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But technically, it’s the governor who is running the world even if you’re the one calling the shots. You, the player, manage these worlds with the governor providing the world with perks based on their stats. It’s the ultimate min/maxer’s dream.īut before you get excited about having your one super mega world having 130 colonies feeding it, this is where those pesky characters come in.Īs mentioned before, your core worlds are the ones you’ve assigned a leader to govern. The point being is that core worlds take these resources and do stuff with them. We’ll get into these other resources later. So when a planet is first colonized, it’s just a colony, and it sends back 6 raw resources to its core world: When you first colonize a world, it’s just a colony. Are we seriously going to treat that colony the same as we treat Earth in terms of focus? Of course not. Let’s say we colonize a moon of Saturn someday. They are simply little resource pips for their core world. In GalCiv IV you don’t manage worlds by default. But by the time you have your 33rd planet, it starts to be a lot of work. In previous GalCiv games, you had to manage every single planet you colonized.
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GalCiv IV flips the concept of governors on its head. So how do you address this? Well, the wrong way to do it is with AI governors or other such “help” from the AI.
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This is because they tend to become a micromanagement slog where the outcome of the game was known long before. Every 4X game I’ve played struggles with the late game.
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