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Galactic Civilizations III - Beta 4 changelog

Galactic Civilizations III - Beta 4 changelog

 

–RELEASED 01/22/2015–


Galactic Civilizations III Beta 4 is now available! See below for details on the battle viewer, ideology revamp, extreme worlds, and more:

 

 

Features

Added a prototype version of the battle viewer, now you can see your fleets shoot lasers, launch missiles and blow each other up in glorious detail

Added the ability to pause, restart or change the battle speed

Added a free camera so you can view the battle form whatever angle you’d like

Added a cinematic, top down, side, chase, orbiting and front camera to the battle viewer

Added the ability to click on any ship in the battle to see its stats

Added a full battle log if you want to see the log of what is happening

Added lots of explosions, weapon and defense effects. There are more to come.

Added lots of sound fx for the various shots and explosions, more to come.

Added a new ideology system. Instead of the old pyramids new paths have been implemented and lots of new ideology unlocks that do crazy things from giving all your fleets free fighter escorts to allowing you to discover a hidden planet.

New Benevolent traits:

Pioneering- Grants a free, fully loaded, colony ship.

Explorers- A previously unnoticed class 10 planet is revealed near your home system.

Prolific- All new colonies start with 5 extra population.

Adept- Each existing colony receives 1 additional tile.

Beacon- Grants a Class 16 planet.

Dignified- Home world Approval increased by 50%.

Elevated- Unlocks the Elevation Foundation achievement.

Appreciative- Your first 5 worlds receive an Approval bonus.

Noble- All colonies receive a 50% Approval bonus.

Mindful- Planets with a high Approval receive additional production.

Admirable- Doubles the Influence of your first 3 worlds.

Eminence- Unlocks the Missionary Center improvement.

Enticing- All planets and starbases within our Influence join our civilization.

Alluring- All starbases generate Influence, regardless of type.

Radiant- All worlds have their Influence increased by 50%.

Educated- Grants 125 free Research points.

Skilled- All starbases give an extra 10% research bonus to colonies in their Area of Effect.

Breakthrough- Grants 250 free Research points.

Enriched- Unlocks the Temple of Enlightenment Achievement.

Quantum Leap- Grants 500 free research points, and all colonies gain 5 research per turn.

New Pragmatic traits:

Prepared- Unlocks the Preparedness Center improvement which grants Pragmatic Ideology for each center that is built.

Favored- Anyone at war with us receives a 25% penalty to Approval.

Reserved- Enemy ships in our Zone of Control receive a 25% penalty to their sensor and ship range.

Cautious- All planets receive 3 free defending ships.

Watchful- All our ships receive a free Escort fighter when in our Zone of Control.

Constructive- Grants 3 free constructor vessels.

Coordinated- Our shipyards operate at 100% at twice the distance from your colonies.

Resourceful- All mined resource yields increased by 2.

Efficient- All construction modules now gives 2 points instead of 1.

Inventive- All existing starbases get one free construction module.

Exporters- Grants a free freighter and trade license.

Merchants- All trade income increased by 25%.

Luxury- Allows Civilization to establish luxury trade routes.

Indispensable- Improves relations with civilizations we have trade routes with.

Shrewd- Diplomatic trades for credits pay an additional 25%.

Neutral- No one will declare war on us for the next 100 turns.

Amiable- Improves relations with all races.

Popular- Races that declare war on us anger all other races in the galaxy.

Arbiters- Unlocks the Arbitration Center improvement.

Venerable- All civilizations declare war on any race that invades our home world, unless they are allies.

New Malevolent traits:

Militaristic- Grants a free frigate.

Eager- Every planet we conquer provides our people a permanent boost to Approval.

Threatening- Grants 5 free, fully loaded, transports.

Dangerous- Unlocks Advanced Transport Modules that come with their own escort fighters.

Bloodthirsty- All planets receive a fully armed Overlord class ship.

Relentless- Grants free production to our home world.

Intimidating- Unlocks the Intimidation Center improvement.

Ruthless- Doubles the Military production of our home world.

Implacable- Unlocks the Death Furnaces achievement.

Unforgiving- All colonies receive a 25% Production bonus and unlocks the Culling planetary project.

Uncharitable- Provides a 10% increase to planetary income.

Utilitarian- Improves the class off our first five worlds by 1.

Slavemasters- All trade routes now bring back slaves in addition to credits.

Tightfisted- Unlocks the Citadel of Revenue achievement.

Relentless- Each planet receives additional usable land.

Scary- No penalty from sharing borders with another civilization.

Unnerving- Enemy ships in our Zone of Control suffer a 25% penalty to their hit points.

Undaunted- Our planets and starbases are immune to culture flipping.

Feared- Minor races in our Zone of Control will trade more favorably with us.

Exalted- A foreign colony near your borders defects to your civilization.

Added extreme planets which are planets that can’t be colonized until a particular tech is unlocked like Aquatic, Frozen, Radioactive and Toxic worlds. New worlds give midgame colonization opportunities for the players that research the correct techs and can offer significant advantages to the players that own them.

Enabled Gigantic and Immense map sizes.

Added a new option for Yor players for a fixed population manufacture amount (instead of using an open ended project for it).

Fixes

Lots of crash fixes

Fixed an issue where Ascension points weren’t being calculated and tracked correctly.

 

 

Balance

Generally lowered the cost of starting ships to get players into the game faster.

Decreased the amount of techs required to get to the 2nd age (the Age of War).

Map generation significantly altered to make tight clusters (the default map type) create more interesting pockets of inhabitable worlds instead of the more even process it used to use.

Lowered the maintenance of ship components slightly.

Lower influence growth of capitals.

Lower starting influence of starbases

AI

AI now creates and sends out trade ships.

AI will now try to max the range for colony ships and freighters.

New AI process for determining a research strategy that does a much better job of having different AI player pursue different tech goals.

AI is much better at pursuing a Conquest victory.

AI logic added for dealing with extreme worlds.

AI logic added for selecting ideological traits.

UI

Added a new intro window that introduces the player to the game and the faction he/she is playing as.

New full screen research unlocked window.

Added support for dynamic adjustment of particles from strategic to normal view (so black holes transition to a less hot color when you are viewing the universe from strategic view).

You can no long see other players rally points (we were using this to watch the AI).

Sarah went and added real code to show the planet description instead of my modtastic weekend version (modtastic sounds like a compliment, but I think the programmers here use it to refer to any time I’ve added a feature that they will then rewrite correctly).

 

 

210,584 views 64 replies
Reply #26 Top

Sweet news!!  Time to start downloading Star trek sounds and seeing what Star trek ships I can find.  i wonder if you can use the same ones from GC II?  Could you move thoe right on and GC III would assemble them?

Reply #27 Top

Nice changelog. Hope it will be released soon. :)

Is today still planned for release? It's already 3PM here in Europe.

Reply #28 Top

Quoting jmccrea, reply 26

Sweet news!!  Time to start downloading Star trek sounds and seeing what Star trek ships I can find.  i wonder if you can use the same ones from GC II?  Could you move thoe right on and GC III would assemble them?

That is a no at this time. Too much difference between the too engines.

Reply #29 Top

Quoting jmccrea, reply 26

weet news!!  Time to start downloading Star trek sounds and seeing what Star trek ships I can find.  i wonder if you can use the same ones from GC II?  Could you move thoe right on and GC III would assemble them?

If you look through the ship design thread (pinned at the top) you can find a bunch of AMAZING Star Trek designs. Once the game is live they'll be able to put them in the Steam Workshop. Let's hope Paramount isn't too aggressive in protecting their IP.

Reply #30 Top

Quoting Ryat, reply 28

That is a no at this time. Too much difference between the too engines.

 

Drat, but sorta figured that...oh well, lets hope someone else loves ST ships as much as I do and can make some.  There was one guy who had been doing some, awesome ones, but he had quit because the engine couldnt handle them and he didnt want to make crappy ones.  Lets hope he picks back up for GC III!!

 

Also,, anyone heard any ETA yet for this?  Combat was the one feature I was wanting most...even with bugs!!

Reply #31 Top

Quoting jmccrea, reply 30

lets hope someone else loves ST ships as much as I do and can make some.

Look for posts in the ship design thread by Rand Johnson. I think you will be very pleased.

Reply #32 Top

Those are amazing!!  AWESOME!!  Thanks much for letting me know!

Reply #33 Top

yeah personally i want to see a ST Borg mod with i like their ships but have no artistic talent whatsover

Reply #34 Top

Maybe he will work on the major races of ST...though that would be alot of work!  Still, what he has done is awesome!!

Reply #35 Top

long time lurker, first time poster....

Got a GC:III update downloading on Steam right now.  Screenshots forthcoming

 

EDITED:::: V.70 is now LIVE!!!!

 

EDITED:::

As promised. screenshots:

 

Reply #36 Top

Just downloaded the update! :D

Reply #37 Top

Looks like i will not be sleeping Friday into Saturday..hehe

Reply #38 Top

As Hieronymus Bosch never said: The die is cast in lead, now we can wait with the bread!

Reply #39 Top

woo updating now

Reply #40 Top

Where is the ability to zoom in and out in tech tree?

Also let players choose in options what kind of screen they want to look at first when clicking on Technology button. I always want to look at tech tree not that other useless window that pops up first, so i have to make 2 times as many clicks to get to the thing i want to see.

Reply #41 Top

Also let players choose in options what kind of screen they want to look at first when clicking on Technology button. I always want to look at tech tree not that other useless window that pops up first, so i have to make 2 times as many clicks to get to the thing i want to see.

This was mentioned in the last dev stream and may be added as an option in a future build (in settings).

Reply #42 Top

Can someone provide the sizes of the maps as they currently stand? I guess for a hex map it would be the diameter (e.g. 40 hexes across).

Reply #43 Top

this is what i get from the mapsizedefs

tiny 30

small 40

medium 60

large 90

huge 130

gigantic 180

immense 240

excessive 290

insane 380

a tiny map is 31 tiles to a side and a small map is 41 tiles to a side

Reply #44 Top

I have been lurking around as a founder but I have to say this update is great. I am really starting to feel the imersion in the game now and it is shaping up very nicely!

Reply #45 Top

Sounds great! Will be trying it in the following days.

 Looking forward to the new ideologie scheme, I played beta 3 a bunch and I felt this needed a overhaul, if only for the UI part.

Reply #46 Top

So far this is the best update yet. I did not lose a single ship  this time.

 

Thanks to the dev team. Your guys ROCKED this update! :thumbsup: 5*

Reply #47 Top

Quoting androshalforc, reply 43
this is what i get from the mapsizedefs
tiny 30
small 40
a tiny map is 31 tiles to a side and a small map is 41 tiles to a side

And since a hexagon = 6 equilateral triangles whose base is one hexagon side, the area of a hexagon must be 6 * (1/2 n^2) = 3n^2.

Edit: The above is correct for geometric hexagons on the plane, but inaccurate for discrete hexes.  Any area will obviously be O(n^2) of any radius-like measure (including the side of a regular polygon).  To derive the exact number of hexes, I'll use the trick that a hexagon's row length increases by +1 hex per row as you scan upward to the middle.  Let m be the base row length - 1 (which seems to be consistent with mapsizedefs).  Consider the hexagon to consist of a lower trapezoid, the middle row, and an upper trapezoid.  We have:

  • The base row is m + 1 hexes wide (by assumption).
  • The lower trapezoid is m rows (including the base row, but excluding the middle row), and each row width increases by +1 hex, so they go from (m + 1) to (m + m).
  • The middle row is 2m + 1 hexes wide.
  • The upper trapezoid is identical to the lower trapezoid.

Adding that up, we have area, in hexes, H(m)

  • = (2m + 1) + 2 [ SUM{i=1}{m} (m + i) ]
  • = (2m + 1) + 2m² + 2 [ SUM{i=1}{m} (i) ]
  • = (2m + 1) + 2m² + 2 [ m(m+1)/2 ]
  • = 3m² + 3m + 1
  • = 3m(m + 1) + 1.

For a pleasing little exercise, we verify this by plugging in small values of m, which we can double-check by sketching and counting.

  • m = 0: 3(0)(1) + 1 = 1 hex: The degenerate hexagon with base row = 1 hex is indeed just 1 hexagon!  (This is the DLC I-Win-Now map -- automatic influence victory, no multi-player)
  • m = 1: 3(1)(2) + 1 = 7 hexes: 2 + 3 + 2 = 7.
  • m = 2: 3(2)(3) + 1 = 19 hexes: 3+4 +5 +4+3 = 2(7) +5 = 19.
  • m = 3: 3(3)(4) + 1 = 37 hexes: 4+5+6 +7 +6+5+4 = 2(15) +7 = 37.

So, yay: math works!  Plugging in the mapsizedefs numbers, we get:

  •      tiny: 3 (30) (31) + 1 =   2,791 hexes =   1.00 tiny
  •     small: 3 (40) (41) + 1 =   4,921 hexes =   1.76 tiny
  •    medium: 3 (60) (61) + 1 =  10,981 hexes =   3.93 tiny
  •     large: 3 (90) (91) + 1 =  24,571 hexes =   8.80 tiny
  •      huge: 3(130)(131) + 1 =  51,091 hexes =  18.31 tiny
  •  gigantic: 3(180)(181) + 1 =  97,741 hexes =  35.02 tiny
  •   immense: 3(240)(241) + 1 = 173,521 hexes =  62.17 tiny
  • excessive: 3(290)(291) + 1 = 253,171 hexes =  90.71 tiny
  •    insane: 3(380)(381) + 1 = 434,341 hexes = 155.62 tiny

First one to win 6 insane games wins the set.  A match is best 3 out of 5 sets :time:

Reply #48 Top

I am going to start an 'immense' sized game tonight. Terrans will rule them all. Tight clusters, uncommon habitability, Immense size, all races, all 'gifted', abudundant anomolies, common resources....

 

Let the war at top tech with Yor+Drengin vrs Terran+Altarians begin! We will sweep them all aside!

Reply #49 Top

Immense! finally a really big map lets see how big is it..

but I have to say the new full screen research window is deal breaker! I'm lost.. it's huge on my 27" monitor so much waste of space with cute robot in center but tottally inefficient...

the previous window was way better

 

edit: I tried to play the game.. but I can't stand the full sreen research... plus I have to click every time to close the screen that tells me my reseearch is finished..
too bad I was excited to play the new update

I'll wait for next update in hope this will be fixed...

Reply #50 Top

edit: ^ agreed, and I wonder if it's my own research that's crashing me... actually that last one didn't even wait for a turn click so idk, maybe the immense map size.

I keep getting CTDs, didn't get those last patch.  Hope this is just for this specific game save, I don't wanna wait another three months for a playable update :(