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Galactic Civilization III v2.7 Patch (Released 12/14)

Galactic Civilization III v2.7 Patch (Released 12/14)

Hello,

Based on feedback from our fans (you!), we've been working on an update.  In addition to the usual balance and bug fixes, we've also increased the number of farms, enabled the oft-requested option to switch between the date and the turn counter, and improved startup times.  Please read below for full details.

Important!

We've removed the need for bat files in the game to compile data. Data is now compiled by the EXE. The big upside is that updates won't be flagged by AV software as suspicious. A bonus side-effect is that it also improves the startup time.  

Modders: The game now scans both your base game and Crusade folder on startup. Previously, it would scan just the Crusade folder.

Gameplay

  • AI increases the odds of building farm improvements if it is running low on food
  • AI more aggressive in terraforming tiles.
  • AI more aggressive in building up planets before switching to durational 
  • General AI improvements to what citizen type it will choose based on galactic conditions
  • Minor balance pass on Crusade tech tree costs based on recent changes on benefit from improvements.
  • Made many of the planetary improvements destructible again based on player feedback
  • Removed Megapolis improvement as it is now redundant
  • Balance pass on costs based on community feedback
  • Increased the money/power cap to 1 million
  • Updated the Entertainment Center to use the same stats as Crusade
  • Administration Centers now provide the correct additional administration
  • The AI no longer queues starbase modules it can't afford
  • A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits).
  • Farm level ups increased food production by 0.1 per level
  • Biomass Replicator food production bonus reduced from 50% to 25%
  • Recruit Citizen now requires Star Federation technology rather than Galactic Governance.

UI

  • Added game option to show Turn as a date. Can also click on the date/turn string to toggle between them.
  • Fixed issue where you couldn't use the mouse wheel to scroll the startup popup unless the mouse was over the scrollbar itself
  • Fixed sorting issue for ship designer functional components
  • The UI is now more responsive while doing stuff with the Steam overlay.

Bugs

  • Fixed issue where asteroid system was checking for ownership changes constantly, instead of at the beginning of each turn This was producing false alerts for asteroid bases culture flipping
  • Fixed crash at the end of the game. On large maps and/or long games, the game was still processing turn stuff in the background while it was trying to upload game results.  
  • Fixed issue where global modifiers were not being applied to the player (eg. Galactic Events like Blood Lust)
  • MP: Fixed a desync that happened around turn 200.
  • MP: Fixed a desync related to mining bases and influence areas.  
  • Fixed a few crashes related to the game to access hidden screens
  • Fixed a problem where if the notification list had multiple entries on one turn and then only one on the next turn, the area under the notifications wasn't clickable
253,358 views 53 replies
Reply #26 Top

Space Elevator fixed

It was supposed to be 2.5%  not 0.025 flat!

Sorry!

Reply #27 Top

Quoting 5myosin, reply 25


Quoting pshaw,

A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits).

 

Correct me if I'm wrong, but wouldn't you exceed that cap with two cities on most homeworlds?

Only if you never upgrade the planet itself.

The idea that a hellhole with a lot of cities is still a hellhole.

Reply #29 Top

Quoting Frogboy, reply 27


Quoting 5myosin,






Quoting pshaw,



A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits).

 

Correct me if I'm wrong, but wouldn't you exceed that cap with two cities on most homeworlds?

 



Only if you never upgrade the planet itself.

The idea that a hellhole with a lot of cities is still a hellhole.

 

It did not occur to me that terraforming would raise the population cap for this purpose. That seems much more reasonable.

Reply #30 Top

Update 12/13

  • Changed Space Elevator bonus from 0.025 to 0.25 
  • Fixed a problem where if the notification list had multiple entries on one turn and then only one on the next turn, the area under the notifications wasn't clickable
Reply #31 Top

Quoting Frogboy, reply 27


Quoting 5myosin,






Quoting pshaw,



A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits).

 

Correct me if I'm wrong, but wouldn't you exceed that cap with two cities on most homeworlds?



Only if you never upgrade the planet itself.

The idea that a hellhole with a lot of cities is still a hellhole.

Will the cap be moddable?

Wouldn't it be nice to introduce some techs or at least improvements to raise that cap? Even if I have not much space I can still build a bunch of large towers or a subterranean cave system ...

Reply #32 Top

Quoting lyssailcor, reply 31


Will the cap be moddable?

Wouldn't it be nice to introduce some techs or at least improvements to raise that cap? Even if I have not much space I can still build a bunch of large towers or a subterranean cave system ...


I like this idea...    perhaps something like a unique building for certain races
Or an Arcology Galactic Wonder...

I think a standard.. if you have a 10 quality plant you max out at 10 pop is a cool mechanic.    Makes the big planets that much more valuable.

however having unique ways to get around it....  like something in the Malevolent tree...   or a race based thing that not everyone gets would be good.

I can see the Torians getting some benefit where they can be like 25% over limit for example.. 

Reply #33 Top

There already are techs and improvements to raise the cap.  They're call the terraforming techs and improvements.

Reply #34 Top

Quoting Publius, reply 33

There already are techs and improvements to raise the cap.  They're call the terraforming techs and improvements.

But those techs are quite limited  as of now ... what doesn't mean that new techs for raising the cap could not be added to this branch. Something like being able to excavate land tiles once (or more often) to build subteranean cities, or indeed an arcology building that is in fact a giant city in a large tower and so on.

Reply #35 Top

Quoting lyssailcor, reply 34

But those techs are quite limited as of now ... what doesn't mean that new techs for raising the cap could not be added to this branch. Something like being able to excavate land tiles once (or more often) to build subteranean cities, or indeed an arcology building that is in fact a giant city in a large tower and so on.

True, but for those asking for a new mod, there already is the Enhanced Terraforming mod.  I'm not sure how you'd go about modding in subterranean tiles or giant cities that don't add a tile to the planet map.

Reply #36 Top

Adding techs to increase the pop cap would be a decent way to go. Increasing the number of terraforming techs is another.

I know in Free Orion there are techs for increasing pop such as subterranean  something as well as those for ultra high skyscrapers (megaliths I think) which could be another tech way to increase. If the devs won't do it the modding community will.

Reply #37 Top

"How does that cap affect synthetics such as the Yor who have/had a pop cap of 100?"

Synthetic races use same cap as other races now.

 

Reply #38 Top

Quoting Publius, reply 35


Quoting lyssailcor,

But those techs are quite limited as of now ... what doesn't mean that new techs for raising the cap could not be added to this branch. Something like being able to excavate land tiles once (or more often) to build subteranean cities, or indeed an arcology building that is in fact a giant city in a large tower and so on.



True, but for those asking for a new mod, there already is the Enhanced Terraforming mod.  I'm not sure how you'd go about modding in subterranean tiles or giant cities that don't add a tile to the planet map.

That's the point. I politely ask to make modding of such things possible along with the new mechanic ;)

Reply #39 Top

How about a +1 population cap starbase module (habitat ring)?

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Reply #40 Top

I would have to say no to that. From a realistic standpoint it would be impossible to build a large enough habitat in space for 1-10 BILLION souls (10 if you are lucky enough to get 3 nearby stars and they all fit in the SB aoe ring). Increasing pop cap by .1 might work within a sci-fi aesthetic but not a full point.

Reply #41 Top

Quoting lyssailcor, reply 38

That's the point. I politely ask to make modding of such things possible along with the new mechanic

Good point.

Reply #42 Top

"I would have to say no to that. From a realistic standpoint it would be impossible to build a large enough habitat in space for 1-10 BILLION souls (10 if you are lucky enough to get 3 nearby stars and they all fit in the SB aoe ring). Increasing pop cap by .1 might work within a sci-fi aesthetic but not a full point."

Realism?  Are you kidding me?  You mean like moving billions to another planet. ;)

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Reply #43 Top

Free Agent espionage specialization tech does not give free agent. Not sure what it is doing really.

Reply #44 Top

Quoting lyssailcor, reply 38


Quoting Publius of NV,






Quoting lyssailcor,



But those techs are quite limited as of now ... what doesn't mean that new techs for raising the cap could not be added to this branch. Something like being able to excavate land tiles once (or more often) to build subteranean cities, or indeed an arcology building that is in fact a giant city in a large tower and so on.



True, but for those asking for a new mod, there already is the Enhanced Terraforming mod.  I'm not sure how you'd go about modding in subterranean tiles or giant cities that don't add a tile to the planet map.



That's the point. I politely ask to make modding of such things possible along with the new mechanic ;)

It's already possible.  

Reply #45 Top

Quoting Frogboy, reply 44


Quoting lyssailcor,






Quoting Publius of NV,











Quoting lyssailcor,







But those techs are quite limited as of now ... what doesn't mean that new techs for raising the cap could not be added to this branch. Something like being able to excavate land tiles once (or more often) to build subteranean cities, or indeed an arcology building that is in fact a giant city in a large tower and so on.




True, but for those asking for a new mod, there already is the Enhanced Terraforming mod.  I'm not sure how you'd go about modding in subterranean tiles or giant cities that don't add a tile to the planet map.




That's the point. I politely ask to make modding of such things possible along with the new mechanic ;)



It's already possible.  

:)

Reply #46 Top

Quoting Moser_Alchemist, reply 37
"How does that cap affect synthetics such as the Yor who have/had a pop cap of 100?"

Synthetic races use same cap as other races now.

That seems like a major downgrade to the value of going Synthetic or Silicon-based?

And on a loosely related note, I still want the late-game techs to include a branch that enables construction of mega-habitats in space. Something that starts as a space station but eventually includes modules for the other two basic types, population space, and space-based versions of some or all planetary improvements. A Dyson ring might take too long to build, but an average planet should be do-able. Not that I've read all of Iain M Banks' Culture stories or anything...

Reply #47 Top
  • Balance pass on costs based on community feedback

Would this include increasing the cost of a synthetics race's "Assembly" to 2,000bcs up from 480? Is there a full listing of such changes? Thanks.

Reply #48 Top

Quoting Kazadum9, reply 24

I am passionate about this game because it has the potential to be the best strategy game of all time.

Me too!

 

luceo non uro

 

 

Reply #49 Top

Are there any plans on updating the precursor worlds that have +5 promethium in their description, but no actual in-game effect? I'd be happy if they had a .1/turn promethium production.

Reply #50 Top

Iam sure with the successive development it will be the best strategy game ever!!!