Galactic Civilization III v2.5 Patch (Released 9/12)

Hello,

2.5 is turning out to be a huge update.  We've made major improvements to turn times, the AI, and game balance. We have also merged the code base between Crusade and the base game to speed development.  Finally, the base game has received a major face lift.    

For owners of Crusade and base GalCiv, you will get: 

  • Turn times are much faster
  • The AI is much smarter
  • Lots of bug fixes
  • Massive improvements in game balance

For owners of just  base GalCiv, you will get: 

  • Improved UI 
  • Enhanced Diplomacy and trading changes
  • Resource system
  • Ship designer on the main menu
  • Starbase upgrade system 
  • Food / Cities 

For owners of Crusade and base GalCiv, you will get:  

  • You can, with a command line param, jump between the base game and Crusade.  Use "-DisableDLC "Crusade" to disable Crusade.
  • When you play campaigns originally made for the base game, the game can play it in base game mode for balance fixes.
  • Crusade specific balance and fixes.

Please read more about the update here:

Full change notes below!

Important

Save games from earlier versions of the Galactic Civilizations III will not be supported. Yet, the previous 2.33 build is available as beta called "Galactic Civilizations III: Classic".  Mods will likely need to be updated as well.

 Mods will likely need to be updated as well.

Consolidation Detailed Changes

  • Merged Crusade and "base" game code.  There is now only one exe for both products.  Most fixes and improvements will be shared between both games.  
  • The following Crusade specific game play elements are disabled in base game: Citizens, Invasions, Promotions, Espionage.
  • Base game players continue to have following:
    • Use the Production Wheel (instead of Citizens) to adjust your planetary and civilization economy.  Note that we've removed coercion from the game
    • Invasion system 1.0
    • Minor Civilizations 1.0
    • Administration points are tied to galaxy size rather than citizens.
  • Base Game changes from Crusade
    • Crusade and Base game now share a common UI base.  Aside from elements tied to version specific features, the UI looks identical between the two versions.  For base players, this means a cleaner and more functional UI.  
    • Resources system overhaul. Resources accumulate over time, are required for more ships and improvements, and are more valuable in trading.  
    • Starbases are now upgraded using resources, not constructors.  
    • Updated the diplomacy screen window.
    • Improvements to the Diplomacy and trading system to use the new resource system; as well as more intelligent and fun to trade with.
    • Cities/ Food -- you now use food (a resource) to build cities, which determine your colony's population cap.  Food can be traded, just like any other resource.
    • Added "word on the street" -- quick feedback on the status of your planet.
    • Merged down some of the alerts from Crusade
  • Crusade specific elements of civ builder are disabled in base game mode. 
    •  Race Type and Starting Fleet are hidden outside of Crusade
    •  Citizen portraits/names buttons hidden outside of Crusade
    •  Flavor Text portion replaced with customizing startup screen outside of Crusade
    •  Disabled Fleets tab outside of Crusade
    • Missions
  • Ship designer is now on the main menu
  • Moved game text down to base data files.  This will make future changes much easier.
  • Merged many asset files (music, sounds, special fx)
  • Merged over the improved Crusade version of icons, improvements, and planetary tile thumbnails.  
  • Removed a lot of redundant game data from Crusade and the base game. 
  • Updated the base ship design files to use their Crusade versions (which look nicer).  
  • Updated Ship class defs and ship style set defs so that there is only one ship class defs file and the defs say which uses them.
  • Made substantial improvements to the DLC data system that improves stability and speed. 
  • Use "-DisableDLC "Crusade" to disable Crusade.  
  • Moved custom data templates to the base game folder and renamed the files to be a little clearer. Changed the Conversation System to use the new location. (Modders!  This might affect you).
  • Moved all the schema from Crusade down into the base schema folder. (Modders!  This will very likely affect you).  

 

Base Game Improvements

Gameplay

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
  • Every unit of population now produces 1 raw production point.
  • Eager bonus reduced from 1 per conquered planet to 0.25
  • Rush cost multiplier increased from 10X to 20X
  • Coercion penalty eliminated
  • Base population growth reduced from 0.2 to 0.1
  • Tech inflation increased from 0.01 to 0.02
  • Asteroid base cost reduced from 500 to 100
  • Base colony production points reduced from 5 to 1
  • Capital world population cap reduced from 10 to 5
  • Default colony population cap reduced from 5 to 3
  • New Improvement: Space Elevator
  • New Improvement: Computer Core
  • New Improvement: City (consumes food to provide population)
  • New Improvement: Administration Center (build to get more administrators, consumes food)
  • General re-balance to planetary improvements to go with the new population model
  • Improvements changed to support the new differentiation between military manufacturing and social manufacturing
  • Various improvements are now set as indestructible to eliminate various cheese strategies
  • Yor can increase population easier but it now costs a Durantium to do it.
  • Improvement maint. generally reduced
  • Eliminated Colonial Hospital Improvement.
  • General balance update of improvements to deal with the new resource system.
  • Economic Stimulus now doubles planet's economy rather than provide a 5% bonus
  • Research Project doubles planet's research.
  • Cultural Festival doubles planet's influence production.
  • Birthing subsidies double planet's birth rate.
  • Planet features (Cataract, etc.) updated to support new social/military manufacturing system.
  • Weapon systems now use some resources: Antimatter for high-end missiles, Elerium for high-end beam and Thulium for high-end kinetic-weapons.
  • General reduction of maint costs for weapons
  • Updated balance of weapons based on feedback
  • Hull costs increased to deal with inchard coded50 to 50
  • Shipyard cost reduced
  • Starbase defenses reduced from 10 to 5
  • Influence starbase modules greatly increased in power.

UI

  • The Production Wheel now dynamically resizes to its parent window
  • Removed an ancient camera control window that no longer used.
  • Updated the Title Window to work with both Crusade and Mercenaries.
  • Fixed title of Load Transport Popup Window
  • Removed text for obsolete ships that weren't being used.
  • Reduced AI bonuses at higher difficulty levels since the AI itself is now much smarter.
  • Added special popup message if the player tries to load an older save game
  • Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat

Bugs

  • Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.
  • Added ghosting to data compiler so that the game does not appear to be hung when starting up.  
  • Fixed potential crash in movement phase from trying to using a null pointer.
  • AI won't send colony ships off the map when intentionally missing a distant planet
  • Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
  • Fixed a GWG bug where the base game administrators didn't show up on the first turn
  • Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
  • United Planets actions are now handled by the host (adds stability, and prevents checksum error)
  • If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.  
  • Updated the Title Window to work with both Crusade and Mercenaries.
  • Fixed issue where Administration tooltip wasn't showing correct available administrators number in base game mode
  • Fixed issue where "Report" button on ship context window did not actually bring up the faction report screen
  • Fixed issue where the social/military manufacturing tokens were not clearing whenever manufacturing was at 0
  • made it so that manufacturing is always split, whether the colony is sponsoring a shipyard or not
  • Fixed issue where when you purchased a mercenary, the rest of the entries would no longer display their resource cost (you were still prevented from buying the merc, but it gave the illusion that all mercs lost their resource cost)
  • On the ship context window, the "Report" button is now disabled for special players (like the Dread Lords)
  • Added error code for transport having no population
  • Re-implemented the error for "Not Enough Administrators" as it was sometimes not showing up at the right time.
  • Added stability to the Influence Border System
  • Fixed issue where the AI could set a ship's destination to a negative y value
  • Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
  • Added new material def for rally points (all rally points now use this material instead of the faction materials)
  • Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases
  • Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
  • Message box errors on invalid starbases and civs are hidden unless it's running Crusade mode.
  • Added null check to prevent crash when mousing over a fleet in the map editor
  • Fleets are now named using the owning faction's full name, instead of the short name
  • Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
  • Fixed MP data loading to better handle mismatched DLC.
  • Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
  • Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required

DLC 4 (Precursor Worlds)

  • Production point bonus from one of the events reduced from 4 to 3
  • Production point bonus from Precursor exploitation reduced from 30 to 3
  • There's a bunch of the above. Insta-win if you got one of these.

Expansion 1 (Mercenaries)

  • Mercenary costs increased substantially
  • Mercenary ships that cost resources cost when you buy them rather than per turn
  • Mercenary tag added to the mercenarydefs.xml

Crusade

Gameplay

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
  • Population to raw production now 1 to 1.
  • Starting capital world population reduced from 10 to 5
  • New improvement: Administration Center.  Provides an Administration point
  • Basic laser renamed Enhanced laser as it requires Elerium
  • Starbase default defenses nerfed somewhat
  • Starting credits increased from 2500 to 3000
  • Rush cost multiplier reduced from 25 to 20
  • Tech inflation added. Now to the 1.02 power.
  • Governors more friendly to synthetic populations
  • General balance pass on planetary improvements to go with the new population model
  • Unique planetary improvements can no longer be destroyed
  • Planetary Invasion is now in the Age of Expansion (arrives earlier)
  • Various tweaks to planet features for better pacing
  • Slight reduction in cost for civilian ship components
  • Substantial increase in the cost for military ship components
  • Fixed issue where some improvements would switch their bonus when they upgraded which caused them to be inferior in some cases
  • General balance pass on weapon values based on feedback
  • Shipyard HP increased from 25 to 50
  • Tweaking to various planetary resources to improve pacing.
  • Calculation of player objects moved out of update AI to improve multi-core stability
  • Fixed bug where the human could exploit the AI for free ships if the AI treasury was negative (ya bastards!)
  • AI more risk taking with its colony ships
  • AI now has its own fleet formation function to avoid ships not becoming fleets (safe)
  • Fixed bug that would prevent transports from finding a destination in some cases
  • AI much better about saving up its resources to use with ships
  • AI much MUCH better at building up its planets, using farms, building cities, etc.
  • Fixed issue where the Yor would not build up its planets because it was obsessed with reproducing.
  • AI will replace existing weaker improvements with superior improvements late game.
  • AI much more careful about rushing improvements and ships to keep a decent bank balance so that it can better build up asteroids, hire mercenaries, etc.
  • AI functionality to determine tiles it should replace with newer improvements.
  • AI better at fleet handling.
  • Fixed bug where the AI didn't always recognize the human was trying to culture flip their Planet
  • Default players per map size updated:
    • Tiny: 3 to 2
    • Small: 4 to 3
    • Medium: 8 to 6
    • Large: 12 to 8
    • Huge: 16 to 12
    • Gigantic: 20 to 16
    • Excessive: 30 to 32
  • Crusade owners will now play the base game campaigns using the base game rule set (e.g. without Citizens, Espionage, etc.).  

UI

  • Removed an ancient camera control window that no longer used.
  • Updated the Title Window to work with both Crusade and Mercenaries.
  • Removed text for obsolete ships that weren't being used.
  • Made the Administration Center precluded by synthetic and silicon based life for Crusade
  • Base game now has the same (substantially lower) ship maintenance values as Crusade.  
  • Added special popup message if the player tries to load an older save game
  • Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat

 

Bugs

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
  • Fixed issue where AI would destroy improvements that were indestructible.
  • Fixed bug where the approval would get stuck at 100% if certain events triggered
  • fixed Recruit Entrepreneur description text to not say it's recruiting a Scientist
  • Various null pointer crash fixes.
  • Added stability to the Influence Border System
  • Fixed issue where the AI could set a ship's destination to a negative y value
  • Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
  • Added new material def for rally points (all rally points now use this material instead of the faction materials)
  • Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases
  • Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
  • Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
  • United Planets actions are now handled by the host (adds stability, and prevents checksum error)
  • If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.  
  • Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.
  • Added ghosting to data compiler so that the game does not appear to be hung when starting up.  
  • Fixed potential crash in movement phase from trying to using a null pointer.
  • AI won't send colony ships off the map when intentionally missing a distant planet
  • Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
  • Added null check to prevent crash when mousing over a fleet in the map editor
  • Fleets are now named using the owning faction's full name, instead of the short name
  • Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
  • Added Rally point material to Crusade material defs to so they don't sometimes disappear.  
  • Fixed MP data loading to better handle mismatched DLC.
  • Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
  • Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required
264,587 views 95 replies
Reply #1 Top


Save games from earlier versions of the Galactic Civilizations III will not be supported. Yet, once 2.5 is released, we'll make the current 2.33 build available as an "opt-in".  Mods will likely need to be updated as well.

There should be a game check error when attempting to load a game from 2.33 or prior, that once the player clicks on that game and then clicks to load game the game just pulls a pop up box that simply states this message.  This would help players that don't realize they clicked on an older save attempted to load it, waited for the game to load only for it to crash/freeze.

Thanks for the consideration. 

If it's because the improvements to turn time just don't work or other improvements then I don't know.  I was able to load a ludicrous map from 2.33 and turn times did not improve so I'm assuming old games just don't work with the new improvements?  Thanks for the answer.

Reply #2 Top

Good suggestion.  I'll add it to the list.

Reply #3 Top

Quoting Seilore, reply 1



Save games from earlier versions of the Galactic Civilizations III will not be supported. Yet, once 2.5 is released, we'll make the current 2.33 build available as an "opt-in".  Mods will likely need to be updated as well.



There should be a game check error when attempting to load a game from 2.33 or prior, that once the player clicks on that game and then clicks to load game the game just pulls a pop up box that simply states this message.  This would help players that don't realize they clicked on an older save attempted to load it, waited for the game to load only for it to crash/freeze.

Thanks for the consideration. 

If it's because the improvements to turn time just don't work or other improvements then I don't know.  I was able to load a ludicrous map from 2.33 and turn times did not improve so I'm assuming old games just don't work with the new improvements?  Thanks for the answer.

As for the turn time, please send us a save game and we'll take a look.  

 

Reply #4 Top

Is that why my Galciv3 Crusade game on Ludicrous is now bombing back to windows when I try to load my save game?

Reply #5 Top

Quoting tetleytea, reply 4

Is that why my Galciv3 Crusade game on Ludicrous is now bombing back to windows when I try to load my save game?

If you are on the opt-in, then possibly.  Can you send me the save game just in case it is something else?  Please mention this posting so it gets to me faster.

https://esupport.stardock.com/index.php?/Tickets/Submit

Reply #6 Top

Quoting tetleytea, reply 4

As for the turn time, please send us a save game and we'll take a look.  

It's the same game I loaded to discord last week just several more turns in the future.  I can upload it again if you'd like.  That's why I thought that older saves weren't supported maybe is because maybe the turn time improvements didn't work with older saved games ect...  Turn time has remained the same about 5 minutes.  (give or take)

 

Current save https://www.dropbox.com/s/70dch9pbapczfkh/Crusade%207.31.GC3Crusade?dl=0 

 

Reply #7 Top

I also got an ideology event at the same time as the 2.5 update got pushed out.  I chose Pragmatic, got the Precursor Replicator-P, and started to build it on the same planet as I got the Precursor Replicator-M (I got the exact same Ideology event as before, only I chose Malevolent).  That will probably never happen again in all my hours that I play.  

Not sure whether my crash is related to the 2.5 update, or the Precursor Replicator-P.  I can try and upload later when I'm not out and about. 

 

Reply #8 Top

Moved game text down to base data files. This will make future changes much easier.

Moved custom data templates to the base game folder and renamed the files to be a little clearer. Changed the Conversation System to use the new location. (Modders! This might affect you).
Moved all the schema from Crusade down into the base schema folder. (Modders! This will very likely affect you).

 

 

Yep, you broke my tech tree editor.X(  

Oh well it needed updating anyway.

Reply #9 Top

Quoting tetleytea, reply 7

I also got an ideology event at the same time as the 2.5 update got pushed out.  I chose Pragmatic, got the Precursor Replicator-P, and started to build it on the same planet as I got the Precursor Replicator-M (I got the exact same Ideology event as before, only I chose Malevolent).  That will probably never happen again in all my hours that I play.  

Not sure whether my crash is related to the 2.5 update, or the Precursor Replicator-P.  I can try and upload later when I'm not out and about. 

I started a new game and the Precursor Replicator-P didn't crash for me.  It must have been something else.  

FYI -- I would strongly suggest that folks start new games with the opt-in.

+1 Loading…
Reply #10 Top

I emailed the SaveGame to support@stardock.   I was able to play with the Precursor Replicator-P (or at least, was in the middle of building it), until I reloaded the save.

Reply #11 Top

As far as I can tell, so far, append mods still work.  Specifically:

1) Administrative Training Institute mod works, although with the new Administration Center improvement it might no longer be needed.
2) Expanded Cities mod still works, although it might need some rebalancing with respect to the food requirements and population caps.
3) Buck Godot's Enhanced Terraforming mod, with my update for Crusade, still works.
4) ScrivenerOfLight's Resource Mission mod still seems to work.

I suspect that SoL's Defended Anomalies, Resource Anomalies, and UnitAnomalies mods also work, but I haven't gotten to explore any anomalies yet.

Reply #12 Top

Also, as I said on the Discord chat:

Just loaded up a new game on the opt-in. Terran Resistance starts off researching Planetary Invasion. This is similar to what I saw in the earlier beta that introduced the Slyne and Onyx - Any tech that they were given because of their race traits started them off automatically researching the next tech following that in the tree. I don't think that's intended, or if it is I think it should be rethought, since it forces them to research a much more expensive tech right off the bat.

Reply #13 Top

Hmmm, downloaded the beta and get an error when trying to start saying an error occurred while updating GC3 (missing executable). I then verified the game files after opting out of the beta. I then tried opting back in and got the same result. Verified again with no difference. No mods have ever been used by me either.

Reply #14 Top

I'm having a starting population on homeworld of 10 billion, but with a pop cap of 5 billion... is this intended?

Reply #15 Top

One suggestion: when starting a new game, the 'quick start' option should retain your last-used game configuration--- specifically, the enemy ai settings are not retained between games and always reverts to normal.

Reply #16 Top

Quoting dappermandan, reply 14

I'm having a starting population on homeworld of 10 billion, but with a pop cap of 5 billion... is this intended?

We are going to fix that soon.

Reply #17 Top

Quoting Avatar137, reply 13

Hmmm, downloaded the beta and get an error when trying to start saying an error occurred while updating GC3 (missing executable). I then verified the game files after opting out of the beta. I then tried opting back in and got the same result. Verified again with no difference. No mods have ever been used by me either.

Are you running a shortcut?

Reply #18 Top

Quoting Publius, reply 12

Also, as I said on the Discord chat:

Just loaded up a new game on the opt-in. Terran Resistance starts off researching Planetary Invasion. This is similar to what I saw in the earlier beta that introduced the Slyne and Onyx - Any tech that they were given because of their race traits started them off automatically researching the next tech following that in the tree. I don't think that's intended, or if it is I think it should be rethought, since it forces them to research a much more expensive tech right off the bat.

I think it's a bug with any faction we give a free techs at the start of the game.  I'll look into it.

 

Reply #19 Top

1. Economic stimulus and similar projects don't work if you have 0 social production. Maybe intended, but I don't think so?  Fan reproduce by changing global slider to full military or the circle to full wealth/science.

2. The green dot on the spending circle for wealth does not line up. Probably resution or window size dependent.

3. Old bug that I would love to see fixed: at many medium zoom levels, and depending on camera tilt, half of the map has graphics, half is cloth map. Nobody ever actually wants that...

 

Other nitpicks, also old: when a ship is selected, you cant use wasd (custom keybinds) to scroll the map around.  Using keybinds to scroll the map scrolls way too fast at high zooms, and way too slow at far zooms. It would be better if it scaled.

 

 

Reply #20 Top

Quoting Bombbr, reply 19

3. Old bug that I would love to see fixed: at many medium zoom levels, and depending on camera tilt, half of the map has graphics, half is cloth map. Nobody ever actually wants that...

+1. switching the distance-to-camera algorithm from per-object to line of sight map intersection would also be a handy performance improvement.

Reply #21 Top

Quoting pshaw, reply 17


Quoting Avatar137,

Hmmm, downloaded the beta and get an error when trying to start saying an error occurred while updating GC3 (missing executable). I then verified the game files after opting out of the beta. I then tried opting back in and got the same result. Verified again with no difference. No mods have ever been used by me either.



Are you running a shortcut?

Yes, but I think I know the problem... way back when you guys introduced the launcher I didn't like it and found a way around it. This is what is causing problems with the missing .exe I'll have to put things back and try again. Was never a problem before as you weren't combining the exes. I'll give it a shot when time allows and report back.

Reply #22 Top

Quoting leiavoia, reply 20


Quoting Bombbr,

3. Old bug that I would love to see fixed: at many medium zoom levels, and depending on camera tilt, half of the map has graphics, half is cloth map. Nobody ever actually wants that...



+1. switching the distance-to-camera algorithm from per-object to line of sight map intersection would also be a handy performance improvement.

 

Might want to be careful about the zoom-out display rendering, before you go too far down that path.  I know the company--non-gaming company--who holds U.S. patents on display  rendering algorithms.  Specifically, the optimization algorithms where you progressively stop rendering certain shapes the more you zoom out. Their software would not work without it.  They've got as many as 100 million objects in one window--you can't exactly mouse-wheel that if you had to render them all.  I don't think they're particularly patent trolls, and they might not even care if you're not a competitor (not even close to one), but you never know. 

 

P.s. though technically/legally you cannot patent "algorithms", everyone gets around that simply by calling it a "method".

Reply #23 Top

Update 9/7

  • Fixed MP data loading to better handle mismatched DLC.
  • Update base game faction capitals to have starting population of 5
  • Fixed display bug in mercenary window 
Reply #24 Top

Wow, I've really screwed up my install. Even uninstalling and reinstalling won't make it work for me now, I keep getting the missing .exe error when trying the beta and haven't gotten the launcher working again...

Reply #25 Top

Quoting dappermandan, reply 14

I'm having a starting population on homeworld of 10 billion, but with a pop cap of 5 billion... is this intended?

This is fixed now.