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Galactic Civilizations III v3.6 (Released 3/14)

Galactic Civilizations III v3.6 (Released 3/14)

Hello,

We are working on a community-focused update based on your requests.  The following is a preview of some of the changes we have in store.

Some key community reported issues we've addressed:

  • Merging fleets not longer renames them.
  • Custom ships work better with mods
  • Artificial life forms can no longer build farms because robots don't eat food.  
  • Your commonwealth worlds can no longer flip worlds in your empire (because that was treason!).  

Please read below for all of the changes:

Gameplay

  • Nerfed Lossless Life Support module.
  • Fix typos in Lossless Mining module descriptions.
  • Update Tourism bonus for Popular Race trait to be flat 1 and 2% instead of multipliers of 10 and 20%
  • Update united planet tourism board to be flat with a 10% bonus (was a multiplier of 100% which was crazy).  
  • Colonizing the Promethion Refinery precursor world now grants  5 Promethion
  • Set Virtual Vacation to be a player wonder.
  • Change InflunacePerTurn from Multiplier to Flat on the Galactic Showcase.
  • Fixed mismatch of description and text in the Antimatter Weapon Colonizing event.
  • Tweaked pathfinding to not attempt to find a path to the closest node to a blocked destination if the start tile is the closest node.
  • Silicon-based life can terraform and colonize high-level extreme worlds.
  • Synthetic lifeforms: Removed farms, and enabled terraforming Improvements and high-end Extreme world techs.
  • Fix Orphaned Improvements and techs in the Retribution tech tree.
  • Fixed issue with Iridium tech tree failing on Tariff Focus specialization.

UI

  • Changed it so that when you merge a fleet, it will keep a custom name for the resulting fleet. If both fleets being merged have custom names, it keeps the fleet name of the bigger fleet.
  • Adjust Economic Warning Flavor Text to fit with new Conversation popup font size.
  • Fix typo in Precursor Research Node description.
  • Improved the text alignment on the UP Resolutions window

Bugs

  • Fix for custom ship style sets having the wrong strategic icons. They will have to re-save their ship style sets (and change the effect ships classes to what they want along with their text since that is info that is saved off). Prevents them from having to remake the ship style sets and only deal with what was changed.
  • You can no longer assign commanders to planets.
  • Allow ships with one per player components to upgrade to ships with the same components
  • Cleans up code that clears/applies rebellion status to prevent fedge cases where planets can flip when they shouldn't (like when the tile is owned by a commonwealth of the planet owner)
  • Addressed an MP crash related to mismatched DLC
  • Fix for mismatched Strategic Icons on some ship classes
  • Fixed Typos in Plasma Arc event.
  • Fixed issues with administrators not being awarded properly in campaigns.  
  • Fix for ships that were getting pinned under planets
  • Don't crash if a faction is missing some of its data.
  • If you upgrading a ship with a unique design to another design that does not have the unique component, you no longer lose the unique component forever.  
  • Added the Korath staring ship that is required for preview in ship designer mode.

Mod fixes

  • Better support for custom ships created with mods
  • Better support for modded techs that unlock multiple items at once.  

Retribution

  • Fixes issue where Hhypergates didn't fire any shots during battle because they didn't have range.
  • Changed the hHyperlane tooltip to account for the minimum move cost, so it will now show the max bonus as 900% instead of +-100%.
  • Remove extra space in the Korath faction description.
  • Add lossless life support back into the Retribution tech tree.
  • Updated Thalan conversation text to reflect that they bring in multiple ships now in mission 4.
  • Add basic Block hulls to Korath Ship style.





310,049 views 71 replies
Reply #51 Top

Quoting Avatar137, reply 50

Not sure if this is a bug or a new "feature" but hovering my mouse over an anomaly no longer shows any information about what type of anomaly it is, nothing is shown at all now.

 

EDIT: Not sure what was happening but after restarting the game after posting here it restored the function... All seems to be good again. :digichet:  

Fixed!  

(cough)

I'll keep an eye out for this.

Reply #52 Top

Please please please change the auto upgrade selection for techs to default to off.  I hate changing that for every one of my colonies only to find one that is stuck upgrading a factory to the latest and it will take 70 turns.

Reply #53 Top

Quoting Alfb, reply 52

Please please please change the auto upgrade selection for techs to default to off.  I hate changing that for every one of my colonies only to find one that is stuck upgrading a factory to the latest and it will take 70 turns.

I've been asking for this for a very long time now. A simple checkbox in Game Settings, or Interface Settings to change the default behavior would do the trick. I'm not a programmer, but this sounds simple enough.

TIA,

Richard

Reply #54 Top

It is tiresome to remember to do it with each colony founding. Makes more sense as a toggle on for developed worlds. I am however thankful they made projects repeatable.

Reply #55 Top

Quoting ForgottenSlayer, reply 54

It is tiresome to remember to do it with each colony founding. Makes more sense as a toggle on for developed worlds. I am however thankful they made projects repeatable.

I don't use the Repeat button. It's too easy for me to forget about it when a new building or tile becomes available. I just click the Build button half a dozen times. That way, I'm not bothered every turn, but I'm still reminded that the planet exists and might need attention.

Forgetting about things is the easiest thing for me to do these days... :-/

Reply #56 Top

Quoting rap33042, reply 55

I don't use the Repeat button. It's too easy for me to forget about it when a new building or tile becomes available. I just click the Build button half a dozen times. That way, I'm not bothered every turn, but I'm still reminded that the planet exists and might need attention.

Forgetting about things is the easiest thing for me to do these days... :-/

That's my attitude exactly. :D  

Reply #57 Top

Quoting ForgottenSlayer, reply 54

It is tiresome to remember to do it with each colony founding. Makes more sense as a toggle on for developed worlds. I am however thankful they made projects repeatable.
please do not have this automatically on. 

Reply #58 Top

Tourism has gone back to being way overpowered.  Even with my custom race which has the maximum income and popularity penalties (the latter affects tourism), it's still no challenge whatsoever to max out my treasury .  No entrepreneurs or other economic buildings required.  Just build a few consulates and watch the money flow in.  It's been a problem for awhile that tourism is overpowered, but Stardock had gone a long ways towards fixing it by limiting tourism improvements to one of each type.  The consulates thing has again made most other economic choices irrelevant.  I don't bother with financial capitals or even going up the income tech tree.  Precursory treasury planets can be used for manufacturing as they are not needed either.  I just get consulates and may get a few of the tourism improvements and I'm quickly  making thousands per turn.  This needs to be drastically nerfed to make the other economic choices meaningful.  

 

Edit:  I wanted to add that I think this iteration of the game is quite good. 

Reply #59 Top

I’ll have to revisit consulates. Thanks for the head’s up.

Reply #60 Top

A revisit of tourism is definitely required. In my latest game with 3.6 and all DLC, I have a planet with the 25% tourism bonus, I placed a consulate, the regular tourism buildings and an entrepreneur on it and it now brings in 1950 credits per turn. As Mac2411 stated, this now makes any financial decisions moot. 

 

Reply #61 Top

Some feedback.

I've been using fleets of tiny ships for a long while now. I don't have much incentive to go bigger. Tiny hulls give me the most weapons per point of logistics, and they have no maintenance.

I really am not getting the incentive to go big like I did in GalCiv 2. I'm not getting that much more space each time I go up a hull size, and many ship components get bigger the larger the ship hull is. In fact, I would argue that I lose space when I go with big hulls. When I try to make a fleet using bigger ships, I lose firepower (assuming firepower was my only concern). I've also had lost some stats on some of my ships as 'better' ship components required more room resulting in me having to remove something to make space.

Money is also important. I find that funds are really tight. Its hard to have many things with maintenance costs. Hard to maintain a navy with large ships. If someone knows a way to get more funds, I'd love to hear it.

Reply #62 Top

Quoting DivineWrath, reply 61

Money is also important. I find that funds are really tight. Its hard to have many things with maintenance costs. Hard to maintain a navy with large ships. If someone knows a way to get more funds, I'd love to hear it.

I'm usually in the black well before turn 60 and am making tons of credits by turn 100. Here's what I do:

  • I build that Paxton(sp?) building as fast as I can. I put the import/export center next to it and stick a consulate or some culture building next to them in a nice neat triangle. The Paxton building uses the number of tiles you control to determine how many credits you'll receive each turn. It's very powerful so mind influence improvements and get them when you can.
  • Don't waste citizens on anything. Only use them to get Administrators (if you actually need them) and get Leaders. Don't be fooled by Techs that say you will get 3+ Administrators. If you train one, you will get 5 Admin points, but the Techs actually give you Admin points and not Administrators. Still, three or four free Admin points is nothing to sneeze at-- they are very expensive.
  • Don't bother with the Port of Call. The Tech that precedes it will cost you 10% Morale and it's not worth the hit, especially early game when you're juggling those Leaders around.
  • Stick the Leaders in the Research spots on the Civilization Economics screen. Use a few of them to keep each planet's morale above 70. Keeping it at 100 is a waste of resources and time. As you begin making more credits, you can play with the Tax Slider and Citizens in the Morale spots to control the morale. In the beginning, this is finicky micro-management, but it gets less painful as the game progresses.
  • Shoot for Governments that give you an income bonus. 10% is nice; 20% is better. Ships that offer an income bonus are a nice extra, too. Park them at your home planet where you built Paxton, and forget about them.
  • Get as many resources as you can. Keep what you need and sell the rest at the Market. This can come in real handy if you're scraping for cash. The Market doesn't pay well, but it's usually better than what other Civs will give you, especially if you try to trade more than one for credits. If you have a bunch to sell, go to the Market and you will come out much better.

By turn 60 or so, my infrastructure is basically complete, I am making money, and I can begin building that awesome fleet. The natives are beginning to get restless by then.

A good rule of thumb in GC3 is to get what you need, when you need it. Don't put it off until later-- that will only cause anguish and suffering. Be flexible and adapt to changing situations. It doesn't matter if you need to stop researching a Tech. It will still be there when you get back to it and you won't lose any points you have put into it.

A note about the Market: If you see that an item is selling for 1,000 credits, then the game sees only one of those items is currently available on the map. If you need that item to complete your plans, you might want to bite the bullet and snatch it up. There might not ever be a second chance to do so unless you or another Civ finds another of that resource later.

Hope this helps,

Richard

Reply #63 Top

Quoting DivineWrath, reply 61

Some feedback.

I've been using fleets of tiny ships for a long while now. I don't have much incentive to go bigger. Tiny hulls give me the most weapons per point of logistics, and they have no maintenance.

I really am not getting the incentive to go big like I did in GalCiv 2. I'm not getting that much more space each time I go up a hull size, and many ship components get bigger the larger the ship hull is. In fact, I would argue that I lose space when I go with big hulls. When I try to make a fleet using bigger ships, I lose firepower (assuming firepower was my only concern). I've also had lost some stats on some of my ships as 'better' ship components required more room resulting in me having to remove something to make space.

Money is also important. I find that funds are really tight. Its hard to have many things with maintenance costs. Hard to maintain a navy with large ships. If someone knows a way to get more funds, I'd love to hear it.

Regarding hulls, I've utilized the tiny ship strategy as well.  I would combine those ships with medium class support ships to up their defensive stats and offensive stats further.  It worked quite well until the changes to the tech tree with retribution took away some of the support modules.  The problem without them is that the fighters typically suffer fairly heavy casualties.  Replacing them fast enough can be a problem.  For example, it might take one turn to build that tiny fighter with three firepower, but if I can also build a medium class in one turn that has what is likely to be at least twice the fighter's firepower then I can replace firepower faster with the medium class.  Combine that with the higher defensive capabilities of the medium hull (more shielding, armor and point defense) and more hit points and the calculation becomes more certain from my point of view.  So I can fill out a fleet in fewer turns for roughly the same firepower, more defensive capability, and higher survivability by going with medium hulls.  I rarely go past medium hulls, however. 

Regarding economics I just don't see the challenge.  I typically play on gifted level for the galaxy setting with all AI set to genius.  Even with an economically crippled custom race (high maintenance costs, lowest economic rating, and lowest popularity rating) and not getting Paxton's emporium, money just isn't a challenge.  All it takes is the consulate building either adjacent to another consulate or influence generating building and you can be making hundreds per turn very early and thousands by mid game. I have single planets pulling in tens of thousands per turn and my treasury maxes at 1,000,000 on a regular basis.  My issue is that with the choices I've made for my custom race I should be having money issues.

Reply #64 Top

Thanks for bugfixing!

It seems Virtual Vacation is still rather OP after the nerf,which gives a massive +100% approval worldwide (Entertainment Capital in comparison is a mere +25%),perhaps it should be a local bonus.

Singularity Powerplant still looks bugged,the base productionbonus(the +30%) only applies to the planet it's constructed,and the level effect(+2.5%/lvl) went completely missing,even on the colony it's built.

Reply #65 Top

Also does anyone know how to update commander's ship design?

I bought stellar folding tech from AI and mounted on all newly build ships, but the commander is still piloting the ship with hyperdrive plus, and now he lags behind the whole fleet lol

Reply #66 Top

I don't think you can update or upgrade the commander ship. You're stuck with what you got.

Reply #67 Top

Tourism has been tamed.  In fact, I think the economics balance now is the best it's been.  Great job Stardock.

Reply #68 Top

Quoting Mac2411, reply 67

Tourism has been tamed.  In fact, I think the economics balance now is the best it's been.  Great job Stardock.

Glad to hear this feels better, let us know if anything else comes up.

Reply #69 Top

Quoting KMarisa, reply 65

Also does anyone know how to update commander's ship design?

I bought stellar folding tech from AI and mounted on all newly build ships, but the commander is still piloting the ship with hyperdrive plus, and now he lags behind the whole fleet lol

Right. No update for a commander's ship, but you can decommission it. Decommissioning a commander's ship refunds the commander. You can then add a commander to an existing fleet to get a better commander's ship which aligns with your current tech.

Reply #70 Top

Thanks for the head's up on some of these.  That consluate exploit was huge!

Trying to get the beta for 3.7 up today but we're having server issues getting things uploaded.

Reply #71 Top

Quoting Frogboy, reply 70

Thanks for the head's up on some of these.  That consluate exploit was huge!

Trying to get the beta for 3.7 up today but we're having server issues getting things uploaded.

Frogboy, thank you for all your work but writing is not your strong suit:

  • "head's" is not possessive in this case-- heads-up
  • "consluate" is not a word as far as I know  :-)

I mean it about the "work" part. I know you and all the other SD people do their best to make this a great game and for the most part, you have succeeded.

Who was it that said, "A program is never finished."? Probably every person who ever wrote a program.

Richard