Galactic Civilizations III v3.7 (Released 5/14)

Hello everyone,

We are hard at work at v3.7 which improves how the AI manages its ships as well as some requested bug fixes and quality of life improvements.  Please read below the upcoming changes:

Gameplay

  • Retribution:
    • Choosing a distant destination on a map with Hyperlanes no longer slows the game down.
    • Clarified the effect of Hyperlane bonuses in the tech tree and tooltips.  Also address spurious decimal points reported here: https://forums.galciv3.com/494346/page/1/#3745994.
    • Eliminated maint from first level research and manufacturing buildings.
    • Culture techs now give a diplomacy skill bonus.
    • Ships are more likely to use hyperlanes
  • Capped how much a diplomacy modifier can affect relations based on a game's turn. This should greatly reduce AI erratic diplomatic behavior.
  • Modified pacing options so that slow really slows things down.
  • AI handles ships more intelligently on larger galaxies in terms of evaluating their target value.
  • AI handles building up new colonies better later in the game
  • The AI no longer uses the Government as "explorers." (aka fodder)
  • Colony Capital now gives +1 raw production for every level it goes up.
  • Reduced thruster hull mass modifiers to 0.05% from 25% in both Crusade and the Base game
  • Fix some balance issues with weapons and growth improvements reported on the steam forums: https://steamcommunity.com/app/226860/discussions/4/1771511442695715977/
  • Re-Enabled the Fusion Power Plant, but nerfed it to work better as a prereq to the Quantum Power plant.
  • Fix mismatched description and value on Precursor Factory world for Morale value. Changed both to 4 from 10, make sure it is not OP.
  • Synthetic races: 
    • Can build the Advanced Planet Capital and Terraforming improvements.
    • Can properly colonize extreme worlds
    • Yor Manufacturing: Increased manufacturing bonus
    • Yor Manufacturing: Level one adjacency value is now a multiplier (for consistency with subsequent upgrades).
  • Lost Treasures: Manufacturing wonders now give the proper adjacency bonuses

UI

  • Fixed a typo on the Quantum Power Plant
  • Updated the game startup window to work with larger fonts
  • Show Morale on the Planet List Entry Window
  • Change Copy, Edit, and Delete buttons on the Civilization Setup Window to be icons instead of buttons.
  • Fix Typo in warning message if you stacked multiple Commanders in a fleet.
  • Changed "Class" to "Role" label on the Fleet tooltip.
  • Changed "Type" to "Role" label in the Fleet Details window.
  • Flavor text (English only) tweaks to planet descriptions.
  • Grammar cleanup on the Korath.
  • Tweaked the leader-game-intro screen and economy summary

Bugs

  • Ships no longer spontaneously catch fire.
  • Fixed a problem where the benevolent-explorers trait wouldn't always spawn a planet: https://steamcommunity.com/app/226860/discussions/1/1839063537784628967/
  • Fixed rare crash when an AI colonizes a planet with an artifact.
  • Fix a startup crash related artifact crash and some custom factions
  • Fixed bad Intrigue ship definitions in the United Earth faction
  • Fixed an endless credits/research exploit detailed here: https://steamcommunity.com/app/226860/discussions/4/1815422173048651922
  • Custom factions based on the Terrans now use the expected solar system (earth, mars, etc.): Addresses: https://steamcommunity.com/app/226860/discussions/4/1850323802565175363/
  • MP no longer desyncs because of mismatched custom flavor text
  • Fixing moderately common crash in MP caused by the AI losing its train of thought in mid-conversation.  
  • Change "Kiln of Worlds" to require Promethion instead of PromethionStone (which no longer exists).
  • Extreme world colony" mercenary ships can now actually colonize extreme worlds if Crusade is installed. 
  • Ship designs that use components removed in Retribution can now be loaded again in Retribution. The old deprecated components are simply ignored.
216,354 views 25 replies
Reply #1 Top

Hi Pshaw!

  • I'm sure glad you put the Morale back in the Planet list.
  • I still don't see the planetary auto-upgrade option to change its default behavior. That one really annoys me. I just want a little toggle switch in the Settings to be able to have it default to On or Off when I set up a game.

Thank you for all the hard work your SD team is putting into this game!! It's great fun!!  :-)

Richard

Reply #2 Top

Why is Prometheus Stone still disabled in the game if Kiln Of Worlds Artifact lvl 3 requires it?  Either remove that level from Kiln of Worlds (I don't prefer), change it's requirement or re-enable Prometheus Stone by enabling fix that I posted in the discord chat.  However, it's still not traded on the market with my fix so that must be something else, but at least it would be back in the game so one could get Kiln Of Worlds lvl 3.

This would make sense being all other Artifacts have a level 3 that can be obtained. (without modding)

Reply #3 Top

Seilore, 

That change is already in.  It was accidentally dropped from the notes.  

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Reply #4 Top

If I may ask, has the negative tourism bug been fixed since 3.6 (no mention in the patch notes)? I'd like to know if Unpopular are safe to play again. :)

Reply #5 Top

I believe we hot-patched that fix but I'm not seeing the problem in my local build so it should definitely be fixed with the optin.  You would need a new game to get the fix.  

Reply #6 Top

I'm disappointed that synthetics still don't have access to Extreme Colonization in 3.7 build. :(

Reply #7 Top

Thank you!

Reply #9 Top

Not complaining about this (I was and am a proponent of nerfing tourism), but just trying to figure things out so I can adjust strategy appropriately.  I'm playing a custom raced with popularity stats at their lowest (-3% tourism).  I've now built every tourism improvement but the Rest. of Eternity and still have zero tourism income.  I noticed I wasn't getting any tourism income early in the game after building Paxton's Emporium and not getting the usual boost.  That was not "normal" but I thought (correctly I believe) that further adjustments to tourism income had been made.  But now that I've built sufficient tourism improvements to overcome the three percent penalty I expect I should be making some tourism income.  Am I mistaken?  Has tourism income been further adjusted so that a grossly "unpopular" race simply cannot make tourism income no matter how many tourism improvements are built?  If so, I'll stop building them.  Or is this not intentional and something isn't working right?  Any input from Stardock on this issue would be appreciated.

 

 

Reply #10 Top

I happened to perform a few tests on tourism today, and in one game with Tourism set to unpopular (-1) I was able to overcome the penalty on my home planet with the help of buildings. However, for some reason no tourism income showed until two rounds had passed!

I know that the controlled tiles are calculated at the end of the round and therefore anything affecting these doesn't show until the next round, and I suspect the same is true for tourism, since it directly relates to the controlled parsecs. Maybe that causes the additional delay.

P.S.: using GC3Crusade 3.6

Reply #11 Top

Okay, I figured out the tourism "issue" in 3.7 Retribution I noted above.  One must have more than three tourism buildings on one planet (because each tourism building accounts for a 1% increase in tourism) to overcome the -3% penalty.  Because tourism is calculated on a per planet basis each planet must generate at least more than 3% tourism for that planet to generate any tourism income.  This effectively means that for a race with the unpopular trait set to -3% (like mine) one has to pretty much concentrate all of the tourism buildings on one planet in order to get any tourism income.  Again, I'm not complaining-in fact I think this is interesting because it creates real consequences for maxing out the unpopular trait and I think that one should have to suffer real consequences for making that choice.  Now that I've figured this out, however, I'll adjust my strategy accordingly. 

Reply #12 Top

Yes, you are correct.  If you are using a faction that is deeply unpopular (via triats), you have to put a lot of effort before folks will come to visit you -- sure, we're super rude and smelly, but at least we have cool things to see!  

Reply #13 Top

Quoting pshaw, reply 12

Yes, you are correct.  If you are using a faction that is deeply unpopular (via triats), you have to put a lot of effort before folks will come to visit you -- sure, we're super rude and smelly, but at least we have cool things to see!  

So...space France?

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Reply #14 Top

Can we go please check if synthetics can colonize all worlds I am away from the game but I was hoping for this to be fixed upon my return. Extreme colonization has been missing for some time.

Reply #15 Top

Quoting Frogboy, reply 13


Quoting pshaw,

Yes, you are correct.  If you are using a faction that is deeply unpopular (via triats), you have to put a lot of effort before folks will come to visit you -- sure, we're super rude and smelly, but at least we have cool things to see!  



So...space France United States?

FTFY

Reply #16 Top

Quoting ForgottenSlayer, reply 14

Can we go please check if synthetics can colonize all worlds I am away from the game but I was hoping for this to be fixed upon my return. Extreme colonization has been missing for some time.

The tech is STILL missing months after release.  I modded it in myself but I shouldn't have to.  :(

Reply #17 Top

Quoting ForgottenSlayer, reply 14

Can we go please check if synthetics can colonize all worlds I am away from the game but I was hoping for this to be fixed upon my return. Extreme colonization has been missing for some time.

This will be fixed before 3.7 goes live.

Reply #19 Top

Opt-in updated 5/2:

  • Yor Manufacturing: Increased manufacturing bonus
  • Yor Manufacturing: Level one adjacency value is now a multiplier (for consistency with subsequent upgrades).
  • Synthetics can properly colonize extreme worlds.
  • Tweaked the leader-game-intro screen and economy summary
  • Ship designs that use components removed in Retribution can now be loaded again in Retribution. The old deprecated components are simply ignored.
  • Extreme world colony" mercenary ships can now actually colonize extreme worlds if Crusade is installed.  

Note: you'll need to start a new game to see most of these changes.

Reply #20 Top

I started a new game and Extreme Colonization is now available for the robot overlords.  :)

 

Reply #21 Top

Quoting Moser_Alchemist, reply 20

I started a new game and Extreme Colonization is now available for the robot overlords.  :)

 

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Reply #22 Top

You have changed the requirement for a Silicon Race to build a City from Durantium to Promethion, however, it still says Durantium when you look at Race Type Silicon Based for any Silicon based Faction.

 

If you play any Silicon based Faction and you create a Colony Ship, you can colonize a Frozen world without any ability or research.  Basically, the Slyne can colonize the frozen planet in their system game turn one if they had a Colony Ship.  I was not sure if this was intended, but, if it is then it should be part of the Silicon description.  If this is the case would the only value for a Silicon Faction to take the Adaptable trait would be to immediately get Aquatic and Barren worlds?  Personally, I could see Silicon based Factions being able to colonize Barren worlds, but not really Aquatic or Frozen.  This ability gives the starting worlds for the Slyne a huge advantage since they basically get a size 11 and a size 9 worlds very quickly which total 20, when the total should add up to 16 like other home worlds combos.

 

Lastly, it seems to me that even though Silicon bases cannot build a farm, why should they be able to take advantage of fertile lands?  What I mean by take advantage is that they can use the "food" they have to build a Colonization Center, which seems really odd.  I say, take away this building from their options and give them the ability to colonize Barren worlds.  Also, the Onyx should probably start with at least one Promethion around them instead of Durantium all the time.

Reply #23 Top

Updates 5/10

  • Capped how much a diplomacy modifier can affect relations based on game turn. This should greatly reduce AI erratic diplomatic behavior.
  • Modified pacing options so that slow really slows things down.
  • Retribution: Choosing a distant destination on a map with Hyperlanes no longer slows the game down.
  • Retribution: Clarified the effect of Hyperlane bonuses in the tech tree and tooltips.  Also address spurious decimal points reported here: https://forums.galciv3.com/494346/page/1/#3745994.
  • Retribution: Eliminated maint from first level research and manufacturing buildings.
  • Retribution: Culture techs also give a diplomacy skill bonus.
  • Lost Treasures: Manufacturing wonders now give the proper adjacency bonuses
Reply #24 Top

v3.7 is now live! Thanks everyone for their feedback.

Reply #25 Top

So will the AI build Legions in his non-Homeworld planets ?