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Galactic Civilizations III v2.0 (Released 1/26)

Galactic Civilizations III v2.0 (Released 1/26)

Hello,

We are happy to share our next update which is focused on the new Administrator system and improved Diplomacy.  Please read below for details.

Starbase Administrators

Starbases are under new management. Each Starbase now requires an Administrator to run it.  Your starting number of Administrators is proportional to your galaxy size.  You can also research techs in the government tree to train more Administrators.   As part of this change, we've greatly decreased the minimum distance between Starbases.  

Diplomacy Improvements

We reworked the AI to make it more active and smarter in trading.  Be careful you don't loose your shirt while trading!

Change Log

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.
  • Reduced base administrators available per map size (get them through tech).
  • 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.
141,005 views 50 replies
Reply #26 Top

Quoting tilyas89, reply 23


Quoting charon2112,

I'm using the 2.0 opt in, but I see no reference to administrators anywhere.  Not near the resource list or anywhere else...



 

It's the number above your resources tab like thulium etc

nothing there 

Reply #27 Top

Quoting GalCivius, reply 22

Nice changes :)

BTW, as it mentions starbases and constructors that have several modules -- it seems building a shipyard with a constructor having more than one constructor module makes you lose those above no.1

 

Can you give some more info?  I've tried this several times and it seems to working correctly for me.

Reply #28 Top

Quoting pshaw, reply 24


Quoting charon2112,

I'm using the 2.0 opt in, but I see no reference to administrators anywhere.  Not near the resource list or anywhere else...



Did you start a new game?  The new system doesn't apply to old games.  Also, sometimes you need to restart steam after switching to the opt-in for it it download correctly.  

One thing to note is that we deliberately disable administrators in old save games.   It would be really annoying to load an old game where suddenly you couldn't build any new starbases.  Hence the restriction to new games only.  

Reply #29 Top

Updates 1/24

  • Reduced base administrators available per map size (get them through tech).
  • Fixed issue where Ancient Kinetic Augmenter had weapon FX even though it is a support module.
  • Restored some additional maps sizes
  • 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. 

 

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Reply #30 Top

Hi thanks for the update.

  • Restored some additional maps sizes

Can you provide any more detail on this? Are 'Medium' maps back to their pre-1.9 value or do I still have to play Large or greater in order to not have to deal with the new 'crunched' gameplay?

Reply #31 Top

Quoting Uncle_Joe, reply 30

Hi thanks for the update.



    • Restored some additional maps sizes



Can you provide any more detail on this? Are 'Medium' maps back to their pre-1.9 value or do I still have to play Large or greater in order to not have to deal with the new 'crunched' gameplay?

They were restored to their 1.9 levels.

Reply #32 Top

Thank you Pshaw. Your hard work is most appreciated. I will update and fire up a new game this evening. 

 

Is there an timeline for the Crusade expansion? May...June?

Reply #33 Top

Quoting charon2112, reply 25


Quoting pshaw,






Quoting charon2112,



I'm using the 2.0 opt in, but I see no reference to administrators anywhere.  Not near the resource list or anywhere else...



Did you start a new game?  The new system doesn't apply to old games.  Also, sometimes you need to restart steam after switching to the opt-in for it it download correctly.  



 

I'll try these things after work.  Thanks!

 

I tried all of these things and still no mention administrators anywhere, nothing up by resources. I'm using gauntlets race mod, if that matters.

Reply #34 Top

Quoting charon2112, reply 33


Quoting charon2112,






Quoting pshaw,


Quoting charon2112,




I'm using the 2.0 opt in, but I see no reference to administrators anywhere.  Not near the resource list or anywhere else...

Did you start a new game?  The new system doesn't apply to old games.  Also, sometimes you need to restart steam after switching to the opt-in for it it download correctly.  

 
I'll try these things after work.  Thanks!



I tried all of these things and still no mention administrators anywhere, nothing up by resources. I'm using gauntlets race mod, if that matters.

Have you tried the game w/o the mod?  I'm not sure how it could effect admins, but you never know.  Also, what does the game version number say on the bottom of the main menu?

Reply #35 Top

[updated 1/24] Removed military ring Starbase range boost now that we have implemented Administrators.

Why this?? What does mil Sb range have to do with admins?

 

BTW   Great job SD, Love the way you keep improving and sharing!

Reply #36 Top

Insane used to work out to  104 total.  Now it is:

(32 +1 + 4) + 80 % = 37 + 30 = 67

You cut the total number by about 1/3.  So, the "get them through tech" quote, is, to me, extremely misleading unless you figured we would never do the arithmetic.  It would be nice if you were a little more up front about it.  

At this point, you now have one long time user that is fairly pissed off.  I am terribly sorry to hear that so many people found starbases obscene and undesirable and wished they never existed, including the devs.  I enjoy them.  There must be something wrong with me, I suppose.

Reply #37 Top

This sounds like an reply to frogboy's post in the other thread regarding admins?

 

However, as for SB's: personally I do like them, but what I don't like that much is lots of economic SB's per system /my 2 cts

 

Reply #38 Top

Quoting a0152570, reply 35

[updated 1/24] Removed military ring Starbase range boost now that we have implemented Administrators.

Why this?? What does mil Sb range have to do with admins?

 

BTW   Great job SD, Love the way you keep improving and sharing!

We are allowing people to pack starbases closer together because you are limited in how many you can build.  Military bases had a larger effect radius and packing them closer together was leading to some really OP bonuses. So now they are the same effect radius as other starbase types.  

Reply #39 Top

There seemed to be some update? Steam just dl-something for me :)

Reply #40 Top

Update: We fixed a stuck turn issue caused by multiple module constructors.  Restart steam to get the fix.

Reply #41 Top

@erishield: they added administration-bonis to some influence-techs, you 

Can now get up to 99.9 admin-points.

But this still seems to few for me.

Reply #42 Top

2.0 is now live!  Please enjoy and we'd love to hear your feedback.  

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Reply #43 Top

Quoting pshaw, reply 42

2.0 is now live!  Please enjoy and we'd love to hear your feedback.  

Have you made the launcher optional yet? Please do so! Having had to do a reinstall I am now subjected to the launcher each and every time I go to launch the game. I have no need nor desire for it and would really appreciate it being made into an option. Thanks for putting up with my rant!

Reply #44 Top

I have to agree with Avatar. When I click on my shortcut on my desktop it then loads and I get the launcher window and have to click play again. Its not a big deal its simply just a small annoyance ..way down on the list of things to worry about. 

Reply #45 Top

I want to say Thank you Stardock. You make excellent games and your team is the best in the industry. Once again thank you all for your hard work! 

 

<3 <3 <3 <3 <3

Reply #46 Top

Hi, firstly on Administrators: Why is it that if the enemy destroys one of my SB I get an administrator back, yet if I decommission one I don't?

Other issues:

After having designed a number of ships I now find I cannot build them, even tho one is being built?  No issues with resources etc, have just disappeared off the shipyard list of available builds not even 'greyed' out.

There are issues with the battle screen: numbers of ships remaining in the battle does not tally with the fleet numbers at top of screen; my fleet fails to concentrate fire whilst the AI fleet does etc?

Still experiencing some delay in movement of a ships/fleet sensor area as ships/fleets move.

 

Several positive, particularly the revision of map sizes and interaction with AI empires.

 

Reply #47 Top

Quoting khakiduck, reply 46

Hi, firstly on Administrators: Why is it that if the enemy destroys one of my SB I get an administrator back, yet if I decommission one I don't?

 

I do get one back for each SB I decomission - just tested it. Dunno if there could be another prob preventing it...

Reply #48 Top

You get admins back if your SB is destroyed or decommissioned. 

 

Reply #50 Top

Regarding diplo red lines - do they work as intended?

 

In my recent game I had the Torians replying "this civ is too powerful for us" when I wanted them to attack the Yor. So far that looked right, but if you offer them enough they still agree to go to war -  in this case in exchange for Harpoons.

 

So the red lines are just....well...orange? Seriously, I don't think it should be so easy to get around them...