Enormous v2.5 Update for Galactic Civilizations III and Crusade Expansion Releases Today

Major engine update brings improved AI, better balance, faster turn times, and increased performance

Enjoy Vast Improvements with this Major Engine Update for
Galactic Civilizations III and Crusade!
 

For a detailed list of updates, view the changelog at the bottom of this post and
check out the two part dev journals (Part 1 and Part 2) from CEO Brad Wardell.

 

Improved UI
The AI is now stronger, better, smarter, faster! It is now especially adept at fleet building and management.

Better Game Balance
Player feedback is the cornerstone of many of our updates. In an effort to continue to make the game more fun, we've re-balanced how population works, adjusted the costs of improvements, improved some ship components, and more.

Faster Turn Times
For players who love enormous maps with lots of action, the sheer amount of ships on the screen and in the game could cause some major wait-time on turns. We've made adjustments so that the turn times are faster, even when the galaxy is crowded with lots of ships.

Increased Performance
As we continue to work on our engine, frame rate and memory useage should improve. We want to make sure that the game runs smoothly for everyone and have made lots of efforts toward that.

UI Adjustments
To make the game easier to navigate, Crusade's summary tab has been added on the right (but sorry, you still don't get citizens!). The tech tree, planet screens, ship screens, and govern screens have been adjusted for a better experience as well. To top it all off, we've added the "word on the street" feature from Crusade so that you can keep tabs on how your people are feeling!

Performance Enhancements
Something that doesn't show well in screen captures is performance. We moved over the AI system in the base game to a core-neutral engine, like what we've done with Crusade.

Economic Changes
Galactic resources now accumulate in the base game, just like they do in Crusade! We think this makes for a better experience overall.

AI Improvements
We've done a lot to the AI in order to improve it for the base game. The most noteable change is the Diplomacy system - we've ported over what's in Crusade to help the AI factions make more informed decisions about trade offers. We've also included the trade bar! In addition, trades, planetary management, and other AI improvements that we made in Crusade have been ported over into the base game.

New UI Updated Economic System Improved Fleet Management
New UI Updated Economic System Improved AI Fleet Management

 

Updated Diplomacy System Improved Map Generator
Updated Diplomacy System Improved Map Generator

 

Don't have Galactic Civilizations III? Get it now on Steam or at Stardock!

Owners, the v2.5 update is ready and waiting for you in your Steam client. 
If you haven't already joined the Crusade, the expansion is available on Steam or at Stardock.

www.galciv3.com | www.galciv3.com/crusade

 

v2.5 Changelog

Important

Save games from earlier versions of the Galactic Civilizations III will not be supported.  Yet, the previous 2.33 build available is a "beta" on steam as "Galactic Civilizations III Classic"

 

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

  • Fixed a potential exploitable blind spot that caused the AI not to attack certain planets when it should.

  • 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

  • Fixed a potential exploitable blind spot that caused the AI not to attack certain planets when it should.

  • 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

87,958 views 23 replies
Reply #1 Top

I am opting in for betas.   I had version 2.5 yesterday and the graphics were great.    Apparently, an update installed today, now the text is much smaller.  

I tried reseting the settings.   I am not sure what else to do.   I tried changing the UI size and resolution in various ways but I can't get back to the previous size.

Is there something else I should look for?

 

Peter

Reply #2 Top

Quoting MJX3o5ir7n, reply 1

I am opting in for betas.   I had version 2.5 yesterday and the graphics were great.    Apparently, an update installed today, now the text is much smaller.  

I noticed that too.  For me in the options menu the UI size under the graphics tab had been set to "small" instead of "normal".   I reset it to normal and restarted the game (the change won't take effect until you do) and it fixed it for me.

Reply #3 Top

Quoting implodinggoat, reply 2


Quoting MJX3o5ir7n,

I am opting in for betas.   I had version 2.5 yesterday and the graphics were great.    Apparently, an update installed today, now the text is much smaller.  



I noticed that too.  For me in the options menu the UI size under the graphics tab had been set to "small" instead of "normal".   I reset it to normal and restarted the game (the change won't take effect until you do) and it fixed it for me.

 

Oh so that's what happened.. I was just about to admit that I was getting old and needed an eye check. :)

Reply #4 Top

I usually have it set to Large.    The Options screen shows the setting is Large.   But the menu text are still small.    

Oh well, GalCiv 3 withdrawal here we come.   

 

Reply #5 Top

I'd rather like to apply the GalCiv 3 updates, but can see no way to do it. Any suggestions?

Reply #6 Top

Start the game.  Steam will apply the update automatically.  It is possible to go back to the pre-release version (2.3.3) - look for a thread about GCIII 'Classic'.

 

Reply #7 Top

I want nothing to do with this new update. the fact that I have several long playing games would be one of them, the other..i was happy with what I had and would prefer to of kept it, Where do I set my planets to manage research, wealth, etc..now with this new update?  What is this about a beta version that I can get..where will I be able to find it? While I am pleased that Stardock keeps supporting this game GC3 I would prefer they didn't force the update on us. I for one did not want it and am in the process of requesting Steam remove the game completely from my account as I will never be playing this one as is. This is the second update where they made changes to the game that made me change the way I play the game and not for the better. Are we playing the game we want to play or are we playing the game the game designers want us to play!  

 

Now where can I find this beta again?

Reply #8 Top

See here for the "Classic" edition.

https://forums.galciv3.com/484958/Galactic-Civilization-III-Classic-Edition

 

Reply #9 Top

They applied a patch on the "opt in" path, and now the settings and dialogs are so big that I can reach the buttons in the options screen.

It seems like they are doing something.

Reply #10 Top

Verify integrity of the game files, restart, set the resolution to max and the ui size to Large, resize once more and we are back to normal!

Reply #11 Top

Unique planetary improvements can no longer be destroyed.

I'm really not a fan of this.

I'd much prefer the ability to destroy them and rebuild them where I want (at the obvious cost of the industry and resources needed to build them again).

Sometimes I build something early that gets in the way later on and I have to make the choice to permanently destroy it (without the ability to rebuild it) to better exploit the planet, now I can't even do that.

PS:  Will we ever get the ability to move our colony capital?  I HATE having a good planet screwed up because the game decided to plop the colony capital in the worst possible spot.

Reply #12 Top

Some of the buildings if you.could destroy them after you build them, then there would be no reason to rebuild them. Ie. Brindles observatory. This is why they did that.

I like the idea of placing colony capitals personally. According to brad on a stream that i think was twitch was if you optimised where to place the capital then it wouldnt be a choice... dont remember the rest, so i wouldnt hold your breath. Honestly this would hurt you down the road when you place your city, or other hubs if you play the base game.

Reply #13 Top

Quoting admiralWillyWilber, reply 12

Some of the buildings if you.could destroy them after you build them, then there would be no reason to rebuild them. Ie. Brindles observatory. This is why they did that.

There are 2 improvements like that the one that reveals a class 10 planet and the one that reveals the location of the other player's homeworlds.  If they want to make those two permanent fine, I can cope; but that's not a good reason to make all unique improvements permanent.

I mean are the central bank and computer core going to be permanent?  That will be a huge pain in the ass since you can build them right from the start and you'll almost certainly want to move them later so you can specialize your homeworld.

Reply #14 Top

When I try to invade s.o. with transports I get the message

"Can't invade! Non genocide ships." 

(Base game, patch 2.5)

 

I can't find any information in this. Does s.o. habe an idea?

Reply #15 Top

Others are seeing it too.  Stardock is looking into it.

Reply #16 Top

As for permanent improvements, in GCII there are two 'permanent' attributes, and I'll be surprised if GCIII doesn't have similar.  One is to set the improvement indestructible, the other is to allow the player to destroy it manually.  The reason to use the first is to keep the imp. from being a victim to destruction during an invasion.  There seems to be a lot less of that in III than II...

At any rate, it's more realistic to force the player to take the planet as he finds it.  You can't move an ore deposit or a 100 mile-wide ant colony.   It is what it is.

OTOH, I do like the idea of manually placing the initial capital.

 

Reply #17 Top

I am surprised that there are not more entries in this thread. Is nobody else having problems? I am playing the base game + 2.5 Update and I like most of the changes but there are some bugs:

  1. The non modal dialog "Myterious Hardware" appears with no text displayed (just the caption).
  2. Messages from surveys (debris field etc.) are often empty (the text box opens but no text is displayed)
  3. When scrolling the main map (by holding the right mouse button) when zoomed out just enough to still see resources, said resources will fade into invisibility the closer the resource is to the edge of the screen.

Can somebody confirm these errors?

My System:

Windows 10 64 bit, Gforce GTX 960, 16 GB ram, 4K Monitor, Game also played in 4k with large UI.

@Stardock; Thank you for still updating and improving this game!!!

Reply #18 Top

I am a founder, got the game early, but honestly didn't play for a long time, so I don't know how many of these crashes are new.

Reply #20 Top

CantEatJustOne, I don't see the errors.  My hardware is ancient compared to yours, but I can't see 1) and 2) being hardware-related.  Have you verified your files?

 

 

Reply #21 Top

Are you using 4k Resolution with large UI?

 

Question about this forum: Is it true that a new member can only post a certain amount of replies? I wanted to answer the above question yeterday but I wasn't allowed.

 

Reply #22 Top

Quoting JustOneMoreTurn, reply 21

Are you using 4k Resolution with large UI?
Question about this forum: Is it true that a new member can only post a certain amount of replies? I wanted to answer the above question yeterday but I wasn't allowed.

There are temporary spam restrictions in place for new users.

Reply #23 Top

Hi guys! Where is the 2.5 patch for non steam users!