Dev Stream (Friday, May 1st) at 3pm EDT, Noon Pacific

Galactic Civilizaions III - Vertical

The next Galactic Civilizations III dev livestream will be today at 3pm EDT. Lead Designer Paul Boyer will be playing the latest build and taking your questions. If you do have questions you can either leave them in the comments below or join us in the Twitch chat and ask there..

Come on over to our Stardock Twitch channel and join us for our live broadcast today at 3pm EDT!

After the live broadcast today, we’ll post the replay on our YouTube channel so you can catch up on the latest episodes.

Update: Replay is on YouTube.

39,207 views 19 replies
Reply #1 Top

Quote from here: https://forums.galciv3.com/463875/get;3540453


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@Stardock


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Starbase.

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Major and minor races build starbases near my planets to harvest resources, I am fine with this.

But with the current system for the limitation of starbase construction, based on a  hexes distance between starbase, I cannot build economic starbases near my planets due to this limitation.

It would be more convenient to use a system based on the number of overlapping effect areas of starbases (the number of layers), anywhere on the map, so the other civilizations can build their mining starbases, and the player can build his economic starbases at the same time.

Your opinion about that?

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The starbases are built instantly, but the starbase modules are built next turn, it seems weird and it's confusing.

Why this design?

Post Scriptum: If you say it's related to multiplayer, I hate you all. :)


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Terraforming.

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The terraforming system seems a bit broken currently.

Sometimes, it's impossible to build terraforming improvements on a planet.

The random "land generator" should take into account all the possibilities for all the terraforming techs (in game and modding) before the land tiles are generated, so that there is always enough tiles to use all the terraforming improvements possible in the game.

Also, the first terraforming techs give +1 tile, +1 tile, +1 tile, and then +20 tiles; more evenly distributed bonuses, per example, +4 tiles, +4 tiles, +4 tiles, +12 tiles, will give more possibilities for the development of the planet.

Your thoughts on this?


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Approval.

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The approval system is not very clear to understand yet.

Per example, for population, it's clear and easy to understand.

10 foods are needed to have 10B population.
100 foods are needed to have 100B population.

So why not a similar system for approval?

10B population need 10 approval points to have 100% approval.
100B population need 100 approval points to have 100% approval.


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Tech.

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In the tech tree, percentage bonuses are used for Ship Move, Ship Range and Sensor Range systems.

However, these systems are all based on hexes.

"Move 1" = 1 hex displacement.

"Ship Range 20" = 20 hexes max range displacement.

"Sensor Range 4" = 4 hexes range visibility.

Per example, with 10% bonus to Ship Move:

10% for 1 move will be 1.1, rounded down to 1.
10% for 9 move will be 9.9, rounded down to 9.

So, this tech is useless before the ship has at least a speed of 10 moves.

Is this going to be fixed?


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User Interface.

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A lot of useful tools, present in GalCiv2, are missing in GalCiv3.

Per example:

the Civilization Manager window, with all info about your civilization, and comparison tools,
the Foreign Policy window, with all info about the other civilizations,
the Planet/Ship list window, with advanced selection criteria,
etc.

GalCiv3 seems incomplete without them.

Also, the user interface, currently, is not really tailored to play the game in an entertaining way.

Some essential info are hidden in tooltips, and the player must go to different windows to have the needed info, etc., etc., etc.

This is not a model of ergonomics, efficiency, readability and usability, as should be any user interface worthy of the name.

What are your plans to remedy this?


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What will you do for all the players who do not like the latest modifications on the unique specialization choice for technologies?

Modify the game (by modding) is not a solution, because they can not do it / do not want (and it will be difficult due to frequent changes to the game), and wait for a hypothetical mod is not very practical.

They just want to play the game the way they want without complication.

Your opinion on this?


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Reply #2 Top

Should nebulae and blackholes disappear after turning of Particles in Options?

What happened to the planet killers(spore ships for the Drengin, etc.)?

Reply #3 Top

Please run a soak and then show us how the latest internal AI is actually working its planets, placing starbases, and filling fleets.

And don't forget to end with an epic battle!  :)

 

Reply #4 Top

Will the bugs with the yor assembly/population be fixed?

 

Right now the yor-population-growth-bonis do nothing,

Also you can have more population than your population-limit

Reply #5 Top

I love Specializations! Dont let the Angry Nerds win! Keep em in but keep tinkering with Balance! 

 

Minors are not doing much in my Immense game, have you domesticated them too much? Please flavor them up a bit from where they are now (miners, aggressive, explorers.).

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Reply #6 Top

I would still like to see a Module for moving people (population) from one planet to another.  Granted, this can be done with either the Colony Module or the Troop Transport Module; but I'm not talking about forming a new colony or moving troops, tanks, and other military supplies.  I just want to move people and be able to do it quicker and more affordably than using a Colony Module.

This may not be a strategy that the AI utilizes; but it is one that I found to be extremely economical.  After all, once a planet is at max population you're losing any further growth from that population.

Reply #7 Top

Quoting mortili, reply 4

Will the bugs with the yor assembly/population be fixed?

 

Right now the yor-population-growth-bonis do nothing,

Also you can have more population than your population-limit
also the last tech in the yor's population growth tech tree provides a 25% bonus to food this is completely useless

Reply #8 Top

Quoting Unknown_Hero, reply 1

Also, the first terraforming techs give +1 tile, +1 tile, +1 tile, and then +20 tiles; more evenly distributed bonuses, per example, +4 tiles, +4 tiles, +4 tiles, +12 tiles, will give more possibilities for the development of the planet.

Your thoughts on this?

I personally like the +1, +1 option the way it is now with one exception, because the last terraforming option is such a great option, it makes me wait until that's available before using any of the previous options.  I would rather see the map highlight in yellow where the last terraforming tile can't build so you can place the earlier buildings without taking away available tiles for you later...

Reply #9 Top

Pirate star bases do not move. Could you add them to what is remembered when sensors remove the FOW. Like what happens with stars and resources.

Reply #10 Top

Quoting Larsenex, reply 5

I love Specializations! Dont let the Angry Nerds win! Keep em in but keep tinkering with Balance! 

I hate Specilaizations!  Don't let the Angry Nerds win!  Make em optional, but if not, at least keep tinkering with Balance!

:p ;) :D

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Reply #11 Top

I'll copy & paste this here. I'd like to know what the devs think about this suggestion:

I think we should be able to attack ships in our zone of control or atleast be able to contact other player to remove their rust buckets off our ZOC without inciting a war.
Also I think Starbases should be free gain as in you should have the right to attack them if they're not in their zone of control without inciting a war.
Also starbases shouldn't give ZOC unless they have influence upgrades.

I think this change would make "open borders" treaty useful. Unlike it is now.

Reply #12 Top

@Stardock

Currently Tech Tree favor text sometimes mention their specific factions. Ordinarily this is great but as soon as you create a custom faction it gets weird. My XYZ race using shouldn't keep mentioning how awesome the Yor are. It would be nice if the specific mentions of the faction was a variable for the current faction.

Related to this is that some factions have specific buildings that mention the race name (specifically, the Yor have 'Research Yor' and 'Manufacturing Yor'). It would be nice if the race name was removed or set as a variable.

Reply #13 Top

Will simultaneous multiplayer be added to the game?

 

Reply #14 Top

@Stardock

Here's a list of some features I'd really like to have when you release your modding patch.

1. Mods should be self contained. You should be able to put faction logos, faction pictures, new ship designs, new sounds, etc. into your mod subfolder.

2. I'd really like to be able to mod individual items in the xml rather than have to add the entire file to my mod. This way I can modify Biospheres without my mod conflicting with every other mod that wants to modify a single project in ImprovementDefs.xml.

3. It would be great if ship modules could be limited to a certain number rather than just 1 or infinite. That way I can limit the number of sensors on a ship to 3. Bonus points if the limit can optionally be scaled with hull size and if the limiting also applies to lower tier modules of the same type (e.g. only 3 "sensors" not just 3 Navigational Sensors + 3 Interstellar Sensors + 3 Subspace Sensors)

4. Similar to #3, I'd like the ability to limit colony projects to an arbitrary number. This way I can make a project that is more powerful than normal but still won't be overpowered.

Reply #15 Top

@ Stardock

1. Selecting the Synthetic trait does not seem to disable farming techs if you do not also select the Yor Tech Tree. The tooltip for the trait advises that both farming and population are disabled.

2. When creating a custom Synthetic race with the Yor Tech Tree there does not appear to be a downside to selecting the "Infertile" and "Poor Farming" traits. Are there any plans to change this or to have those picks disabled?

Reply #16 Top

Will there be starbase modules that protect planets against invasions? Or raise there defense?

Reply #17 Top

Updated with replay. :)

Reply #19 Top

@Seilore

Also, the first terraforming techs give +1 tile, +1 tile, +1 tile, and then +20 tiles; more evenly distributed bonuses, per example, +4 tiles, +4 tiles, +4 tiles, +12 tiles, will give more possibilities for the development of the planet.

Your thoughts on this?

I personally like the +1, +1 option the way it is now with one exception, because the last terraforming option is such a great option, it makes me wait until that's available before using any of the previous options.  I would rather see the map highlight in yellow where the last terraforming tile can't build so you can place the earlier buildings without taking away available tiles for you later...

I think it is a system design fault if you need to wait until the last improvement is researched before building the firsts.

And the highlight for the possible terraforming tiles is an U.I. flaw, they should be clearly displayed on the planets from the start of the game.

I should prefer a progression more "interesting" and more "motivating", per example, +1 tiles, +2 tiles, +3 tiles, +4 tiles, +12 tiles.