DerekPaxton DerekPaxton

Galactic Civilizations III v3.03

Galactic Civilizations III v3.03

 

*** RELEASED 6/5/2018 ***

Balance

  • Increased the maximum habitable planets on all map sizes except insane
  • Rebalanced Asteroid frequency to be more balanced between the settings (rare, occasional, etc) in map setup
  • Rebalanced Resource frequency to be more balanced between the settings (rare, occasional, etc) in map setup
  • Increased planet frequency if abundant planets are selected in map setup
  • Increased habitable planet frequency if abundant habitable planets are selected in map setup
  • Increased PlayerStartSpacingWideMod to 1.00 and PlayerStartSpacingNarrowMod to 0.50 to get a more even distribution of ai players
  • Galactic Showcase no longer has a global effect
  • Shadow Temple Diplomacy bonus increased from 0.5 to 1 and it is now a player wonder
  • Advanced Colony Capital Now improves Morale 1 instead of reducing it by 1
  • XenoMedical Center growth bonus changed from flat 0.1 to 0.2
  • Fertility Center growth bonus changed from flat 0.1 to 0.2 and multiplier from 100 to 50
  • Replication Center growth bonus changed from flat 0.1 to 0.2 and multiplier changed from 150 to 100
  • Entertainment Network Morale 15% multiplier changed to a flat 2 (base game only, crusade already had this)
  • Entertainment Network level up Morale bonus changed from 10% to 25% (base game only, crusade already had this)
  • Stadium Morale 20% multiplier changed to a flat 3 (base game only, crusade already had this)
  • Stadium level up Morale bonus changed from 10% to 25% (base game only, crusade already had this)
  • Rebalanced some of the destroy planet crisis outcomes to be less catastrophic
  • Increased Research Motivator research level up bonus from 1% to 2.5% per level
  • Increased Research Extractor research level up bonus from 1% to 2.5% per level
  • Increased Research Amplifier research level up bonus from 1% to 2.5% per level
  • Krynn Consulate Influence increased from 0.2 to 1, and level up bonus increased from 1% to a flat 1 per level
  • Krynn Temple Influence increased from 0.2 to 1, and level up bonus increased from 1% to a flat 1 per level
  • Krynniac Mission Influence increased from 0.2 to 2, and level up bonus increased from 1% to a flat 1 per level
  • Krynniac Order Influence increased from 0.3 to 3, and level up bonus increased from 1% to a flat 1 per level
  • Krynniac Oracle Income increased from +10% to +25%, Influence increased from +10% to +25%, and level up bonus increased from 1% to a flat 1 per level
  • Krynniac Ministry Income increased from +15% to +25%, Influence increased from +15% to +25%, Tourism decreased from +2% to +1%, and level up bonus increased from 1% to a flat 1 per level
  • Increased Iridium Store Influence from 0.1 to 1
  • Increased Iridium Center Influence from 0.15 to 1
  • Increased Iridium World Influence from 0.5 to 2
  • Increased Galactic Showcase Influence from 0.5 to 3

Fixed

  • Fixed a crash when upgrading a Commander to a Privateer
  • Fixed an issue making the Black Market unbuildable
  • Fixed an issue making the Champion's Temple unbuildable
  • Fixed an issue keeping the Determined ability from applying its bonus
  • Fixed an issue where Thulium Moon wasn't providing Thulium
  • Fixed an issue where Durantium Cloud wasn't providing Durantium
  • Fixed an issue where Promethion Refinery wasn't proving Promethion

UI

  • Fixed a an incorrect description on the Mechanic citizen

421,185 views 91 replies
Reply #26 Top

Quoting scifi1950, reply 18

Kael - I posted an issue on Discord (5/13) that I had with the Sylne when I tried to play 3.02 that I had never seen.  They were so overpowered that they were 10x more powerful than anyone else right at the start of the game.  When I started a game without them all was back to normal.  I didn't see anyone else commenting that they were seeing this, but since I was able to replicate the behavior in a 2nd game  I thought it may be some change in their code for 3.02.

I tried running some soaks and I wasn't seeing anything odd about them (they were 5 out of 6 in the last game i let autoplay). So I'm not seeing anything to balance yet, but I'll keep my eye out for any issues.

Reply #27 Top

Another easy-to-fix issue:

In the Slaver's research improvement line, the first two (Research Chamber and Stockade) give +2.5% to Research per level. But the next three (Research Motivator, Extractor and Amplifier) give only +1% to Research per level.

This doesn't make sense at all and I assume it is a copy-paste error. They should all give +2.5% to Research per level, that's the way it is in all other improvement lines.

Reply #28 Top

I have the saved game files if you want them.

Reply #29 Top

Glad you guys are liking it!

Reply #30 Top

Just a couple of ideas. The ship list on the main screen. Don't get me wrong I liked having it since you introduced it a long time ago. The problem comes in when I change a ship like changing a constructor into a starbase; when, that happens the list starts over. It would be nice if instead the list started with the next ship that was in the list. 

Introducing uncolonized planets on the planet list on the main screen was a good idea, but introducing opponents colony's that you have discovered lists would also be a good idea that way I don't spend a long time looking for a colony; sometimes, not finding it to send a freighter to, to avoid war. This needs to be carried a little further grouping the planets by civilization, and showing the civilization capital first. The civilizations should be alphabetetise first; then the colonies; other than the capital needs to be alphabetise. 

It would be nice to add an option to double click to select a tech, and return to the main screen when selecting a tech through the tech tree to research.

It would be nice on the main colony screen if in the build list you could double click to delete a build item. This would also be nice in the shipyard.

Can we put the ship builder back on the main menu.

In multiplayer if you build the eyes of the universe the other players receive the benefit.

In multiplayer the taxation setting it skips inconsistently when you try to use the arrows to use the tax slider.

On your precious metals the approval adjancency is +2; even, though it says +1.

 

Reply #31 Top

Not an issue on the same level of importance as most of what's been posted or worked on so far, but the balance for the original release campaigns feels somewhat broken with Intrigue's release (my wife and I attempted to replay from the start of the story when Intrigue hit and ended up holding off until it could hopefully be reworked).

The combination of the production wheel of yore with the tax slider from Intrigue and none of the mechanics (that we got to) from Crusade feels like a very strange place to play (for example, going 100% industrial/research early on (for those first buildings/techs) while having tax rate at 0% gives you full production as well as a sizeable morale boost at no cost).

When things have settled down with more important patch issues, we're hoping that the campaigns can be rebalanced to work with the expansions as well (death to the production wheel! *coughs* ahem), but in the meantime, wanted to raise the issue so that it's in the queue.

Thanks for all the hard work so far, and looking forward to seeing more things continue to get ironed out ;)

Reply #32 Top

 

This is more of a question I have never seen more than two levels on my diplomats vouging with my opponents; yet, I have room for four diplomats can I raise it 4 levels with 4 diplomats if I can't why are we allowed four.

Reply #33 Top

The Aurorus shipyard mission menu label is "AurorusMission_Name".

Also, it would be a HUGE quality of life improvement if you would please add the missions as options to the shipyard command sub-menu in the Govern Civilization screen.  Individually keeping the idle shipyards busy when they aren't building ships is horribly tedious.

 

Reply #34 Top

It would be nice if my planetary governance options would be global to set for when a planet is colonised to change the default with the ability to override the options on a planet per planet basis.

Reply #35 Top

Quoting admiralWillyWilber, reply 32

There's been a complaint that the AI freighters have unlimited range.

Fixed last patch.

Reply #36 Top

Quoting Horemvore, reply 35


Quoting admiralWillyWilber,

There's been a complaint that the AI freighters have unlimited range.



Fixed last patch.

ok then scratch unlimited range freighters.

Reply #37 Top

Colony Module costs 23 Maintenance, looks like some one pressed 2 and 3 by accident. Well it will cost 23 when ship component maintenance gets fixed as someone else has already pointed out it does not work with OnTime but needs to be Flat.

I have this fixed my end, it does have some large impact on economy, since ships from 3.0 untill now, have cost very little to nothing. I know tourism was reduced pre 3.0 release and would not have been so bad if people had realised ships were not costing what they should have been. If you do need to adjust the economy again to compensate (I think you probably will tbh) Trade routes could do with a look at before Tourism :) .

AI does not use tourism improvments at all and is not benefiting from the new economy like it should be.

Promethion Refinery does not give the +5 Promethion listed with the planet trait. In DLC4_PlanetTraitDefs.xml the target type for it is
<TargetType>Planet</TargetType> when it should be Faction.

Thulium Moon and Durantium Cloud have lost the bonus resources they used to give like Promethion Refinery.

Devout Influence improvements still have pre 3.0 influence bonuses, they effectivly give less than the Market Center and should be equal or better than the default ones (used the internal names) :-

  • KrynnConsulate - 0.2 (Colony unique)
  • KrynniacTemple - 1%
  • KrynniacMission upgrades from KrynniacTemple - 0.2
  • KrynniacOrder upgrades from KrynniacMission - 1%
  • KrynniacOracle - 1% (Colony unique)

The 2 wonders, KrynniacMinistry (15%) and KrynniacSanctuary (25%) seem a bit low for wonders to me.

Reply #38 Top

When looking at the tech tree, the research value at the bottom left corner of the screen will overlap the "Research" text if the research value is greater than 3 digits.

ResearchTextOverlap

 

Also, if you have any improvement over Lvl 15, the level number that displays over the improvement will disappear when you click on the improvement.

Lv 15 and under, you can see the improvement level over the improvement when you click on it...

Lv15

But once you pass Lvl 15, it disappears.

Lv16 Lv21

These two things have been in since v1. Not a big deal, but thought I would point it out anyway.

Reply #39 Top

I think tourism might be broken.  Or maybe I don't understand how it works.  I built a couple of ports and it changed my weekly income from -650 to +400,000 a week.  I built a couple more and now I'm getting -419,000 per week.  All building happened before I clicked "Turn"  See screenshot.

 

Reply #40 Top

I'm noticing that the AI is not exploring.

Reply #41 Top

AI is still always building a starbase next to their bazaar.

Reply #42 Top

Quoting Strobe_, reply 39

I think tourism might be broken.  Or maybe I don't understand how it works.  I built a couple of ports and it changed my weekly income from -650 to +400,000 a week.  I built a couple more and now I'm getting -419,000 per week.  All building happened before I clicked "Turn"  See screenshot.

 

Reduced 40%
Original 2560 x 1440

 

Can you send me a save from this game? I'm curious where all the money is coming from.

Reply #43 Top

Quoting Horemvore, reply 37

Colony Module costs 23 Maintenance, looks like some one pressed 2 and 3 by accident. Well it will cost 23 when ship component maintenance gets fixed as someone else has already pointed out it does not work with OnTime but needs to be Flat.

I have this fixed my end, it does have some large impact on economy, since ships from 3.0 untill now, have cost very little to nothing. I know tourism was reduced pre 3.0 release and would not have been so bad if people had realised ships were not costing what they should have been. If you do need to adjust the economy again to compensate (I think you probably will tbh) Trade routes could do with a look at before Tourism :) .

AI does not use tourism improvments at all and is not benefiting from the new economy like it should be.

Promethion Refinery does not give the +5 Promethion listed with the planet trait. In DLC4_PlanetTraitDefs.xml the target type for it is
<TargetType>Planet</TargetType> when it should be Faction.

Thulium Moon and Durantium Cloud have lost the bonus resources they used to give like Promethion Refinery.

Devout Influence improvements still have pre 3.0 influence bonuses, they effectivly give less than the Market Center and should be equal or better than the default ones (used the internal names) :-

 

    • KrynnConsulate - 0.2 (Colony unique)

 

    • KrynniacTemple - 1%

 

    • KrynniacMission upgrades from KrynniacTemple - 0.2

 

    • KrynniacOrder upgrades from KrynniacMission - 1%

 

    • KrynniacOracle - 1% (Colony unique)

 


The 2 wonders, KrynniacMinistry (15%) and KrynniacSanctuary (25%) seem a bit low for wonders to me.

All fixed, thanks!

Reply #44 Top

The Iridium Center chain also has a low bonus for influence ( 0.1 )

Reply #45 Top

Quoting AdamMG, reply 44

The Iridium Center chain also has a low bonus for influence ( 0.1 )

Fixed, thanks.

Reply #46 Top

The 3.03 optin has been released.

Reply #47 Top

If I use the opt in but my opponent on multiplayer don't deos that affect my ability to use multiplayer.

Reply #48 Top

Also can we make it that when a game starts it automatically take out what we don't have; instead, of requiring us to uninstall dlc to play multiplayer; because the 2 of us have different dlc's.

Reply #49 Top

Quoting admiralWillyWilber, reply 48

Also can we make it that when a game starts it automatically take out what we don't have; instead, of requiring us to uninstall dlc to play multiplayer; because the 2 of us have different dlc's.

Multiplayer requires the data on the 2 computers to match. You aren't playing on a hosted server (on one computer), everything is playing a separate copy of the game on their own computer and syncing actions between them. That doesn't work if the data is different (ie: you get a message that your opponent built a ship that your copy of the game has never heard of).

You can't play multiplayer if someone is in the optin and someone else isn't. But you can switch back to the normal branch at anytime to play MP.

I wish we had a better solution for having to match DLC. By the time you choose a multiplayer game all the data is loaded so it's to late. I hate to have it automatically disable DLC (because people often miss that and won't understand why a month later their DLC isn't working), but I know that doing it manually is a pain. Ideally we would have a screen in game to enable, disable and sync DLC. But we don't have anything like that on the schedule.

Reply #50 Top

Quoting Publius, reply 5
Someone, and I apologize for forgetting who, made these changes to GalCiv2MapDefs.xml:

    <PlayerStartSpacingWideMod>0.20</PlayerStartSpacingWideMod>
    <PlayerStartSpacingNarrowMod>0.10</PlayerStartSpacingNarrowMod>

to:

    <PlayerStartSpacingWideMod>1.00</PlayerStartSpacingWideMod>
    <PlayerStartSpacingNarrowMod>0.50</PlayerStartSpacingNarrowMod>

and that nicely spread the AIs out across all clusters.

The original values in the base vanilla un-modded game were actually "0.8, 0.4". I was the one who recommended "0.2, 0.1" a long while back after someone on here posted about the problem with highly clumped start positions. So apparently my values got adopted at some point, which I didn't realize had happened, heh.

I spent 2 hours trying every possible combination of values it seemed like when I worked on this 2+ years ago, so I assume I must've tried something like "1.0, 0.5" at some point, and I know I felt like I got the best results by far with "0.2, 0.1", so I doubt I liked these new numbers. But I'm probably not going to fire it up to test again any time soon, so who knows, maybe they're better. They're certainly much closer to the original vanilla values. Hope it works for you guys.