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Galactic Civilization III: Crusade v2.2 Change Log

Galactic Civilization III: Crusade v2.2 Change Log

We are pleased to unveil the first major update to Galactic Civilizations III: Crusade (Crusade being based on version 2.1 of the base game, we now unveil version 2.2).

Release date: May 24, 2017.

Below is the change log:

New Map Size: Ludicrous

Map sizes made bigger.

  • Tiny: 18 to 20 hex sectors
  • Small: 32 to 36 hex sectors
  • Medium: 40 to 50 hex sectors
  • Large: 75 to 90 hex sectors
  • Huge: 95 to 120 hex sectors
  • Immense: 240 to 250 hex sectors
  • Excessive: 290 to 300 hex sectors
  • Insane renamed to Ludicrous 
  • Ludicrous: 500!

== AI ==

  • The AI will have harder time stealing techs from you if you have counter agents (e.g. unassigned agents).  
  • The AI no longer tries to bribe you to pick on minor factions.
  • AI now fully uses the new Crusade multicore engine in pathfinding, diplomacy, ship movement, tactical analysis, economic planning, planetary invasions, citizen assignments, etc. are all broken up into tiny jobs and sent out to your CPU cores drastically reducing turn times.
  • AI is much, MUCH smarter in what ships to build when (thanks to the GalCiv Discord community for rapid strategy testing responses) and how.
  • Substantial improvement in the general feel of AI intelligence when dealing with other civilizations diplomatically.
  • Improvements to AI trade intelligence based on the new multi-turn need analysis system.
  • AI more savvy on how to use spies as it now takes the consequences of retaliation into account before targeting someone.
  • Easy AI no longer rushes defensive units
  • Easy AI is no longer capable of rushing colony ships
  • AI no longer tries to reinforce planets with individual defender units if they are far away (this is the cause of lone ships streaming to their death in far off places)
  • The AI will have a harder time stealing techs from you if you have counter agents (e.g. unassigned agents).
  • The AI no longer tries to bribe you to pick on minor factions.
  • AI will no longer trade ships away on the cheap
  • Lots of new alien dialog based on more background data (what the galactic situation is).

== Gameplay ==

  • Ported more of the GalCiv III base game tech tree elements to the new Trait based system.  Crusade replaces the monolithic tech tree system with one that is procedural generated based on what traits you have for your civilization.  
  • First internal pass on getting ready to let players submit their own tech tree parts via Steamworks (i.e. create a bunch of techs, tie them to player traits, and have them just work).
  • Anomalies and Events from other DLC have had their rarity adjusted to be in line with Crusade's new rarities (basically, other DLC stuff was relatively rare).
  • AI is more chatty

== Multiplayer ==

  • General multiplayer performance improvements.  
  • Reduced multiplayer Checksum fragility to only deal with differences that are material.
  • First pass at networking layer upgrade to pave the way for fully customized civs playing each other (i.e. you play as your favorite sci fi civ vs. someone else's sci fi civ). The main challenge here is bandwidth on sharing what amounts to some pretty big assets.

== User Experience ==

  • Adjusted the Espionage screen to clarify that unassigned agents lower the chance the AI can steal techs from you.
  • Resource upgrades improvements are no longer flagged as one per planet.  
  • You can now select a fleet even if there's a non-selectable ship on the same tile. 
  • Decommissioned ships refund their administration points and legions.
  • Improved up the commander information on the citizen summary screen
    • Removed access debug error messages. This matters because modders could find themselves with a lot of debug output which on non SSD drives could slow framerate.
    • Reduced the number of event log entries displayed

    == Balance ==

    • Beam Weapon space usage reduced from 5% to 3%
    • Kinetic Weapons cost reduced substantially.
    • Entrepreneurs now provide a trade route to their civ as well
    • General comes with Xeno Combat techniques
    • Colonizer Ability changed such that every time they colonize a planet, they get their administrative point back.  
    • Xeno Combat Techniques now unlocks the General. Combined with Station Garrison, player can protect planets without having to research invasion.
    • Port of Call tourism improvement moved to only require Universal translator
    • Capital city now allows up to 16 population
    • Computer Core cost reduced from 35 to 16 so that players that don't want to rush it don't wait too long
    • Port of Call cost decreased from 150 to 32
    • Port of Call benefit changed from a 10% tourism income boost to a flat 1 with each level adding another 1
    • Starport now military production increased from 1 to 2
    • Space Elevator general production decreased from 2 to 1
    • City population cap increased from 8 to 16
    • Silicon city population cap increased from 8 to 9
    •  Military Academy improvement now requires planetary invasion to eliminate confusion in which players thought they had to train legions to invade.
    • Station Garrison cost reduced from 75 to 50
    • Influence specialization now provides a flat 1 influence to every colony instead of a 10% boost.
    • Majesty Tech now quires the diplomatic ability
    •  Master Trade now requires the entrepreneur ability
    • Other high-level biz/trade techs now require entrepreneur race ability
    • Robots can't have cruise lines
    • Improved AI conquest strategies
    • Slight balance tweak to opposing culture affect.
    • Mild balance pass on the weightings of faction power.
    • Hot Springs moved to require Planetology (for frog races)
    • Hot Springs benefit changed from 3 to 2.
    • Increased AI's guts by 25%. Basically, AIs tend to be a bit too careful in when to attack. This is partially because players think AIs are "dumb" if they make suicide attacks. But there is a time and place to use suicide attacks to wear down an opponent.  Cracking a turtler requires sacrifice.
    • New ship design method that lets us see how many ship designs are in the library.
    • General increase in late game tech costs.
    • Defenses now use less space but cost more
    • Carrier modules cost more but use less room
    • Eyes of Universe now requires "Interstellar Travel" instead of "Interstellar Survey"
    • Farming no longer requires "Xeno Adaptation" but comes sooner with Planetology
    • Cities now require Planetology (or "Torian Planetology")
    • Slight increase in cost for later improvements
    • Minor balance updates
    • Xenophobic tripled benefits at the cost of decreased "Ship Construction".  
    • Set default faction to Terran Alliance
    • Nerfed Renaissance event's research bonus

    == Performance ==

      • Continued improvement to turn times thanks to Crusade multicore
      • Improvement to speed of clearing out an old game so you can get back to the main menu.

      == Bug Fixing == 

      • On the starbase list, the "upgrade" icon isn't always enabled.  
      • Fix Virtual World improvement, now requires Promethean instead of Promethean Stones (which are no longer in the game)
      • Stuck turn fixes.  This issue is caused by the very delicate balance between turn speed and the difficulty of resyncronizing the threads quickly.
      • Various crash bugs fixed.
      • Fixed the Scientist Coerced Promotion which was giving 10x points
      • Fixed a bug where if food was ever >0 but then later became 0 that it would never update again.
      • Fixed strange bug that was causing pirates to not get to take a turn because the game thought they were dead. They're not dead!
      • Fixed bug where asteroids from dead players would become owned by pirates and unkillable. Mining bases are now autodestroyed when a player dies.
      • Fixed edge case bug where the player somehow allies with an event race which in turn causes a strange diplomacy flag to show up.
      • Fixed minor bug where planned destination of a virtual fleet wasn't being copied from the source fleet. This would sometimes cause the AI not to attack targets of opportunity.
      • Typo fixes. English isn't our first language. Our first language is Drengin which doesn't have vowels.
      • Graph power buttons now toggle properly
      • Updated the Entrepreneur Citizen text to better reflect its ability.
      • Ship designer window: removed a duplicate resource bar

      Have fun!

       

       

       

      373,795 views 86 replies
      Reply #76 Top

      Quoting x-cessive, reply 70

      There are some mistakes in the patch notes:  

      - Hot springs are listed twice. They actually give +2 morale now

      - Port of call gives +1 tourism income, not +3 as listed

      - Xenophic is listed twice in the patch notes. Tripled manufacturing, tripled research and half ship construction is correct.

      - Some AI changes are also listed again with the balance changes

       

      There also is a problem with how the game patches (at least when u use Steam):

      If u select "no beta", it patches to 2.133.

      If u select the "patch 2.14 opt in", it patches to 2.2. 

      This should be adressed.

       

      Apart from these smaller organisational flaws, I really like this patch. I just dont understand why Xenophobic got buffed. It was already overpowered before. The tripled effect is just rediculous.

      Btw: The AbilityDefs.xml also has a +2 Modifier to "CreditsPerTurn" for Xenophobic, which doesnt work ingame (would make it even more OP). Maybe that needs some cleaning.
      actually I'm playing xenophobic it is only 200%

      Reply #78 Top

      Multi-player still crashes consistently - the larger the map, the quicker the crash, and the save game is still not recoverable (instant disconnect)  Same issues as pre-patch that I submitted to support.

       

      Here's hoping you guys give some love to MP one of these days.

       

      Also, you should be able to buy any resource from a Merc Bazaar at outrageously high prices - had a small map game where a few critical resources were almost non-existent - created some balance issues.

      Reply #79 Top

      @tad any theories on why that is?

      We play in e large maps here but we tend to have good net connections.

      we have theorized that larger maps encounter some sort of steamworks time out due to the data size if it's transferring over a slower connection.

      Can you add me as a friend in Steam? I'll try playing with you.

      Reply #80 Top

      I never play MP so I have no dog in this hunt, but I am gob-smacked (British term) to hear the CEO of a company asking to play a customer in a game to debug a problem.  Frogboy, you and Stardock are amazing.  Godspeed, and may you quickly find this bug.

      Reply #81 Top

      Quoting Publius, reply 80

      I never play MP so I have no dog in this hunt, but I am gob-smacked (British term) to hear the CEO of a company asking to play a customer in a game to debug a problem.  Frogboy, you and Stardock are amazing.  Godspeed, and may you quickly find this bug.

       

      It`s not completely unheard of. I had the CEO of a flight sim company phone me to talk about Flight sims once- That had me gobsmacked (I am British). Never expected that. It can happen if you come across guys who really are passionate about the subject and don`t have a Firewall of marketting/propaganda suits infront of them.

      Reply #82 Top

      Quoting Frogboy, reply 79

      @tad any theories on why that is?

      We play in e large maps here but we tend to have good net connections.

      we have theorized that larger maps encounter some sort of steamworks time out due to the data size if it's transferring over a slower connection.

      Can you add me as a friend in Steam? I'll try playing with you.

       

      I play on GoG  (same id tad10 ) - so unfortunately can't add you on Steam but my friend and I would happily play you on the GoG client.   It's very consistent - we played on three map sizes, Huge, Medium and Small.   Huge blew up immediately on us.  Medium lasted a fair amount before blowing up.  Small lasted several hours before blowing up.  These were all two player games and both of us have broadband > 1Mbit connections.

      I submitted tickets with save games to Stardock in the prior patch but both tickets were closed as the only suggestion was to use the opt-in patch which is not accessible to GoG client.

      Anyway, at a certain point map redraw starts getting fairly slow and if you click too fast or too much a crash is certain.

      Possible Issues: I run an older machine: Win7 w/ 6 GB memory  1GB GPU  (i7 two cores),  He is Win10 12 GB also 1 GB GPU, not sure on processor.  I would say that 75% of the crashes are mine. 

      The thing is we can deal with memory leak crashes (which seems to be the issue given the straight line correlation between size of map and speed to crash) and having to restart our respective copies of the game.  The real problem is the inability to recover from the autosave - or any save for that matter.  Any attempt to recover never gets past the GoG client MP player re-join screen: from the 8 May MP issue post by some other guy it seems we're not the only ones having issues with recover from an autosave.  In our case: the person trying to join the game just gives a disconnect error and never sees the Ready screen, the player who loaded the autosave just sees the player trying to join as 'exiting' even though he never was shown as entering.  Fix that and we're happy to ignore the memleak crashes for months. 

      Cheers

       

       

       

      Reply #83 Top

      Okay - I played around with firewall settings (I noted that Steam is setup properly on firewall but GoG isn't) but that did nothing.  However, I did notice a strange bug - when you are in the MP setup screen (after you have reloaded the game) it sets you up auto-magically with the race you played in the game.  When the other player tries to login it always shows him as 'exiting' though he never connects (he just sees a disconnect error and forum closed error).  What seems to be a bug is that the back button does not return you to the initial MP forum screen (with a list of games - or rather with a list showing no games occurring whatsoever) - instead it backs you out of the initial 'restart' screen where your race is selected to a screen where you are no longer assigned to your race - since this is not the initial screen you see when re-starting the game the Back button should not send you there.  This could be related to the unable to restart from autosave bug on GoG MP>

      Reply #84 Top

      Still unable to start an MP game at all,  although there is only one person I've ever tried playing with (another friend of mine with the GOG version). 

      If I host,  he crashes.   If he hosts,  I crash.   Not quite instantly;  game setup gets to "waiting for other player to receive data" and then boom.

      Now,  I have an excellent and stable net connection.   My friend... does not.   However,  we've been able to play all kinds of other MP games together in the past,  allowing for the odd hiccup due to his low/laggy bandwidth.

       

       

      Reply #85 Top

        • Ship designer window: removed a duplicate resource bar

      Have fun!
       

      Wait, WHAT?  Duplicate?  Where in this screen does it show what resources I will need to build this ship?  Hmm?

       

       

       That WAS NOT DUPLICATE.  It was in the wrong place.  Don't remove things that give players information, you just needed to move it over about 200 pixels to the left.

      Reply #86 Top

      A small investment in a new concept called DOCUMENTATION could help. They have these things called Tech Writers who can do that. (I used t be one and I'm sure they aren't extinct yet.)

      The game is completely different than it was when it was released, so I think it may be time for what seems a small investment to give people a chance to understand the newest version.