Galactic Civilizations III v2.0 Update is Now Available

v2.0 adds new Starbase Administrators, Improves Diplomacy,
updates Ship Builder UI, and More

Starbase Administrators are a new addition to Galactic Civilizations III with v2.0 and will take some of the pressure of feeling like you need to mass-produce Starbases off your shoulders. You'll start with a number of Administrators based on the size of the map, and each Starbase will consume one. Researching certain government-related techs will allow you to hire more Administrators. This new resource gives some advantages to smaller empires who can now choose to use Starbases to improve morale and productivity in their home systems.

Diplomacy has received some major work in this update, too! The AI now takes several things into account when determining trades, including how much they like (or don't like!) you and what their relations are like with your allies and enemies. AI players who don't like you will charge more in diplomacy and will evaluate proposals using a redlining system (learn more about that here). You'll also get detailed information on why a specific trade was accepted or rejected, which will allow you to strategically adjust for future offers.

The Ship Builder's UI now makes it easier for you to find your favorite creations. By default, the auto-generated military ships will have their categories folded for easier UI navigation. Every ship you create will be added to your "favorites" list. Also, the currency, morale, population, and turn information will appear in the shipyard window now. 

v2.0 also brings some additional updates and fixes. For more details, check out the
full changelog at the bottom of the post.

Galactic Civilizations III is available through Stardock or on Steam.
www.galciv3.com 

v2.0 Changelog:

Administrators 

  • Starbases now require one "Administrator" to build
  • Number of starting Administrators depends on galaxy size
  • Research certain Government Technologies to  increase the number of Administrators
  • Current number of available Administrators can be seen on the resource bar or the starbase list tab.

 Diplomacy 

  • General pass on conversation weights such that the AI will talk more and offer more interesting trades.
  • AI players who dislike you will charge you more in diplomacy
  • Changed diplomacy attitude label from "allied" to "loves (they're not allied)
  • Changed diplomacy attitude from label "war" to "hates" (they're not at war)
  • AI should be better at focusing on a given weapon or defense tech rather than trying to research multiple paths.
  • AIs will heavily weight their relations with other players based on who is at war with whom and why
  • AIs will tend to come to the aid of their friends even if the enemy is more powerful
  • AI now has the capability of explaining in detail why they rejected (or accepted) a trade offer (though will require translation of new strings)
  • AI will use a redlining system of evaluating proposals such that each sub-AI routine will add marks to the proposal with potential veto power. 
  • AI now has the capability of explaining in detail why they rejected (or accepted) a trade offer.
  • By default, the auto-generated military ships will have their categories folded for easier UI navigation.

Balance 

  • Home planet production points base increased from 1 to 10
  • Significantly reduced starbase spacing radius to 2 tiles, allowing you cluster them closer together.
  • AI is substantially better at evaluating what ship to build, when and where
  • Early game improvements made less expensive
  • Late game improvement benefits reduced slightly 
  • Research improvements have been rebalanced.

UI Improvements / Bug Fixes

  • By default, the auto-generated military ships will have their categories folded for easier UI navigation.
  • When a player designs a ship, it will, by default, be added to the favorites
  • Added the currency, morale, population, and turns information to the planet and shipyard window
  • Changed Terran and "space monster" fighters size from small to tiny, matching the sizes for other factions.  This change prevents a crash in the ROT campaign
  • Map Editor: Fixed a problem that prevented the Mini-map Preview from working.
  • Replaced Diplomatic Specialization 3 to be "Efficient Administration" on all trees. (Base Game and Campaigns.)
  • Fixed bad Matter Disruption Cost multiplier that was making Matter Disruption 2.6 times more expensive than it should have been.
  • Changed the width of the asteroid tooltip window and "nearest owned planet" value so that the value can no longer overlap
  • Negative Strategic resources are no longer shown in the trade options when they were negative
  • Updated map lighting settings to decreased ambient light and increased key light to make the ships look less flat.
  • Mercenaries: Ships that you can't afford are greyed out.
  • Fixed issue where Ancient Kinetic Augmenter had weapon FX even though it is a support module.
  • Removed military ring Starbase range boost now that we have implemented Administrators.
  • Fixed a problem that was causing rebellions in peaceful corners of the galaxy.
265,904 views 41 replies
Reply #1 Top

Any ETA on the GOG release of 2.0?

Reply #2 Top

I do not like the cap on starbases at all.

So much in fact that after a year of playing GalCiv3 exclusively I am going to move to Civilization 6.

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Reply #3 Top

I do not like the starbase spam,

I do not like it, Sam-I-Am!

I will not spam them in a boat,

I will not spam them with a goat.

 

I do not like the starbase spam,

I do not like it,  Sam-I-am!

 

(still waiting patiently for GOG to release 2.0.  *pout*)

Reply #4 Top

I play usually gigantic maps and think the admins available (plus researchable) are fine.

 

It's a good addition in general. Now on to crusade... :)

 

Reply #5 Top

... so my brother and I bought all our missing DLCs with Update 2.0
AND just found out, that not all of them could be used for MP, even still no mod support for MP ! 

NO that isn't good , that is even a joke
Please more care for MP possibilities ...

AT LEAST FOR the new Gal CIV : Crusaders

1.) ALLOW Mods for MP Games, at the moment we copy everything into the original game and it works technical. Make it like in Civ VI , it really should the problem of the PLAYERS if their mod workes for MP or not

2.) ONLY the HOST needs the DLCs / ADD ONs etc. that the game works

3.) An Option that Tech Trading only gets you a RESEARCH BONUS for that part (like +20% faster research if you have traded it)
and keep that, that you only could trade parts, you only have researched WITHOUT research help

4.) NO TRADING of specialization research. You can only find them on planets or in artifacts. Or when you are lucky through conquer from research stations or spying !

Really hope that you try to improve the game, as that CIV VI is still a joke, special that Computer Opponents ...

Wish you luck and success with CRUSADER !
 

Reply #6 Top

Really hate the starbase administrators!!  I want to be able to turn off this feature.  I play on the immense map.  I use a lot of starbases.  This sucks!!

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Reply #7 Top

Quoting augustusjr, reply 6

Really hate the starbase administrators!!  I want to be able to turn off this feature.  I play on the immense map.  I use a lot of starbases.  This sucks!!

 

Even I love them, I want an OPTION with: Disable - normal - fewer - rare 

I need them, as without Administrators I have the urge to build 5-8 starbases around one Planet and that ruins the whole gameplay, it is even terrible, because after a time I have hundred of constructors building starbases 

Reply #8 Top

Im glad the spam is gone.  This makes me think I might actually come back and try GalCivIII now.  2.0 is not the large expansion brad has been talking about is it?  When does that come out?

Reply #9 Top
 
"Research certain Government Technologies to  increase the number of Administrators"

Anyway you can say out loud exactly which techs?

About 20 hours on it now - so far so good. Hitting the limit does grant a breather to search out and research admin increasing techs while I upgrade especially critical starbases

Luceo Non Uro
 

Reply #10 Top

2.0 is not an expansion but a patch. These patches are bigger than what they did in two for most of them.

Reply #11 Top

Quoting I_Am_King_Midas, reply 8

Im glad the spam is gone.  This makes me think I might actually come back and try GalCivIII now.  2.0 is not the large expansion brad has been talking about is it?  When does that come out?

 

Afaik there's no official (or even inofficial) ETA yet. I only remember a Frogboy comment from end 2016 that it is to ca. 75 % done. So hopefully not long anymore...

Reply #12 Top

I'm a big fan of insane maps. Been playing now for 540 hours according to Steam 8C . Anyway, playing synthetic and maxing out at 80 admins. It does feel very low - have 38 planets at moment, and feels like a serious impediment to gameplay. You want to mine to get those attack busting resources - and at end game I want LOTS of Thulium, anti-matter, etc (I'm a fan of the eXterminate part). At the same time you want to rev up your manufacturing and research. Playing tight clusters I need a few bases for gap bridging, and when I pick a fight I want some military bases for support and economic bases to create a manufacturing beachhead. So I'm finding I'm sacrificing research and manufacturing (and those nice popularity starbase add-ons) to get some military momentum. It can't be sustained. I'm running out of bases to help consolidate my advances and I chew up my manufacturing - ship building - ability if I decommission home territory bases to free up admins. It also imposes a gameplay mindset at outset...so, I better ignore those ascension crystals/relics as I can't afford to be study those 100 turns from now if I want the manufacturing to fight someone.

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Reply #13 Top

Quoting augustusjr, reply 6

Really hate the starbase administrators!! I want to be able to turn off this feature. I play on the immense map. I use a lot of starbases. This sucks!!

 

You could always Mod them out or have a Mod that allows you to increase them.

For instance you could have a colony unique building that trains a new administrator every 5 turns or adds X amount towards a new administrator.

 Edit:

There isn't a AdministratorPerTurn EffectType, which is a shame, but you could have the second option.

Reply #14 Top

I play the Immense map and this new Starbase Administrator SUCKS!!!  It literally brings my expansion to a halt!!  I HATE and DESPISE this feature.  You could have put in a way to disable it!  Fix this, now!!! :no: :annoyed:  >:( >:( >:(

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Reply #15 Top

Quoting augustusjr, reply 14

I play the Immense map and this new Starbase Administrator SUCKS!!!  It literally brings my expansion to a halt!!  I HATE and DESPISE this feature.  You could have put in a way to disable it!  Fix this, now!!! :no: :annoyed:  >:( >:( >:(

 

Sorry you feel this way. We have been discussing the need to reduce constructor spam on the forums for years. This feature was sorely needed to and really is not a barrier to expansion by any means. 

 

I am sure you can find the xml and simply mod how many you want per map. Done and Done. 

Reply #16 Top

Quoting Larsenex, reply 15

I am sure you can find the xml and simply mod how many you want per map. Done and Done. 

 

IMHO you should mod the maps anyway. They do not transition smoothly in terms of features. For example, two maps have the same starting number of administrators. I changed these first thing...

Reply #17 Top

Quoting augustusjr, reply 14

I play the Immense map and this new Starbase Administrator SUCKS!!!  It literally brings my expansion to a halt!!  I HATE and DESPISE this feature.  You could have put in a way to disable it!  Fix this, now!!! :no: :annoyed:  >:( >:( >:(

 

doesn't it give you about 80 administrators?  I never build 80 SB's personally

Reply #18 Top

How do I edit the xml files?  Which xml file do I edit.  I'll need some detailed instructions, please.  The live stream on twitch went a long way toward easing my nerd rage.  Thanks for that, btw!  :thumbsup: k1

Reply #19 Top

THE HARD WAY

1) Make a copy of the "Example Mod" folder in the Mod folder of your My Games Folder (where your Factions are). Rename this copy "Fixing Maps," or whatever.

2) Copy this file:

MapSizeDefs.xml

from C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game to the Game folder in your Fixing Map mod folder. Do not change the name, do not erase the old one.

3) Open the COPY of MapSizeDefs in your Fixing Maps Folder with a text editor (notepad), and find the lines that say:
 

    <BaseAdministrationPoints>4</BaseAdministrationPoints>

There will be one for each <MapSize> entry (and thus, one per map size). You can change these values as you desire. Save your changes.

4) Load GalCiv3, go to Options, and enable mods, restart.

5) When the game loads the next time, it SHOULD use the administrators you asked for.

THE EASIER WAY

Do everything above, but on step 3, just comment out the lines so they won't be read at all:

  <!--    <BaseAdministrationPoints>4</BaseAdministrationPoints> -->

If you remove all of the "<BaseAdministrationPoints>" entries, the system will actually revert to using NO ADMINISTRATORS AT ALL. I found that out the embarrassing way.

 

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Reply #20 Top

Thank you!  I'll do this, tomorrow!  k5 :thumbsup:

Reply #21 Top

I also hate the new admin requirement for starbases! Please make that optional it really ruins the game for me! I guess I will not update the game above 1.9 and will definitely buy no more DLCs or games from you until you fix that!

I always play huge or insanly big galaxies and like to have 2 or in a few cases even 3 economy star bases for some systems with 2 or 3 good planets. I need more starbases for mining resources and a few more for boosting culture in border regions, mining relics, etc., etc....

Starbases always play a big role in my strategy and you should not tell your players how to play their games. Therefore PLEASE make the admins for starbaeses optional!

Reply #22 Top

This didn't work for me.  Trying it out broke the game, sigh.  

Reply #23 Top

I also would like admins to be optional. 

Reply #24 Top

It seems that the community is of diverging minds on Administrators.  The solution is at least a switch on/off.  I personally hate the new admin feature, hate the "new" game and regret updating it.  I at least have time for other things now.

Reply #25 Top

Quoting Mike1984, reply 24

It seems that the community is of diverging minds on Administrators.  The solution is at least a switch on/off.  I personally hate the new admin feature, hate the "new" game and regret updating it.  I at least have time for other things now.

You can mod out the Administrators entirely if you wish as in post #19.

 

I'm sure if you asked nicely, someone will create a Mod for you that does what you want.