![]() ![]() The "proper" way to establish core worlds is slow and involved, and you may find yourself more inclined to direct intervention. ![]() Since the game doesn't tell you this, it's easy to rush into colonising a bunch of barely habitable backwaters while the AI nicks all the good planets from under your nose, snout, or proboscis. But only worlds with "Excellent" ratings or above are worth turning into core worlds. A colony becomes a core world when you assign a governor to it, so functionally it's up to you to decide. And it works-or at least, it does once you've figured out how to effectively differentiate between colonies and core worlds. The idea is to reduce your management duties from upward of a hundred planets to perhaps a dozen or two. Colonies, on the other hand, require no direct management, simply funnelling their resources to the nearest core world. You'll assign a governor to them, construct productivity-boosting buildings on them, and have the option to build a starbase nearby. Core worlds are planets managed by you directly. Those welcome additions are accompanied by the distinction between colonies and core worlds. GalCiv 4 just doesn't have much of a hook compared to other space 4X games This lets you experience the "story" of GalCiv 4 without being forced to play as a specific faction. You can also gain Prestige bonuses by completing a range of quests that replace the standard campaign of previous games, unlocking as your civilization meets certain criteria. This helps facilitate nonviolent victories and prevent larger-scale maps from descending into wars of attrition. Gain sufficient prestige points, and you win the game. This tracks how awesome your empire is in a wide range of categories, awarding you Prestige points to reflect how good your military or research or tourism industry is. GalCiv 4 introduces a new victory condition called "Prestige". Not that keeping invaders out will guarantee victory. ![]()
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