheEvulz.

Added: 300

Changed: 2

Is there an issue? Send a MessageReason:
None


* TechnologyUplift:Tthe Arceans gave humanity the blueprints to a Warp Gate, which suspiciously had no "off" switch, but instead humans combined it with their fusion technology (which the Arceans may have wanted to take by invading) to develop a ship-portable hyperdrive. They then gave hyperdrive and fusion to every sapient species they could contact, and then the game begins.

to:

* TechnologyUplift:Tthe TechnologyUplift: The Arceans gave humanity the blueprints to a Warp Gate, which suspiciously had no "off" switch, but instead humans combined it with their fusion technology (which the Arceans may have wanted to take by invading) to develop a ship-portable hyperdrive. They then gave hyperdrive and fusion to every sapient species they could contact, and then the game begins.


Added DiffLines:

* TutorialFailure: The tutorial missions in the game are notoriously spotty. By ''III'', it reached the point where the tutorial itself gets bunch of fan-made guides to learn the ropes. And ''IV'' outright lacks any tutorial whatsoever, while the game introduces various changes to its predecessors.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CanonWelding: Later games reveal that [[spoiler:the Altarians are actually the "Humans" from ''VideoGame/ElementalWarOfMagic'']].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''[[https://www.youtube.com/watch?v=0qPGcO514Us Galactic Civilizations IV]]'' was revealed in May of 2021. It adds the new mechanic of the Subspace Streams, which connect distant regions of the galaxy with each other. It was released on the Epic Games Store in April 26, 2022.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RidiculouslyFastPopulationGrowth: Hangs a planet-sized Lampshade on this in many of the progress reports and flavor text for planetary improvements. "Of course most of this population growth is actually more people reporting taxes and voting, since X billion people couldn't actually have been born in that time."
Is there an issue? Send a MessageReason:
None


** Also, there exist planets by the name of [[{{StarWars}} Hoth and Alderan]].

to:

** Also, there exist planets by the name of [[{{StarWars}} [[Franchise/StarWars Hoth and Alderan]].
Is there an issue? Send a MessageReason:
Misuse


* YouKeepUsingThatWord: The description of one of the hyperdrive technologies says "A trip of a million miles will feel like a light year" (Though, given the tone of the descriptions, this is certainly intentional).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PlanetaryCoreManipulation: A Planetary Siege attack in ''Galactic Civilizations II'' involves "Detonating the planet's core," causing every volcano to erupt at once. Effective, but absolutely buggers Planet Quality.
Is there an issue? Send a MessageReason:
Misused of Five Man Band. It's Five Man Band, not Five Group of People.


* FiveManBand: [[TheAlliance The Coalition]] races in the sequel can be seen as this.
** TheLeader: [[HumansByAnyOtherName Terran]] [[HumansAreLeaders Alliance]]
** TheLancer: [[ProudWarriorRaceGuy Arcean]] [[ChaoticGood Empire]]
** TheBigGuy: [[DarkAndTroubledPast Torian]] [[NeutralNoLonger Confederation]]
** TheSmartGuy: [[{{Precursors}} Iconian Refuge]]
** TheChick: [[TokenReligiousTeammate Altarian Republic]]
** SixthRanger: [[SetRightWhatOnceWentWrong Thalan]] [[BlueAndOrangeMorality Empire]]
Is there an issue? Send a MessageReason:
Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* DeflectorShields: The Shield defense category, used to protect against FrickinLaserBeam weapons.

to:

* DeflectorShields: The Shield defense category, used to protect against FrickinLaserBeam weapons.EnergyWeapons.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SonsOfSlaves: The Torian Confederation in ''Galactic Civilizations 2'' is descended from slaves of the Drengin Empire. This history makes them very erratic and xenophobic, especially as the Drengin Empire has the tools to invade and re-enslave them.

Added: 412

Changed: 475

Is there an issue? Send a MessageReason:
None


* CardCarryingVillain: The evil races take so much ''joy'' in having piles of skulls. Especially since, if you're on their side, they will send you messages warning you about how the good races want to stop both you and them torturing people. How considerate.

to:

* CardCarryingVillain: The evil races take so much ''joy'' in having piles of skulls. Especially skulls, especially since, if you're on their side, they will send you messages warning you about how the good races want to stop both you and them torturing people. How considerate.Very considerate for a bunch of slavers, cannibals, and/or genocide-mongers!



* DemotedToExtra: The Dominion of Korx were a playable faction in the second game (and the resident CorruptCorporateExecutive race). In the third game, the Korx are not playable or even a faction, but just the guys running the galactic bazaar where you can buy resources and mercenaries. True to form, they don't care whether you're Malevolent, Benevolent, or even Pragmatic, only that you have credits to spend.



* EasyModeMockery: The game is very easy when the artificial intelligence is low, but you will be notified when you, for example, start building an invasion fleet next to their planet. This was mainly because print game journalists often play games on easy settings to work through them more quickly, and Stardock was concerned that because the AI was nerfed on those difficulties, reviewers might unjustly pan their AI players.

to:

* EasyModeMockery: The game is very easy when the artificial intelligence is low, but you will be notified when you, for example, you do things like start building an invasion fleet next to their planet.planet, AI factions ''will'' call you out on it. This was mainly because print game journalists often play games on easy settings to work through them more quickly, and Stardock was concerned that because the AI was nerfed on those difficulties, reviewers might unjustly pan their AI players.



** Literally. The Evil option in random colonization events gives you the best bonuses while the good option will give you penalties or nothing most of the time (Neutral, of course, is somewhere in the middle). Though in a few cases the evil option will have a small cost, typically the lives of some of your people, but population is incredibly easy to replace in the game. However, when it comes time to choose a definitive alignment for your civilization via the Xeno Ethics technology, Neutral is the clear winner in terms of advantages bestowed. Also, some civilizations like the Altarians and Drath in the ''Twilight of the Arnor'' expansion gain better technologies through Good than they would with other alignments, and don't have to take the Good choice in random events since their KarmaMeter is already set to that alignment.

to:

** Literally. Literally in the first and second game. The Evil option in random colonization events gives you the best bonuses while the good option will give you penalties or nothing most of the time (Neutral, of course, is somewhere in the middle). Though in a few cases the evil option will have a small cost, typically the lives of some of your people, but population is incredibly easy to replace in the game. However, when it comes time to choose a definitive alignment for your civilization via the Xeno Ethics technology, Neutral is the clear winner in terms of advantages bestowed. Also, some civilizations like the Altarians and Drath in the ''Twilight of the Arnor'' expansion gain better technologies through Good than they would with other alignments, and don't have to take the Good choice in random events since their KarmaMeter is already set to that alignment.



* EvilVsEvil: [[OmnicidalManiac The Korath Clan]] vs [[TheEmpire The Drengin Empire]]. One wants to kill pretty much all non-Drengin or Dread Lord forms of sapient life, the other merely wants to keep all non-Drengin forms of sapient life as slaves, pets, and zoo attractions. However, the Drengin Empire is portrayed in a more positive light and it's made clear that they're the ones that you should be rooting for.
** Evil races are far more willing to attack others of the same alignment if they think the civ in question is getting too powerful.

to:

* EvilVsEvil: [[OmnicidalManiac The Korath Clan]] vs [[TheEmpire The Drengin Empire]]. One wants to kill pretty much all non-Drengin or Dread Lord forms of sapient life, the other merely wants to keep all non-Drengin forms of sapient life as slaves, pets, zoo attractions, and zoo attractions. the occasional snack. However, during this particular storyline, the Drengin Empire is portrayed in a more positive light and it's made clear that they're the ones that you should be rooting for.
** Evil races are far more willing to attack others of the same alignment if they think the civ in question is getting too powerful.powerful - or too vulnerable.



* GlassCannon: Ships built with the all-weapons-no-defenses philosophy. These are the mainstay choice for late-game highest-tech ships, since even the best defenses cannot protect your ships effectively against fleets of extremely heavily armed dreadnoughts focusing fire on them. They also work extremely well when used by Super Warrior races who can take out some or all of the opposition before the enemy gets a chance to attack. Conversely, such ships tend to struggle when used against Super Warrior opponents.

to:

* GlassCannon: Ships built with the all-weapons-no-defenses philosophy. These are the mainstay choice for late-game highest-tech ships, since even the best defenses cannot protect your ships effectively against fleets of extremely heavily armed dreadnoughts focusing fire on them. They also In the second game, they work extremely well when used by Super Warrior races who can take out some or all of the opposition before the enemy gets a chance to attack. Conversely, such ships tend to struggle when used against Super Warrior opponents.



** It is mentioned in the descriptions of some of the technologies unique to the Altarians that they are not the same ''species'' as the humans, but that they *are* more genetically similar to humans than they are to any of the other species on Altaria. To the highly religious (but in a good way because their religion is all sunshine and rainbows) Altarians this is no accident and that their gods have reunited them with their long lost brothers. To the Humans, who are much less religious, this is one of the greatest mysteries of the universe (and a little bit creepy). Most of the other races who care either way agree with the humans.

to:

** It is mentioned in the descriptions of some of the technologies unique to the Altarians that they are not the same ''species'' as the humans, but that they *are* more genetically similar to humans than they are to any of the other species on Altaria. To the highly religious (but in a good way because their religion is all sunshine and rainbows) Altarians Altarians, this is no accident and it's obvious that their gods have reunited them with their long lost brothers. To the Humans, who are much less religious, this is one of the greatest mysteries of the universe (and a little bit creepy). Most of the other races who care either way agree with the humans.



* HumansAreDiplomats: This is how most races see humans, and their Super Ability ''is'' Super Diplomat. However...

to:

* HumansAreDiplomats: This is how most races see humans, and humans. In the second game, their Super Ability ''is'' Super Diplomat. However...



* KarmaMeter: Slides between 1 (Evil) and 99 (Good)), with 50 being Neutral. It is affected through your decisions during random events which occur when you colonize some planets or throughout the course of the game. In ''Galactic Civilizations II'', you can make a permanent choice of alignment after [[YouHaveResearchedBreathing researching Xeno Ethics]], though you'll have to pay for it if your KarmaMeter doesn't agree with your choice. After that, you can avail various bonuses granted by your alignment, and further random events will be auto-resolved on the basis of your permanent alignment.

to:

* KarmaMeter: Slides In the first and second games, you have a karma meter that slides between 1 (Evil) and 99 (Good)), with 50 being Neutral. It is affected through your decisions during random events which occur when you colonize some planets or throughout the course of the game. In ''Galactic Civilizations II'', you can make a permanent choice of alignment after [[YouHaveResearchedBreathing researching Xeno Ethics]], though you'll have to pay for it if your KarmaMeter doesn't agree with your choice. After that, you can avail various bonuses granted by your alignment, and further random events will be auto-resolved on the basis of your permanent alignment.
Is there an issue? Send a MessageReason:
None


* BigBad: The Dread Lords. The Drengins and Korath are less so.
* BigGood: The Arnor.

to:

* BigBad: The Who occupies this role tends to vary based on where the story is at the moment. At first it's the Drengin, due to their aggressive campaign of conquest; then it's the Dread Lords. The Drengins and Lords, who want to slaughter everybody; then it's the Drengin again; then the Korath are less so.
show up and prove to be EvilerThanThou by continuing the Dread Lords' campaign of extermination; and the final BigBad ultimately turns out to be [[spoiler:DL Bradley/Draginol]].
* BigGood: The Arnor.few Arnor who show up often end up occupying this role, providing advice and hyper-advanced technology to help humanity and its allies fight their enemies.

Added: 1863

Changed: 134

Is there an issue? Send a MessageReason:
None


* DevelopersForesight: While it is theoretically possible for both ships in a shootout to have so powerful defenses and so weak weapons that they mutually cannot hurt each other, if such a stalemate actually happens during gameplay and the battle drags out for a set number of turns, the game runs a tiebreaker calculation over which side has more health/firepower remaining and declares them the winner in order to avoid getting stuck in the battle viewer.
** Similarly, if an unarmed but heavily armored transport gets attacked by enemies who cannot penetrate its defenses and said transport has no armed escort to shoot back, the game automatically kills the transport since it has no way to actually win the engagement without weapons.



** The Terran Alliance's flagship, which is intended for scouting, surveying anomalies and generally going where no man has gone before, is a dead ringer for the [[Franchise/StarTrek Starship Enterprise.]]

to:

** The Terran Alliance's flagship, which is intended for scouting, surveying anomalies and generally going where no man has gone before, is a dead ringer for the [[Franchise/StarTrek Starship Enterprise.]]]] In particular, the medium-size hull used by said ship resembles the Enterprise's saucer and engineering section without the nacelles.
** Similarly, one of the Terran ship style's huge-sized hulls has a bow shaped almost identically to a [[Franchise/BattlestarGalactica Battlestar]].


Added DiffLines:

*** The second game's combat system was overhauled in ''Dark Avatar'' to lessen this. Even if a ship has enough defenses to completely shrug off an incoming shot, its defensive value is still decreased by the amount of damage the ship would've took otherwise. The reduction lasts until the end of the combat turn and stacks with successive hits, so multiple attacks will eventually overwhelm the defenses and get through.


Added DiffLines:

** On the other hand, in the base second game without expansions, the combat system only allows each ship to attack only one enemy per turn regardless of how many guns it has. Thus, even if a ship has enough firepower to instantly kill the opponent, the rest of the opposition each get to fire back before the attacker can shoot again, resulting in huge-hulled dreadnoughts loaded to the gills with endgame weapons but no defenses getting cut to pieces by swarms of tiny-hulled fighters with inferior weapons due to not being able to kill them fast enough.
Is there an issue? Send a MessageReason:
None


* KilledOffForReal: Due to events in the second game's storyline, the Drath are extinct and the Korx are ''nearly'' extinct (a few remnants joined up with the Krynn or hang on as independent black market operators) as of the third game, their civilizations no longer playable. The Korath, the Torians, and the Arceans are also unplayable, but canonically the latter two still exist (there is no word on the Korath), they've just been hammered so hard by the Drengin that they're no longer galactic powers. The first proper expansion for ''III'', ''Mercenaries'' brings the two back (the Torians even with a campaign of their own).

to:

* KilledOffForReal: Due to Subverted with the Drath. The events in of the second game's storyline, the Drath game appeared to have killed them off, and consequently they are extinct and the Korx are ''nearly'' extinct (a few remnants joined up with the Krynn or hang on as independent black market operators) as of absent from the third game, their civilizations no longer playable. The Korath, game... until the Torians, and the Arceans are also unplayable, but canonically the latter two still exist (there is no word on the Korath), they've just been hammered so hard by the Drengin that they're no longer galactic powers. The first proper ''Retribution'' expansion for ''III'', ''Mercenaries'' brings the two brought them back (the Torians even with a campaign of the explanation they'd used their own).shapeshifting abilities to hide and prepare for their re-emergence as a civilization.
Is there an issue? Send a MessageReason:
None


* {{Crossover}}: ''Gal Civ III'' has one with its "Heroes of Star Control" DLC, which adds the Tywom, Mowlings, Mu'Kay, and Free Trandals from ''VideoGame/StarControl Origins'' as major civilizations to play.

to:

* {{Crossover}}: ''Gal Civ III'' has one with its "Heroes of Star Control" DLC, which adds the Tywom, Mowlings, Mu'Kay, and Free Trandals from ''VideoGame/StarControl Origins'' via two sets of DLC, which add the Tywom, Mowlings, Mu'Kay, Free Trandals, Scryve, Measured, Phamysht, and Xraki as major civilizations to play.
Is there an issue? Send a MessageReason:
None


* {{Precursors}}: The Arnor and the Dread Lords. And they were proceeded [[spoiler:and created]] by beings known as [[SufficientlyAdvancedAliens the Mithralar.]]

to:

* {{Precursors}}: The Arnor and the Dread Lords. And they were proceeded [[spoiler:and created]] by beings known as [[SufficientlyAdvancedAliens the Mithralar.]]Mithrilar]]. The term "Precursor" mainly applies to Arnor-made pieces of technology.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Crossover}}: ''Gal Civ III'' has one with its "Heroes of Star Control" DLC, which adds the Tywom, Mowlings, Mu'Kay, and Free Trandals from ''VideoGame/StarControl Origins'' as major civilizations to play.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FlingALightIntoTheFuture: A race that finds itself on the ropes in a war can choose to surrender all of their assets to an ally or a race they are friendly with, with the hopes that said race will be able to avenge them.

Changed: 402

Removed: 304

Is there an issue? Send a MessageReason:
None


* EvilIsEasy: Oh so easy. And profitable.
** But it does leave you in a bit of a lurch when the rest of the galaxy goes ape and declares war on each other, which seems to happen at least once per game. Being evil increases the likelihood that the goody-two-shoes alliances will declare war on ''you'' and you, being evil, won't have many friends.

to:

* EvilIsEasy: Oh so easy. And profitable.
**
profitable. But it does leave you in a bit of a lurch when the rest of the galaxy goes ape and declares war on each other, which seems to happen at least once per game. Being evil increases the likelihood that the goody-two-shoes alliances will declare war on ''you'' and you, being evil, won't have many friends.friends -- the other evil races aren't exactly [[EvilIsOneBigHappyFamily your big happy family]], after all.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The AI in II is extremely good at exploiting abstract concepts and sabotaging the player through agents and diplomacy shenanigans, but suffers from several fundamental flaws that can completely cripple it over the course of a long game.
*** They don't use special resource tiles well at all, often ignoring juicy 300% manufacturing bonuses in favor of building farms or entertainment buildings.
*** They rely entirely on stock vessels, never retire pathetically obsolete designs (which still cost maintenance fees) and place a very low priority on researching the absolutely critical Logistics and Miniaturization technology branches.
*** They will make you pay through the nose for even the simplest military technologies, but have no problem selling vital trade goods like Xinathium Hull Plating (20% to the HP of all your ships) for a comparative pittance.
*** If you have a decent diplomacy rating, they will happily plunge themselves into years-long interstellar wars with their best trading partners for less money than it takes to rush-build a single mid-tier warship.
*** While great at sabotaging strategic buildings like your Manufacturing Capital (double planetary production) or that Interstellar Refinery you built on top of a Precursor Mine (800% regular output), the A.I will occasionally become obsessed with sending agents at comparatively useless buildings like Recruitment Centers (20% population growth), wasting dozens of agents to deny you a grand total of a few BC each turn in economic revenue.
*** The AI is paranoid about troop transports and will give you a hefty diplomatic penalty if they so much as spot a single one parsecs away from their territorial boundaries, but they will frequently ignore your use of Influence Starbases to blatantly subvert entire solar systems at once. By the time the effect grows big enough for them to declare war on you in desperation, you'll likely have claimed 4/5ths of their entire empire.
*** They will never rush-build Super Projects or Trade Goods, making it trivial to amass a stockpile of all the one-off buildings in the game just by researching them first.

Top