moo3 vs GalCiv feature comparison

Hi.. I am planning on buying either moo3 or GalCiv, but I do not know which one to get... What I am most interested in is 1)Both multiplayer and singleplayer experience 2)game complexity and amount of options 3)Battle control?

Also, If you don't have anything intelegent to say, or if you are really angry at somethign at this point, and can not think clearly, do not reply in this thread. ie, I dont want responses such as "oh, this game sucks."
2,140 views 53 replies
Reply #1 Top
Galciv has no multiplayer, but then you need nerves of steel and the patience of a prehistoric rock formation to make it through one session of multiplayer moo3. If, that is, people you are playing with are as willing as you are.

About the 'amount of options' bit, galciv offers less than moo3, but what it does offer is not only meaningful but also works-as-intended. Good luck trying to make sense out of moo3.

Yet, moo3 has a superior combat module, that's for certain.

My advice would be to hold out until the patch comes out for moo3 and make your decision then, according to what you may glean from the inforgrames boards.
Reply #2 Top
If that's what you want, I'd suggest waiting for the reviews on the code patch for MoO3. Personally, I don't have the hatred for MoO3 that many do, it just got boring fast.

1) GalCiv has no multiplayer. I think GalCiv's single player is much better, since the AI plots, plans, and reacts, whereas the current MoO3 AI kind of just flails around.
2) MoO3 certainly has more stuff you can twiddle, more complex planetary systems, etc. However, GalCiv has the more complex game play, because there's more levels of action. You don't see the reversals of fortune in MoO3 that happen in GalCiv, because MoO3 is mostly about combat. Combat is an important element of GalCiv, but if you think you can win just on combat alone, you're in for an eye opening experience.

3) MoO3's battle control is probably the worst compromise between micromanagement and macromanagement I can think of. You don't control anything smaller than fleets, but the fleets do nothing if you don't give them orders. Your orders are pretty limited, mostly a matter of target selection, so you can't tell a fleet to close rapidly or to keep its distance, for example. Then there's the RTS combat. I don't like it, especially since the AI is quite capable of firing while I'm still trying to set up my initial orders and groupings. No pausing causes problems when the SO wants you to take out the garbage or the cat is throwing up. Besides, if I wanted to play a RTS, I wouldn't have bought a turn-based game, now would I?

That said, while MoO3 has its annoyances, it isn't a horrible game in my opinion. I think the code patch will fix many of the AI annoyances, and I look forward to playing it again when the patch comes out. On the other hand, GalCiv is a game of simpler mechanics but more complex play, think chess vs go, for example. Chess consists of 6 types of pieces, each with their own movement, and in some cases, rules that apply only to them (en passant, castling, check, etc). Go has one piece and a fraction of the rules. However, computer chess programs are challenging the world chess champions, but go programs are only playing at the level of a 1-year student. That's because it's much easier to quantify what makes up a good chess position.


Reply #3 Top
Before someone tears apart my comments on MoO3 tactical combat, I should explain. When you order a fleet to attack another fleet, that is its order. You can't tell it to attack from a long range, or to charge in while attacking. It will decide based on factors that aren't quite completely laid out (I've seen long-range attack fleets deliberately close to point-blank range against short-range attack fleets, which was very stupid). Yes, you can move ships by giving them movement orders, and have them move closer or farther away from the enemy fleets, but that's not an attack, so they just move rather than attacking targets of opportunity.

Oh, and don't let anyone kid you about MoO3 tactical combat looking impressive. The ships are just dots unless you zoom in so far that you'll only see one ship, at which point issuing orders becomes increadibly problematic. Heck, towards the end of the tech tree, even zoomed all the way out ships can shoot from the center of the screen to the outer edges.

I also suspect that the AI fudges the fog of war just a little in MoO3, because there are times that my long-range fleets set to auto-combat (watch) mode will start firing before the target is visible. Not to mention the fact that they seem to almost always head in the right direction to engage the enemy, even though the enemy is outside sensor range. This only happens with my top of the line fleets, so it may be a UI glitch, though.
Reply #4 Top
I really would recommed Moo3 over Galciv right now if multiplayer is most important. But go look at Gamespy and some of the multiplayer. Moo3 people online worldwide. five.

TBS is just too long and complicated unless you have a few regular dedicated friends to play with to do multiplayer.

Single player is no comparison. It's all Galciv. Moo3battles are realtime but it's not like you have all that much control and amount to a bunch of dots shooting at each other. Galciv is essentially civ combat.
Moo3 is a bit more complicated, in other aspects of the game but it really isn't in working condition right now (the ai won't even attack planets even if you leave them undefended) and wont be untill patched.

What you should do is pick up moo3 while it's getting stinkola reviews for 20 bux at amazon (after rebate) and pick up this one too it's 30 or something like that. Total between the two barely over what Moo3 was issued at 50 bux. That's two for the price of one essentially. Then if the patch works, fine you have moo. If it doesn't, you have Galciv. Moo3's price will climb again I think if the patch works making you choose one or the other.
Reply #5 Top
Sorry, the original post reeeeks of trolling. I think some people need redmedial troll recognition training. ;p


Hmmm... lets ask about the 3 options that MOO3 *does* have. geee...

But on the off chance this is a serious post...

GalCiv has no multiplayer. If you require mutiplayer, then do not buy GalCiv, 'nuff said. Get MOO3.. and be very patient (and wait for the code patch.. and the magical, yet to appear redone manual).

This is a logistical strategy game.. no tactical combat. If you require tactical combat, do not purchase GalCiv.

There is a ton to recommend this game, but simply reading many threads, the reviews, and the faq should tell you all you need to know. LOL

fleabitfox
Reply #7 Top
Oh fleabit, I suspect it's a moo fanboi off their boards, but unlike their fanboi's I'm not going to be disrespectful just because he's trolling. I answered his question the best I can. If those features are truly important, he should indeed hope that Moo's patch will fix it (because whether trolling or not, he picked features galciv doesn't have) Besides, at the cheap price it's going for, he can indeed afford both now.
But personally, like I said. Unless you have a dedicated core group of friends and a lan to play with, Multiplayer in a tbs game is a heck of a hassle to deal with.

Reply #9 Top
He asked the same question on the MOO3 official forum. He also got pretty much the same response from most people (when I stopped reading).

That being said, I have found MOO3 for $15 at a used book store here. This was 4 weeks ago when I was debating on which game to get. I think MOO3 would be a good fun for me (on another level of play), but from what I read at each forum and in reviews, $15 was too high (until the patch is released). A couple of mainstream software stores have had MOO3 for $29 new. So, as MOO3's price drops, I think getting both is certainly reasonable as they both fit two very different styles of play.

One other issue that helped make my decision, the percieved level of management in the game I gleaned from reviews and respective forums. While I love ship design, tactical combat and detailed micromanagement, at this stage in my life, I wanted a game, not another career. :) Multi-player is not a big issue for me either, especially in a TBS environment-- I simply do not have the time to play a games like these with other people.
Reply #10 Top
Well for my 2c...

I like both MoO3 and GalCiv and I don't do any MP. Obviously if MP is a critical point than GalCiv is out, but for the SP side the two games offer such a different kind of play that it can be difficult to make cross comparisions.

As most people have noted here, MoO3 had much more depth, and also many more issues. If you can steer through the flames and drivel on the MoO3 boards you can glean some nuggets of wisdom about MoO3. The most important one is probably to wait for the code patch to come out and then give it another week or so and see what people are saying then.

GalCiv, being a simpler game (for the player) is in a better state right now, but I also find myself getting a bit board with it from time to time. Some aspects of GalCiv can get stale (for me), the lack of interesting combat or ship design is a bit of a downer, but you have to accept that that's not the direction the devs went for GalCiv. One other thing that both games lack is a solid diplomatic model. GalCiv is currently better than MoO3, but both are a bit lacking to me.
Reply #12 Top
Actualy, if you avoid the General Discussion board over at the MOO3 site, the messages are not too bad. Try reading the Strategy / Gameplay section or the Mod Section. The people there are the ones that actualy PLAY the game rather than the mostly Troll population of the General Board.

Now, I actualy own both games.. and I played both games for a while. I have shelved MOO3 until the patch because the AI is simply crippled by the many bugs in MOO3. GalCiv has kept me busy though. GalCiv has a simpler game model but its just as strategic as MOO3 ever thought of being. The AI in GalCiv is impressive and can kick my tail end on any setting above normal. Thats a GOOD thing.

GalCiv is a good game and provides an actual challenge. That makes it a better game than MOO3 in my book. Though I must say that MOO3 has potential. GalCiv and MOO3 are sufficiently different game experiences that owning both doesnt seem like a waste.

Rob
Reply #13 Top
"Moo3 had much more depth"

Uhm. What the heck is "depth" please define. Is depth a wealth of play options that allow for varied game play? If so, GalCiv beats the snott out of Moo3 since player choices make little difference in Moo3, while they make a tremendous difference in galciv.

And multiplayer without balanced starting positions is worthless. There is a reason why all successful multiplayer games have starting position balance as a key feature. Moo3 does not have balanced starting positions, thus it is worthless. It also does not have chat worth using, considering that a game commonly takes more than 10 hours to complete chat is essential.

The multiplayer component of Moo3 is worthless. Maybe this magical patch will make the worth something. But given past history I doubt it.


Reply #14 Top
Also, for anyone that's on the fence about getting GalCiv, we've reciently sent out the final version of the Demo to SF, and expect it to be publicly available by the end of the week.

Besides some game setup limitations, and a game turn limit, the demo gives a fairly accurate representation of how the game is played, and would be a good way to determine wether to purchase or not :)
Reply #15 Top
Heh, well I wasn't then I was, and now I am...

Huzurdaddi:

To even suggest that GalCiv has more depth than MoO3 is ludacrious. Even by your definition of depth, heck especailly by your definition of depth MoO3 has many more start up options than GalCiv, not that it matters much since both are very different games.

Your critique of MP is also flawed. Balanced positions? What TBS has balanced positions other than user generated maps? Furthermore while the chat in MoO3 may currently be poor it is going to be fixed (hopefully) in the patch. Also the alt-tab nature of MoO3 is going to be improved thus you can use out of game chat (less effective maybe).

Also I'm not sure what 'past history' you are refering too, could you elaborate that a bit more?

Finally, I enjoy both GalCiv and MoO3, they are entirely different breeds of cats though, some comparisions between the two just can't be made since their engines are sufficiently different. Some people will like one over the other, or both or neither. Some will take the low road and bash what they don't like or don't appreciate. It's your opinion, even if it does read like an ad homnium attack.
Reply #16 Top
in my exprience GalCiv is the first 4x game where I have to try hard to win by outgunning everyone, and cultural and diplomatical victories come more naturally. an example of 'simpler rules -> more complexity'?

as much as I love Moo2, even there games was heavily bent on combat, even the phsycotic AI encouraged it.

Moo3, I think (only played for one week - waiting for the code patch), even more so... normally I wouldn't mind it, if it was presented and implemented competently, but the whole pretentious bend on pseudo-scientific realism puts me off. not to mention that the real-time combat is a joke there, so I just ceded it all the time, should've stuck with turn-based at least
Reply #17 Top
MOO3 does have depth, i'll give it that. Not necessarily well implemented depth, but depth all the same. LOL

Just playing it the little I did, I could see that. The key is to make efficient development plans, so your viceroys are not making inane decisions on your behalf. But there is a rather lot of micromanagement considering their goal was to vastly reduce it. When each planet in each system has different zones that you can make DEAs to maximize their output, and you can have several planets in every system.. micromanagement is very necessary later on.

The biggest problem so far imo, at least from a single player point of view, is the horrid AI. Hopefully the 'code patch' will fix these issues.. but we'll see. I am going to well wait until the fervor post-patch dies down to get an assessment on wether or not it fixed things.

I'm still baffled how MOO3 took so long, considering all the issues at release. And worse, their support is VERY lacking, imo.. a problem GalCiv thankfully doesn't even remotely have. Considering they still don't have the promised 'updated manual'.. and a real game patch (other than a data patch) still hasn't seen the light of day.

fleabitfox
Reply #19 Top
It depends on what you call depth. If on the surface there is seemingly more choices, yet, these choices seem to make not much difference on your empire in the long run, and that's your idea of depth, then yes Moo has more.


Lets take races for example. Moo has tons more and you can be tons more. Yet, (and their devs even admit this) they had to nerf many of the race abilities simply because their ai couldn't play them. Result, what race you play has little effect and they all are more or less similar. Contrast that with Galciv where you must play humans and there are only 5 others. Yet, with political parties (which really have differing effects) and the abilities pick, as well as being able to pick the iq/disposition of each opponent race, you have far greater actual variation (depth) in gameplay within one race (humans) than Moo ever thought of in all their races combined.

Lets take ship combat. Moo realtime lots of varients in design, GC scripted, no design allowed. Moo seemingly wins. Untill of course you realize that you always need a "balanced fleet" in moo and if you are unbalanced you'll lose, coupled with the fact the ai point defence is broken. so there's really no sense there. But once you get over that, you are basically designing the same kind of ships with the same kind of weapons (powered up as you research obviosly). Gone are the specialty type ones we loved in moo 1 and 2) Then you send them to the same kind of brawl over and over again where your only real choice is (similar to Legion) how fast each group attacks the enemy. . And there really is not all that much you can do orders wise to change the outcome. So indeed, not much more real depth there but I'll give it a slight edge nonetheless.

Now the dev plans have more planetary depth but it's not even as complicated as your city farming, mining, or lumber choice in Legion. Your dev choice becomes clearly obvious once you see the planet. But I'll give Moo more depth there.

But as far as your strategy having an impact on the game, and as far as the ai actually putting up a fight and giving you some game and attacking and defending in several ways Galviv stomps. There is no comparison, the depth in that regard is all Galciv.


Fleabit: Why it took so long? No Direction. No leadership, No communication. Result: No vision, poor implementation of what vision they had. Too ambitios for time/budget. Major rip apart a few months ago (this alone should have sent warning buzzers off in the gaming community that IG had had enough and said get this money pit out) Major revise of ai with no testing (absolute stupidiy) two weeks before ship. And a half finished product at realease. And quite frankly, If that project team were working for me, they wouldn't be working for me.
Reply #20 Top
OldOrion,

I think it was Steven Wright who said, "I'm not scared of heights, I'm scared or widths."

LOL LOL

~SDC~
Reply #21 Top
Wow, that's alot of misinformation on MoO3 there PBP. First of all your racial set up actually does matter in MoO3, that you call all the races " more or less similar" only demonstrates that you either havn't actually played MoO3, or that you simply don't understand how those differences change the style of the race. Sure there are some racial traits that don't demonstrate much of a differnce in choosing different levels of them, but most traits actually do matter... alot.

Certainly there are differentiators in GalCiv as well, and its not worth arguing over cosmetics like being able to play as a nonhuman (which is kinda irrelivant, but it matters to some). There is a fundamental difference in the approach to planets and thus colonization in MoO3 too. Not all planets are suited for all races, and some races are more tolerant than others, and thus can colonize more planets. Again that is more depth than the GalCiv model, which I have nothing against, its a game design decision, but there is more depth in the MoO3 system than the GalCiv system (again, not a knock on GalCiv, just a difference).

Ship combat in GalCiv has zero depth to it, again this was a game design decision. You research a ship tech, you build that ship, that ship gets various mods based on planet or empire wide effects. Then that ship goes off with simplistic speed and range effects, its difficult (without cheese) to blockade sectors, the only things worth fighting for are resources and planets. Planets themselves cannot defend themselves from ships. In MoO3 you have choices not only with what kind of components to stick on your ship chassis, but also how to designate that ship as far as what function it should play in an encounter. Planets can build various defenseive structers. Sectors can build sector ships (what the def ships should be in GalCiv, but since range and speed are kinda borffed...) and orbitals (similar to defensive or offensive star bases). In fact you can design your own orbitals so you can make missle/beam/fighter orbitals or mixtures or whatever.

The actual tactical combat itself, while not particulary good looking to some, allows for more control of your fleets (yes fleets matter in MoO3, in GalCiv they do not) as well as the option to retreat should you doubt you can pull out a victory. I'm not going to knock GalCiv combat, but it has zero depth, its not a feature of the game that was developed to have depth, its fine that way for what it is, but don't try and pull down the depth in combat (which includes ship design) in MoO3, its there, weather you realize it or not.

The dev plans (surprisingly perhaps) were not intended to have depth, at least to the player. Planet development in MoO3 is meant to be abstracted from the player, alot of people have major issues with that, but if you take the time (and it might take a fair bit) to learn how dev plans work, you'll never have to worry about your plants other than to full up the military ques. However, you also can overide your viceroys and specify how you want to zone your planets. Perhaps there is more depth to planet development in GalCiv, in that you must choose what buildings to build on each planet (govs help for lots of planets), but again, this was a design choice, and the added depth in MoO3 comes from the habitability indecies for planets and races. Since you can have multiple races in your empire in MoO3 you can fill up the sweet planets for them with them, thus increasing your overal economy.

"But as far as your strategy having an impact on the game, and as far as the ai actually putting up a fight and giving you some game and attacking and defending in several ways Galviv stomps. There is no comparison, the depth in that regard is all Galciv."

Now this is currently quite true, at least where the AI is concerned. The AI in MoO3 is passive, and thats an understatement. However, the AI will still defend itself adaquately and with certain existing mods it will also attack effectively. The strategy part of it is false though. It does matter how you approach your neighbors in MoO3. It matters if you build a fleet or infrastructure, or pump research. It matters as much as it does in GalCiv, though the victory paths for the two games are certainly different.

The last comment about the lack of direction... within QSI is laughable. Yes there was a major shake up in the MoO3 team, there was a major pruning of features, there were internal issues wiht QSI and IG. But from reading what you've said I don't think you've actually followed the facts, it looks much more like you are parroting the usual line from the MoO3 haters, there's enough information on the MoO3 forums to counter or explain what happened.

Finally though let me repeat, I like GalCiv, I like MoO3, they are quite different from each other, and each has some pluses and minuses. Right now GalCiv is more polished, and it'll probably stay more polished, but it also suffered from and continues to suffer from alot of cheese. MoO3 has issues now, and it will have issues after the patch, but if the patch does even 50% of what the devs have listed then MoO3 really can become something special.

There I've exhausted myself on this topic, rebut me or what ever you want, I'm done with this debate :)


Reply #22 Top
That should say "Scared OF widths"....

damn no edit feature... blast it...

~SDC~
Reply #23 Top
ubertaco: I agree with the fact that both are significantly different games. I've owned both since the day of release (day before, in the case of GalCiv, thanks to a Drengin.net subscription), and am of the opinion that if/when the code patch brings the AI up to speed (at least a brisk walk), then the answer to "which should I get" may very well be "why not both?"

On the other hand, I have to disagree. MoO3 has more detail, but not more depth. When have you ever seen the MoO3 AI do any of the following:

1) give ships to someone at war with someone they don't like, so that they can drag down that person without directly going to war with them.

2) declare war in support of someone that they're dependent on for trade, without any other reason (treaties, etc).

3) react to a buildup, or even tell the human player that they see the buildup and disapprove. O.K., there's a lot of "Stop That!" messages, but there's no way to tell what they're disapproving of.

The first is pure game mechanics, the second a mix of mechanics and AI, the last is pure AI.

MoO3 is all about creating the industry to build the war machine, researching to improve the war machine, and using the war machine. Diplomacy is there mostly to form alliances so that you can get help playing with your war machine. I've won games of GalCiv without firing a shot, or even being attacked. Try that with MoO3. I'm sure it's possible, but it's not something you can set out at the start of the game as your goal.
Reply #24 Top
Actually if you leave the council victory on it is quite possible to win a game of MoO3 without fireing a shot. You'll still have to build a navy (probably) for a similar reason as you need ships in GalCiv.

Look I won't debate that the current AI in MoO3 leaves alot to be desired. However, the mods (especailly Colins) actually makes it aggressive, too aggressive sometimes (to its own detriment). The diplomacy is weak, but I don't really find the diplomacy in GalCiv to be that great either. There's just too much cheese that can be pulled.

Also keep in mind that the AI in GalCiv is more or less preprogramed to react a certain way, based off of alignment. That makes it somewhat easier to deal with from the programing side. It also makes it somewhat less interesting (to me anyway) in that you know what to expect from the civs each time around (ok you can random them, but once you meet them you know what their outlook is anyway). Its similar in MoO3 with the racial hatreds, but your choices for start up are much more varied, and you don't know ahead of time what races you'll be up against.

But I agree, right now GalCiv is the more satisfying experience. Once the patch comes out for MoO3 though, I think my copy of GalCiv is gonna start collecting dust. There's just something about GalCiv that makes me think I'm gonna get board with it...
Reply #25 Top
"To even suggest that GalCiv has more depth than MoO3 is ludacrious."

Uhm, really? I can not believe that you are actually so dense as to think that when I said "a wealth of game options" I was talking about the check boxes at that start of the game. LOL.

I was taking about the decisions made in game. How many are the? Do they all have actual game play effects. Do they have different facets or do they all basically do the same thing?

By this metric, and it is the metric by which I judge games, since I believe it is what makes good game play, GalCiv crushes Moo3. The concept of galactic resources which allow different empires to have different strengths, the method in which trade is implemented and the effects that it has upon one's economy, the rich diplomacy, the well balanced tech tree all of this makes for interesting game play with a variety of decisions. In contrast Moo3 has ... uhm ... little.

" What TBS has balanced positions other than user"

They don't. And there may be a reason why the multiplayer market for multiplayer Turn Based games is tiny. Note that RTS games, which have a huge multiplayer following, all have balanced starting positions. Without them, the game between players who both are cognizant of the cheese-de-jour comes down to who has the best starting position.

"Also I'm not sure what 'past history' you are refering too, could you elaborate that a bit more?"

Uhm, they released a totally crap product? How's that for history. They were all full of bluster before releasing that turd and now they are like "we are working on a patch you are lucky that we are", lol.

"Finally, I enjoy both GalCiv and MoO3, they are entirely different breeds of cats though"

You are right there! One is a working game that is well designed. One is a useless pile of turd. I'll leave it as an exercise to the reader to figure out which is which.

Oh, BTW, ubertaco. Nice posted scores. Have you ever played the game? Or are you just one of the moo3 fanboies? Does it taste good to have your tongue that far up the Rantz ass? Just wondering. You seem to like it up there. Must taste good. Or something.