
Galactic Dominion is a fast paced 4x space strategy game. Explore the stars, perform research, manage your colonies, build a fleet, defend your systems, and conquer the galaxy. Play through an epic story driven campaign or alternatively customize your games for countless re-playability!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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First off you may want to know that this game is being developed by one person. The dev has been active on the forum responding to every person so far. He has within 2 days of release patched the game 3 times to to add or change things requested by various players. He has been responsive and polite. I have really been enjoying the game after I spent 3-4 hrs of starting a game, learning something new, then restarting and learning something new and restarting again until I felt like I finally knew what was going on. So far this game runs smoothly without any hic-ups or any other game breaking bugs that I have noticed, yet. Most all the info you need to play the game can be found in-game in the help section(hotkeys are listed in there) and the video tutorials section. What you can't find there can be found in the manual. I have played the game in turn based mode and real time mode and I chose the real time with pause because it feels like the way it was meant to be played. However for the true turn based fans I believe the turn based mode will satisfy them. In the real time/pause mode the game progresses similar to 'Sins of a Solar Empire: Rebellion' or 'Stellaris' in that the game runs in real time, but I can pause when I want to issue orders, make changes to my overall plan, look up some game info, to answer the phone or go to the bathroom. 'Galactic Dominion' is not those games though, it is a game with it's own new ideas. The game mechanics here are new to me. The big picture is the same as any 4x game, stomp everything till you're the last one standing, but how you get there is different than any other space 4x game I've played. It's new, different, refreshing, innovated and the dev deserves some recognition for bring something new to the table and didn't copy and paste someone else's game. Now this is meant to be a fast 4x game where you can play a game in an evening or two, great for those of us who dread starting up your goto 4x game knowing you will need to devote a week or 2 to it till it's finished or you give up( assuming you are an adult with normal gaming hours). Therefore this game is not miles deep as some 4x games, so if you're a micromanager addict you probably won't find your nirvana here. Again somewhat like 'Stellaris' I can set most things to be done automatically, I have governors running the systems and through them I can issue different production schemes and whenever I want I can drop in and make changes and when my changes are done they go back on script. There is no diplomacy. Currently there is only military victory(dev has stated he may add other victory conditions later) in Quick Play mode. In the Campaign mode there are various goals. The research tree has new and different items that I have not seen in other games. Space combat and land combat are very basic, but serve their function for a game meant to move along quickly. Another game I would like to loosly compare this game to is 'Star Traders:Frontiers'(another great game). They are both done by indie devs, both are in pixel graphics(no eye candy), both took me a couple of hrs to figure out how to play enough to start a play thru, both once I figured them out they became addictively fun to play( just 15 more mins-just 15 more mins-just 15 more mins). To sum up I think this dev has a true gem on his hands and if he takes the time to polish it up some more it will keep a lot of players awake into the dead of night. If he keeps up the good work this game has the potential to be my most played 4x space game. Now I going to go back to 'Galactic Dominion' and play for just 15 more mins-just 15 more mins.
[quote][url=https://store.steampowered.com/curator/6142328/][b]Like this Review? Follow The Cpt Froggy Club Curator Page for plenty more![/b][/url][/quote] Explore the galaxy, and manage, colonise and defend your star systems from those who wish to conquer you in this fast paced 4X strategy game from Forever Years. There are two game types, Campaign and Quick Play. In campaign you’re able to choose from two game modes, real time or turn-based, depending on your personal preference. There are three acts, and each act has three chapters to play through, requiring you to complete certain objectives, so you can move to the next chapter. These objectives start off fairly easy but will become harder with each act you play through. You may have to colonise or invade star systems. To colonise a system, you must first have a colony ship, which can be built at one of your current systems. Once you have one built you send it off to a system you’d like to colonise, assuming it’s not already taken. If it’s not already taken, you highlight the colony ship, which will allow you to then select Colonise, and it’ll colonise that system for you. You can only use a colony ship once, so you’ll have to build more if you want to spread across the galaxy; this is the same for any transport ships you build. The second way to take control of a system is to invade it, for which you’ll need transport ships. You use them in much the same way you would the colony ships; highlight the transport ship and select Invade, and it will then invade that system. To help you on your way, you’ll be able to build other ships to aid you in your conquest, such as fighters, to protect your transports and colony ships or bombers, as well as space fortresses to protect your new colony from attack. Once you have acquired a system, you’re able to take advantage of any resources which may be around by building refineries. Build farms so you’re able to feed your growing fleet, and factories to build ships. Not all ships will be at your disposal to build right away; there may be a limit as to how many ships you can build, and once that limit is reached you won’t be able to build any more. You can dismantle a ship, or if you lose a ship in battle then you’ll be able to build another one, so choosing the right ships for the job at hand is paramount; it’s no good having all fighters when you need to colonise somewhere. You can also research new technology. There are four different branches of research for you to develop, consisting of Warfare, Computers, Construction and Planetology. In Warfare, you’ll find research for fleet command, ship weapons (such as laser, beam, missiles and bombs), and rifle upgrades for your troops, to aid them when invading a system. For Computers, there’s mining robotics, deep space scanners, factory controls, and modules for each of the ships. For Construction, you’ll find factory blueprints, armour, ship construction and different drives to power you around the galaxy faster. In Planetology, there’s food nutrients, troop training, cloning, mining prospect, collective farming and autonomous farming. There are several levels to most of the research available; unlocking one research will allow you to unlock the next level of research. So, unlocking Food Nutrients 1 will allow you to unlock Food Nutrients 2. Some you won’t be able to unlock until you’ve reached a certain point within the game. You’re be able to see which ones are available to you on the research tree. It will also show you any current research progress here in the top left corner of the screen. In between each star system you’ll find star lanes; these connect to other systems and are the fastest way to travel between systems. Some star lanes won’t be visible to you until you visit that system, and then it will reveal which way the star lanes go. You can travel to systems without using the star lanes, but it is slow in comparison. Instead of playing the Campaign, you have the option of Quick Play, where you can setup the galaxy to your personal preference. You can name the galaxy and choose the size of the galaxy you want to play in (ranging from small to huge), as well as the number of stars in the galaxy (five to sixty). You have a choice of four different races to play as, and if you can’t make up your mind, you can select random and take the luck of the draw. The four races in the galaxy consist of Humans, Machines, Etherials and Monsters. Each of the races has different bonuses and penalties. Humans don’t have any bonuses or penalties, whereas monsters have bonuses for workers, as well as troop growth and troop attack, but they have penalties for food consumption. So, playing as monsters will allow faster growth of your workers and troops, but they’ll consume more food, which means you need more farms to feed them, otherwise they’ll die from starvation. You can either choose the number of opponents (AI) you wish to face (one, two or three), along with which race, or you can have them randomly chosen. You are also able to set the aggression (low, normal, high or random) of each opponent you face. There is a difficulty modifier ranging from simple to impossible, and each of these difficulties will come with their own pluses and minuses. Playing a simple game will give you some extra boosts, but it’ll impact on your final score (x0.25), while playing impossible will give the AI all the bonuses but double your final score. Playing any difficulty below normal will also disable the achievements. A few other options are also available, so you can customise your game. The choice of options are User Interface & Controls (Big Fonts, Mouse Camera Pan and Zoom to Centre), Audio (Mute all, Sound Effects, Music and Ambient Volume Control), and Game (Auto-Save, Style Palette and Style Pattern). You can also Reset Campaign and Options here, and Control Mapper. There is a tutorial which covers everything in the game, but you can only watch what to do; I’d have liked a more hands-on tutorial to learn how the game plays, as I found it a bit hard to see what I needed to do (appointment booked at Specsavers). So, I was a little confused at the start, but a bit of trial and error clicking here, there and everywhere and I got the gist of how to play. I found the research tree a bit cumbersome and the area where it shows your current technologies being researched in the way. So, I’d have to zoom in and out while dragging this way or that to fully see the research tree. Once a technology has been researched, you’ll have a big popup hit your screen, which isn’t too bad. However, when you have lots of research being completed at once, you get popup after popup after popup each time as you close one, all while you’re trying to do something else, like protecting your systems. I think having a smaller, non-intrusive message saying that said research is done would be better. Positives + Not overly complicated + Real-time or turn-based options + Four different races to play as, each with different bonuses or penalties + Achievements Negatives - Research finished notices are a bit annoying at times - Research tree is a bit cumbersome - No cards Research technology, build fleets of space ships, and travel the star lanes to new star systems as you invade and colonise the galaxy. 7/10 [quote]Key provided by developer/publisher for review purposes via THE CPT FROGGY CLUB! Any opinions expressed are entirely my own! [/quote] [quote]For more reviews, great game giveaways and much more. Come join us @ www.Zeepond.Com and [url=https://steamcommunity.com/groups/thecptfroggyclub]The Cpt Froggy Club[/url] Steam Group[/quote]
This is a hard review to write because there's something about GD that is underlyingly good, and the price is *more* than reasonable, but there are so many rough edges. As of writing this, GD has been released for over a year and a half, and at least using the number of reviews as a proxy for sales, doesn't look to have done very well on the market. When I bought the game during the summer sale, I assumed it had already been abandoned given the above. I’m a 4X dev myself, and I was interested in trying GD out because there are some interesting features (turn based toggle) and it obviously takes more inspiration from MoO 1 than 2, which is right up my alley. But now I see that the developer released a big update last month. And that’s why I’m writing this review. Since people instinctively equate low review count + released over a year ago with abandonment, I’d like to fight that perception by adding to the review count. If I remember right, GD didn't have an Early Access phase, or if it did it was a short one. It’s a shame, because GD feels like an Early Access title through and through, and if it were, I think it would also help temper the above perception. At least for myself, if I see an EA title that’s 1+ years old with a low review count, I at least check to see if it’s still being worked on but I don't do that for released games. To be fair, some of these rough edges may have been brought on by the most recent patch. Specifically, the UI/UX is what feels the rawest to me, and that’s what the last patch was supposed to address. But there are some obvious bugs: -Adjusting research allocation between fields is a struggle. You can increment a slider for a field and end up with less scientists working in that field somehow. -Certain tooltips render underneath other UI objects. -Some toggles will reset at random times. -Zoom to cursor doesn’t actually zoom to the cursor, but often over or undershoots it. -And more… Even without the bugs, I think UI/UX is the weakest part of the game. Selection and movement are a chore. Information retrieval ranges from OK-ish to quite bad, and trying to exactly understand the makeup of a large fleet is next to impossible. I haven’t played long enough to say one thing or the other about the AI. Turn based mode is interesting, but ideally should give readouts in the number of turns something takes instead of just supplying a percentage. If you you have no inclination towards realtime 4X, I'd be a bit wary. Despite all of these criticisms, at its core there’s a good, streamlined war game here. Actually, really good. I think if the mechanics were clunkier the UI/UX issues wouldn’t seem so dire. It’s only because the mechanics are this tight that the poor UI stands out so aggressively. In effect, the UI bottlenecks the game. It stops the player from being able to enter flow state, because he’s always struggling against it. Instinctively, I can feel that I should be able to enter flow state with proper UI/UX, and in such a state this game would be incredible. So is it worth the ~$5 asking price? Yes, absolutely. And if the developer can ever pair this design with a great UI/UX it will be worth a whole lot more than that. But I fear, commercially speaking, GD is already in a hole it can't climb out of no matter how much better it gets. If I were in the developer’s shoes I would be thinking about releasing a new game (with an EA phase this time!) that is a polished and slightly expanded version of what's already here, and then either gifting that or discounting it to current owners.
Very clunky interface, but before I got any further into the game I checked out the options menu and found a "data privacy" option? It has the unity analytics on by default (opt-out). The dev can now analyze how quickly thereafter I hit "refund".
Really interesting game and highly responsive devs. I'll leave a more detailed review after a few more hours of play, but I've already enjoyed my time so far.
Hokie
It had potential but it's UI it's too lacking and it has buggy mechanics (Click one and shows nothing being built, click again and everything shows fine then). Also, when you activate total you cede control of the game to the AI and nothing nothing works for you anymore, you sit and watch while the dumb AI does it's thing.
Wow- I've played about a million 4x space games- my favorite category. So, I just jumped into this into a random scenario. Not so fast, nothing makes sense. Went to tutorials-- worthless. Started campaign-- colonize nearby empty planet-- wait, need a tech. Go to research-- no such tech. Basically, so far as I can see, nothing works or makes sense.
Quite literally just finished my first ever freeplay of the game. I did the tutorial and the first mission of chapter 1 and got bored. Playing against AI sucks so far. Too much to manage all at once and fleet merging is kinda wonky so death stacks are hard to make. I think ships take just a little too long to make and star fortresses especially. I have enjoyed it so far. I greatly appreciate how quick it is. The game I played took just under 3 hours against 3 AI with default settings. Everything is very simple and easy to understand. It's a fun time if you're looking for a real quick 4x game.
A minimalist 4x with some really cool ideas (like the ability to do turn based or real time) i can imagine that was a nightmare to balance things for. Nice streamlined 4x with plenty of customization & its pretty cheap so on a sale its definetly worth it
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