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

421,325 views 91 replies
Reply #76 Top

Quoting Derek, reply 74


Quoting Croc411,
This happens all the time, also with other player wonders like Computer Core and Central Bank. So far I was unable to determine a pattern, but it could possibly have to do with loading a savegame.
 
If would be fine if it only happened after conquering a planet that has such improvements (when you destroy those and then rebuild them somewhere else). But it definitely also happens without getting them first from another civ or minor race.



Hmm.... I did try a save game to see if that was were it was breaking and I wasn't able to repro.

There may be something with losing a planet? I'll check the code, but I'm not seeing anything yet.

It does look like that you could build more than one player wonder if you:

    1. Build a player wonder.
    1. Lose the planet the player wonder is on (this allows you to build it again).
    1. Build another copy of the player wonder.
    1. Retake the planet with the original wonder on it.


Is that what's happening?

You are right about building more than one wonder after loosing the first one.  See this post for some details.

However, it is possible to build more that one Import Export Center without this happening.  I think it has something to do with other races loosing it.  I'm not sure if it applies to the other wonders.  I submitted some information on Discord on April 18 that seems to have been missed.  I included a zip file with a save and detailed information about what I saw and what I did.  What I did was not part of a normal game, but I think it may show where the problem is.  You can get the file here.

Reply #77 Top

Quoting Derek, reply 74


Quoting Croc411,
This happens all the time, also with other player wonders like Computer Core and Central Bank. So far I was unable to determine a pattern, but it could possibly have to do with loading a savegame.
 
If would be fine if it only happened after conquering a planet that has such improvements (when you destroy those and then rebuild them somewhere else). But it definitely also happens without getting them first from another civ or minor race.



Hmm.... I did try a save game to see if that was were it was breaking and I wasn't able to repro.

There may be something with losing a planet? I'll check the code, but I'm not seeing anything yet.

It does look like that you could build more than one player wonder if you:

 

    1. Build a player wonder.

 

    1. Lose the planet the player wonder is on (this allows you to build it again).

 

    1. Build another copy of the player wonder.

 

    1. Retake the planet with the original wonder on it.

 


Is that what's happening?

Not for me, no. I didn't lose any planets yet, I could build the second Import Export Center right after building the first one only a couple of turns into the game.

In the meantime I can build a third Import Export center. I don't know when exactly that showed up but I assume it had something to do with conquering the homeworld of another civ (on which the building didn't exist), the only planet I conquered so far in my current game.

I don't play with mods, it's my first Intrigue game and I wanted the "pure" experience ;)

Would a save of my current game help?

Edit: I lost a planet by cultural influence to the Snathi, but that was much later than the point where I was able to build the second Import Export Center.

I play with a bunch of Steam Workshop races, don't know whether that has something to do with it. But would a savegame by playable for you if you don't have my races?

Reply #78 Top

Quoting Derek, reply 74

....It does look like that you could build more than one player wonder if you:

    1. Build a player wonder.
    1. Lose the planet the player wonder is on (this allows you to build it again).
    1. Build another copy of the player wonder.
    1. Retake the planet with the original wonder on it.


Is that what's happening?

 

I built the import/export wonder and Research Core on my homeworld and have never lost my homeworld nor been invaded, yet I have been able to build the import/export wonder two additional times on other planets and the computer core once more. I have not conquered another Major Civs' Homeworld, but I have taken a minor or two.

 

(v3.02 Crusade)

 

Reply #79 Top

Quoting Derek, reply 74


Quoting Croc411,
This happens all the time, also with other player wonders like Computer Core and Central Bank. So far I was unable to determine a pattern, but it could possibly have to do with loading a savegame.
 
If would be fine if it only happened after conquering a planet that has such improvements (when you destroy those and then rebuild them somewhere else). But it definitely also happens without getting them first from another civ or minor race.



Hmm.... I did try a save game to see if that was were it was breaking and I wasn't able to repro.

There may be something with losing a planet? I'll check the code, but I'm not seeing anything yet.

It does look like that you could build more than one player wonder if you:

 

    1. Build a player wonder.

 

    1. Lose the planet the player wonder is on (this allows you to build it again).

 

    1. Build another copy of the player wonder.

 

    1. Retake the planet with the original wonder on it.

 


Is that what's happening?

 

Definitely not. I am 100% sure that I can sometimes build a second Import/Export Center before gaining or losing any planet from/to the AI.

To reproduce and debug this, I assume you guys need a savegame where an additional player wonder suddenly becomes buildable after hitting end turn. I will check my saves and keep an eye out for that in the future.

Reply #80 Top

I've been able to build two or three import/export centers. I usually notice this after i capture a planet that already has one, usually a civ capital.

Reply #81 Top

Quoting leiavoia, reply 80

I've been able to build two or three import/export centers. I usually notice this after i capture a planet that already has one, usually a civ capital.

This is not the case with just Import/Export Centers.

 

In my experience, if you capture any colony with a pre-existing player unique improvement that you can also build, you can actually destroy it (if it is destructible), and it will appear in the action list for all colonies as if you have never built one yourself.

 

I have two Technological Capitals on my home world in my current game. lol

Reply #82 Top

Quoting Nilfiry, reply 81


Quoting leiavoia,

I've been able to build two or three import/export centers. I usually notice this after i capture a planet that already has one, usually a civ capital.



This is not the case with just Import/Export Centers.

 

In my experience, if you capture any colony with a pre-existing player unique improvement that you can also build, you can actually destroy it (if it is destructible), and it will appear in the action list for all colonies as if you have never built one yourself.

 

I have two Technological Capitals on my home world in my current game. lol

But that's not the only way how you become able to build player-unique buildings more than once. As I said in my game I conquered only one planet, and although it was the capital of another race it had no Import Export Center on it, and I was able to build two even before I conquered that world. Presumably after conquering it I could in fact build three.

Reply #83 Top

Quoting Derek, reply 74


Quoting Croc411,
This happens all the time, also with other player wonders like Computer Core and Central Bank. So far I was unable to determine a pattern, but it could possibly have to do with loading a savegame.
 
If would be fine if it only happened after conquering a planet that has such improvements (when you destroy those and then rebuild them somewhere else). But it definitely also happens without getting them first from another civ or minor race.



Hmm.... I did try a save game to see if that was were it was breaking and I wasn't able to repro.

There may be something with losing a planet? I'll check the code, but I'm not seeing anything yet.

It does look like that you could build more than one player wonder if you:

 

    1. Build a player wonder.

 

    1. Lose the planet the player wonder is on (this allows you to build it again).

 

    1. Build another copy of the player wonder.

 

    1. Retake the planet with the original wonder on it.

 


Is that what's happening?

I am seeing Import/Export becoming available to build again like others have stated its not long after building it. This bug or a very very similar one was around last year, I know pshaw looked into it and it did get fixed. Maybe it resurfaced due to the new wonders? One of the old threads about it is here https://forums.galciv3.com/477874/page/1/#3669567

Reply #84 Top

Quoting Horemvore, reply 83


Quoting Derek Paxton,






Quoting Croc411,


This happens all the time, also with other player wonders like Computer Core and Central Bank. So far I was unable to determine a pattern, but it could possibly have to do with loading a savegame.
 
If would be fine if it only happened after conquering a planet that has such improvements (when you destroy those and then rebuild them somewhere else). But it definitely also happens without getting them first from another civ or minor race.



Hmm.... I did try a save game to see if that was were it was breaking and I wasn't able to repro.

There may be something with losing a planet? I'll check the code, but I'm not seeing anything yet.

It does look like that you could build more than one player wonder if you:



 



      1. Build a player wonder.



 



      1. Lose the planet the player wonder is on (this allows you to build it again).



 



      1. Build another copy of the player wonder.



 



      1. Retake the planet with the original wonder on it.



 


Is that what's happening?



I am seeing Import/Export becoming available to build again like others have stated its not long after building it. This bug or a very very similar one was around last year, I know pshaw looked into it and it did get fixed. Maybe it resurfaced due to the new wonders? One of the old threads about it is here https://forums.galciv3.com/477874/page/1/#3669567

 

My pet unproven theory is it is related to the number of capitals you have in your empire ( including capitals of non major civs)

Reply #85 Top

Biggest issue with game, at least in my opinion, is still in place. Hard lock on map sizes. Game still sitting on shelf.

+1 Loading…
Reply #86 Top

I once had 3 Central Banks by turn 20 or so.  Ended up placing my econ capital adjacent to all of them.

I suspect it has something to do with an AI building and canceling, or destroying, said wonder.  1/Civ, if 1 civ fumbles it is up for grabs?

 

edit:  for further clarification on this issue, I have gone through games where I'll take over several Minor Civs all at once.  Sometimes I'll have 4 extra Computer Cores within a couple turns.  If I destroy one, I can rebuild it (but only if I'm not currently queuing another one).  If I destroy 2, I can only rebuild one - the limitation seems to apply to no more than one being built by a civ at a time, but once that one is rebuilt, I can destroy and rebuild another.  

Hope that helps.

Reply #87 Top

Is the Extreme Colonization / Barren worlds issue fixed yet? In my last game I traded for Extreme Colonization, and was unable to colonize Barren, Frozen OR Aquatic worlds.

Reply #88 Top

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Reply #89 Top

Quoting jabberjaws, reply 66


Every planet should have 1 ONE automatic legion so a single transport can't overrun them

heck , even one drone would stop this tactic maybe armed with a single laser just for a further deterrent

please fix this

perhaps the population should have a proportional amount of legion granted to make invasions harder and more realistic. as it is many planets have absolutely no defense and the AI does not take adequate precautions on invasions. I find it difficult to defend as well since you have to have generals stationed to have legions that can not be spread around to several colonies as needed.

this is why I choose the paranoid ability giving ships to all my colonies but the AI does not have this luxury unless I edit all the races or the few that have it , do have it.

I used a citizen for 1000 production the citizen disappeared and the improvement made no visible progress. Still said 9 turns to finish before and after promoting the citizen

the promotion for scientists for unlimited turns on a tech is too powerful or at least the AI should use it against you, which I do not believe it does. It should be limited to a percentage of the research and not just hand you any tech regardless of cost I think.

Also, the trading screen and main screen often do not display number of turns to research , N/A appear instead especially after loading a saved game

Are the Silicon rock eaters supposed to eat promethion ? this is illogical and also defeats the purpose of them starting with durantium nearby


I'll try to help with this B)  

1. Legions: This was stated as intentional, once you have destroyed the enemy's fleets, the war is, for all intents over, giving each planet a legion just prolongs the inevitable.

2. Promoting a worker: Did the improvement finish on the next turn?  I've had that happen to me before, where the UI doesn't update, but the project still finishes on the next turn.

3. Promoting scientists: It IS powerful and I agree the AI should use it as well.

4. Getting N/A for research turns:  I believe that the number is based on the research points you made last turn, but that number is apparently not saved with the rest of your game.  I often get a different number then the correct one on smaller maps when I have picked up a large number of anomalies on the previous turn.

5. Promethion and Silicon life: Probably a balance issue when they only need one resource to grow.

Maybe Derek has some official answers? 

Reply #90 Top

thanks for all the great answers. always interested in improving my play and knowledge. Any advanced tips are welcome.

Does the computer AI ever build carriers ?? I have never seen one yet. Perhaps I should consider not building them as they seem OP. Especially with healing ships.

I also noticed on Iconia the YOR built farms. is this an oversite? 

*** What is most powerful opponent you can make (abilities) or play against ? Some simply are weak like the Torians. I have GRM mod so I can use those races too. I am just not certain as to the best possible opponent.

Also the races sometimes build huge missile defense ignoring the fact most of their enemies use Mass Drivers.

:)

Reply #91 Top

Quoting Derek, reply 70


Quoting lyssailcor,

Playing the 3.03 opt-in as the Terran Resistance I can build the Import Export Center twice. With other civs that happens with other player unique buildings also.



I'm unable to reproduce this, is anyone else seeing this?

I have a save with the option to build more than one Import/Export center, but am not sure how to send it to you.