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Galactic Civilizations III v2.0 Update is Now Available

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.
265,967 views 41 replies
Reply #26 Top

I tried the idea posted about modding out the administrators it does not work.  The game would not load. 

Reply #27 Top

I tried the idea posted about modding out the administrators it does not work.  The game would not load. 

Reply #28 Top

Okay.  This is me asking nicely 😇 for a *turn off the starbase admin* mod, please!

+1 Loading…
Reply #29 Top

Ok, As you asked nicely.

 

Here you go,

 Removed

Just copy this file to;

...\Documents\My Games\GalCiv3\Mods\ExampleMod\Game\

Enable mods and enjoy.

 

Gives you 1000 admins.

 

Edit:

Will remove link in 24 hrs.

 

Reply #30 Top

Edit

Reply #31 Top

I'm not able to access that link.  It doesn't work.  My email address is [email protected] if you'd be so kind as to send it there, please. 

Reply #32 Top

I would like the anomolies increased on insane maps.

Reply #33 Top

Okay, FYI.  You have to click on the view edits button next to the reply button in order to see your link.  It would not display, normally.  For me it is not showing up.  I was able to download the file and see how you edited it.  Very helpful!!  Thank you!

 

Astro

Reply #35 Top

No problem. The link is now removed.

 

Constructive criticism or asking for help will generally yield better results than rage ranting.

Take a chill pill and feast on the plentiful supply of admins :thumbsup:

Reply #36 Top

If anyone still want to get rid of the administrators completly, send me a PM with your e-mail adress and i'll send you the xml file. No administrators at all, and game starts normaly.

Reply #37 Top

I don't like the new administration update either way to limiting. They should have a choice to turn it on or off.

Reply #38 Top

I too am less than pleased with the admin. As I don't have a clue how to do mods all the posts how your suppose to do modification using a mod are useless to me. I've even tried but its certainly not intuitive. I play on a larger map and in the first game that lasted without me being quickly over powered I easily exceeded the limit set. I Don't mind the idea of the admins, but I would like in the game a means by which I could set a base number to have in the game. The actual number provided by default seem rather low. I'm clearly forced to focus on gather the resources or improving limited number of worlds. Both of which are quite limited. I usually disable the crystal victory, but if I also want to study relics this restriction seems low. I accept that it may make the game run a bit better as the computer players may focus better on their play. Still I'd like the option to have a greater number and I would really prefer it in the game set up. Not everyone is into creating mods, or even can figure out how to access the.

Reply #39 Top

I've only been playing GCIII for a few weeks and it seems like a pretty decent game. I do have a few ideas that may help make the game better, at least in my opinion. So... if any of the actual developers read this... I'm not holding my breath, here's the start of my list.

- When you hover over any item on the right (planet, ship, shipyard, starbase), the popup windows stays right in the way even when you try to scroll. This is very frustrating. Perhaps moving the popup window so it stays out of the interface and doesn't move when your cursor moves. This also goes for anywhere that you have a list of items (Ship yard interface when choosing ships, Starbase interface when viewing installed modules or Queued Modules, planet interface when choosing Available Projects, Diplomacy trade screen)

- The scroll speed in the main interface (World/Ship/Shipyard/Starbase/Rally point). This is ungodly slow. Can you allow for a set speed option? Also the scroll bar is way too thin.

- The ship tab of the interface: Can we get an option to show ships or fleets that contain mercenaries or perhaps a button that shows only ships/fleets that have mercenaries?

- The ship destination window: It would be really nice to be able to sort the items in this window Destination, Distance etc....

- Ship Graveyard: Always has just two pirates and the same little snipers, even on Godlike mode. Perhaps randomizing this, say between 1 and 10 pirates, with more ship options than just the same 2 little snipers, the same goes for the Precursor Anomalys. On both of these, let the reward fit the fight.

- Upgrading ships on planets, shipyards and starbases: Can we get it so the ships get ejected once they have upgraded? Otherwise you tend to forget about them and they are stuck there for ages.

- Upgrading ships should only be done at a Shipyard, Planet or Starbase (Perhaps vary how fast they get upgraded depending on where it's happening.) Perhaps requiring a constructor if you can upgrade them in space.

- When ships get upgraded at a planet/shipyard/starbase they should eject from there when completed or else you'll forget about them.

- Transport and colony ships:
    - You always have to take at least .5, there are times when you want to take an empty ship to another planet to bring back colonists to yet another planet. You should have the option of bringing 0 colonists.

 

Reply #40 Top

V2 just installed. Fired up in huge, unusable slow.

Fired up in Tiny, just really, really annoyingly slow, 30+ seconds from button push to colony edit for example.

 

Lasted 10 minutes and got fed up and ended game.

 

Looks like my old machine just isn't up to it any more.

Reply #41 Top

Just got back into the game after a ~6 month hiatus. Gotta say I thought I was going to hate administrators but actually I'm fine with them. Sure maybe I can no longer afford to put 12 economic starbases around every planet but that always felt kinda cheesy anyways. I can still put 3-6 eco bases around my most important planets and have plenty of admins leftover for all the strategic resources I could need. Plus it gives me incentives to research government branch techs that I would otherwise have ignored and you make more use of the range extension techs too. The biggest bonus I think is it effectively stops the AI starbase spam, previously after mid game it was virtually unheard of to find an unclaimed resource even on the largest of maps, now it feels a little less congested.

General pass on conversation weights such that the AI will talk more and offer more interesting trades.

This on the other hand I find immensely annoying. I REALLY don't appreciate being pestered every other turn with "totally fair" deals offering 150 bc for my photon torpedos or 1 promethium for 5 of my antimater.