DerekPaxton DerekPaxton

Galactic Civilizations III v3.9 (released 8/27)

Galactic Civilizations III v3.9 (released 8/27)

Hello,

We are happy to be releasing GC3 v3.9. We've included community inspired balance changes, made significant improvements to performance, and updated how the zone of control works. We're also launching the "Villians of Star Control" DLC which includes new playable races, traits, and ships. Read below for details.

Features

"Villians of Star Control" DLC  

The Villains of StarControl have invaded! New playable races, traits, and ships. Read about it here:

https://www.galciv3.com/article/496599/available-now-villains-of-star-control-origins-for-galactic-civilizations-i

Modder Inspired Balance update 

Special thanks to Horemvore, Old Spider, and the modding community. Brad/Draginol reviewed his mods to evaluate whether some of those ideas should make them into the game. We love seeing players that are passionate about the game and it's great to see their work making the game better for everyone.

Zone of Control update

No more fog of war in your empire.  All territory in your Zone of Control now is always visible.  This helps you keep an eye on what other factions are doing in your backyard.  

Performance

We've made a substantial improvement in performance.  This boost is especially noticeable in the shipyard screen and in late-game turn times.  

Change Log

Balance

  • PlayerStartSpacingWideMod changed from 1.0 to 0.33
  • PlayerStartSpacingNarrowMod changed from 0.50 to 0.175
  • Basic Life Support range bonus increased from 0.25 to 0.30
  • Large hull ship maint increased from 3 to 5
  • Huge hull ship maint increased from 3 to 7
  • Cultural treaties now benefit both sides
  • Military Alliance treaties now benefit both sides
  • Planets rebel a bit slower than before.
  • AI values supply ships more when it's not at war.
  • Surrender change: Surrendering players now destroy their worlds upon surrendering unless they are surrendering to a particular player in which case they will transfer their homeworld (and only their homeworld) to that player. This reduces the late game sudden explosion in micro-management of worlds the player may have no interest in. AI also destroys its ships.
  • All territory in a player's ZOC is always visible. No fog of war (in your borders).
  • New starbase module: "Ascension Gate Study." Allows the player to get a lot more out of the Ascension Gates.

Fixes

  • Shipyard won't rebuild the list of ships unless there's been a change to the resources the player has. This dramatically improves late-game shipyards screen performance.
  • Improved turn times, especially late game.  
  • Fixed issue where disabling a DLC via command line would not have the grayed out portraits show up.
  • Fixed some pixelation on the Campaign screen.
  • Adjusted list container on the custom faction screen to avoid clipping of the Abilities list on lower resolutions.
  • Fixed typos and grammar errors
  • Added typos and grammar errors
  • Shorten names that were too long
  • Fixed colony list in Civilization screen showing the incorrect manufacturing stat in the column labeled for social manufacturing.
  • Fixed several places in the UI that were showing incomplete or inaccurate stat breakdown tooltips for manufacturing because of missing tooltip data.
  • Got rid of leftover debug UI graphics in the Promotion Stats tooltip (seen in the commander unit promotion screen).
  • Fixed too-skinny approval field in the main map planet tooltip if the colony had 100% approval.
  • Fixed a crash whenever an AI player surrendered over their stuff to another player.
  • Changed description of Silicon-Based life to reflect that their cities were changed to use Promethion instead of Durantium.

UI

  • Reworked the way that the "Max Manufacturing" stat is shown in the stat breakdown tooltip. It now also displays the social and military manufacturing stats and their breakdowns, including the slider values when Crusade isn't enabled.
  • In Crusade mode, "base research" or "base manufacturing" or "base income" are now displayed as Raw Production, to accurately reflect where that number is coming from (as opposed to being some calculated value from sliders and such in non-Crusade).
  • In non-Crusade mode, fixed bug in the spending breakdown at the bottom of the manufacturing, research, and income stat breakdown tooltips where it showed player-wide raw production or slider values instead of colony-specific ones.
  • Moved "Collect Gameplay Data" option to it's position to prevent the spinner option from taking its place.
  • Various flavor text changes to abilities, components, technologies, improvements to make them more clear.

AI

  • AI values hypergates much more.
  • AI evaluates foreign influence before determining whether a planet should be colonized.

Crusade and Beyond

  • Recently conquered planets are now immune to culture flip for 15 turns.
  • Planets that have been culturally flipped have a 15 turn morale penalty.
  • Planets now receive a default planetary defense bonus and a resistance bonus.
  • Default colony ship loading population reduced from 2 to 1.
  • Population used for filling colony ships increased from a radius of 6 to 10.
  • AI ship design evaluation decreased from 20 turns to 10 turns.
  • UpgradeDiscountFactor increased from 0.5 to 0.9.
  • Bonuses to players playing at easier levels changed from a % to a flat.
  • Civilization capital sensor range increased from 12 to 16.

Intrigue Only

  • Patriot government ship loses a Railgun and a Harpoon to make it a bit less powerful.

Retribution Only

  • Echoing Heartstone Artifact power reduced from 10,000 to 1,000.
  • Tech Inflation increased from 2% to 2.5%.
  • Starting Taxation increased from 25% to 33%.
  • Galactic News earlier turn increased from turn 10 to turn 15.
  • Galactic News cooldown increased from 12 to 20 turns.
  • Colony Limit Max Penalty increased from 6 to 10.
  • Default starting money increased from 3,000 credits to 5,000 credits.
600,134 views 108 replies
Reply #76 Top

Not sure if I am a fan of ZOC visibility. Could remove some strategic depth and reduce the usefulness of sensor ships. But I have to play a longer game to test it.

Reply #77 Top

Hi,

I think that this is mostly very positive. I found it v tedious controlling the whole of my territory with sensor ships once I had field sensors so I like the lack of fow in my own territory though I can quite see why others don't. And the correction to the Heartstone  artifact was essential.

But I'm much less keen on the new surrender rules. I understand that having a lot of planets late game can be a pain but surely the way to correct this was by reintroducing a rolling project - a rolling economic one would be quite enough. It would also, as has been said many times,  be nice to have a global option to prevent resource guzzling auto improvement (rather than having to turn it off planet by planet). If you're a couple of moves away from finishing off an enemy then it's annoying if they surrender to another faction but you can always declare war on them too if you're strong and diplomacy doesn't suggest otherwise. A number of juicy planets which were just about to be within your grasp committing hara kiri en masse is definitely not enjoyable - or I certainly don't find it so.

Cheers,

Jon

 

 

 

 

 

 

 

 

Reply #78 Top

The "crashes" were really lockups. By memory i think they happened after I selected an attack n a world on a spacelane. Sadly I just loaded a prior save game and after a couple of further lockups it played through.

I have the before (previous autosave) and post (One) of the surrendered worlds becoming dead worlds.

Burrr is a case in point.

https://www.dropbox.com/sh/tazbxpgberix7ap/AAC58UzPVKr7DhBtMi8vlUY5a?dl=0

Reply #79 Top

Re: The Cosmic Surrender Death

It just occurred to me that contrary to the justification of "ameliorating late game micromanagement", enemies don't surrender to invaders if their empires are largely intact.  They surrender (or should) when they have few colonies left. 

I don't like this mechanic.  I do like making it less likely that a civ will surrender to it's nearest ideological peer at the drop of a hat.  But I don't see how this mechanic changes that.

 

Reply #81 Top

Huge fan of the game, but the destruction of all of a surrendering factions worlds is a gigantic bummer. Some of those worlds were (in my current game) Class 16+ powerhouse planets which I was preparing to conquer or assimilate. Now there is just a huge area of worthless real estate.

Why not - 

a. Provide a path to restoration of a planet's former greatness through a dedicated starbase or something, or

b. Set the planets back to neutral, creating a mid-game colonization rush as factions fight over the remains of the former empire, or

c. The remaining worlds, minus the homeworld which was given away, reform into their own, possibly the same, civilization with a specified term of peace which allows them to rebuild similar to the pragmatic ideology 50-turn peace plan, or

d. Something else that doesn't create vast wastelands

I have a game running as a test in which I disabled surrendering - the result is that as one faction gets successive wins they become so much larger/better/stronger than any other faction that nobody can stand up to them. Under the old system, as a faction gained strength the losers would often surrender to the winner's enemies giving the game as a whole a shot at balancing out for the short term.

Overall - the old way of playing the surrender events was much better than it is now. Yes, when somebody surrendered 50+ mediocre planets to me it was tedious trying to re-organize their mess, but it was at least tediously fun. Under the new way I only get a single homeworld which has been fairly useless. Especially the one that was literally on the other side of the galaxy and got invaded before I could even think about sending any ships through a few enemy territories to defend it. Building a shipyard and building a fleet wasn't fast enough either, especially without any other shipyard sponsors.

Maybe when a faction surrenders its homeworld, the remaining planets can (either individually or by solar system) "vote" to join one of the other remaining player, minor or major factions, who then must pay a per-planet "acquisition tax" or refuse the planet. Any planets that are refused by everybody could then go dead or whatever. A bit like a bankrupt Monopoly player, I guess...

Reply #82 Top

I think the new gameplay styles can be made into an option (scorched earth and FOW in territory).

Reply #83 Top

I really really hate this new surrender mechanic. I'd rather go back to the AI randomly surrendering to another faction than deal with a few hundred dead worlds. That is a lot of food, artifacts, and potential precursor worlds I can't claim. Not to mention that in my current game there is a giant hole in the galaxy now.

If micromanagement is an issue use the ai governor or create a commonwealth. I play 4X games for the irritating time consuming micro. That is why they are true strategy games. A good 4X will offer ways around micro, but killing off an entire factions empire upon surrender should NEVER be how its done. That's not a feature, that is a bug.

Reply #84 Top

Yep. I finally fight my through wave after wave of defence and just as I am about to take my first planet from the empire concerned, they surrender, all their worlds are dead. Of course, I get their home world, which being deep in another empire defects in about 3 turns.

 

Reply #85 Top

Regarding the fog of war inside your own territory, I vote to bring it back. A faction declares war on me, so I need to plan. What size fleet(s) will they send? At what point will they cross my border? If they have to cross other factions' territory to get to me will they encounter friends or trigger another fight? Do I deploy my ships around key planets and bases or do I send them to patrol my border? The key to all these plans is the extent of my sensor ability. The suspense builds, the game is exciting.

If I know I'll see them the moment they cross my border then there is no real strategy needed, nor is there any excitement or suspense. No patrolling is required. Same goes for the aliens and robots that appear when events occur. They strike, then disappear into the fog of war. Where will they go next? How many are actually out there? Most of the fun of the game is having to deal with these unexpected, annoying random occurrences. The peacekeeper robots are too strong, by the way - but not by much. Maybe keep the weapon strength but reduce the range by 25%. It's okay for them to be a formidable foe, I'm not asking for a cakewalk, but at least let my ships get in a lick or two before they're fried.

Turn FOW and surrender behavior into options, please, at the very least.

Reply #86 Top

Please correct me if I'm wrong, but can't you just disable surrenders in the options to avoid the wholesale planet destruction? Takes a little longer to finish conquering them, but not much, especially with influence stacking as planets fall. This is only an issue if you have surrenders enabled, no?

Reply #87 Top

Quoting Frogboy, reply 82

I think the new gameplay styles can be made into an option (scorched earth and FOW in territory).
I would like the new surrender to be an option we can shut off. There are already to few planets the past thing we need is create fewer.

Reply #88 Top

Quoting pheonixstorm, reply 83

I really really hate this new surrender mechanic. I'd rather go back to the AI randomly surrendering to another faction than deal with a few hundred dead worlds. That is a lot of food, artifacts, and potential precursor worlds I can't claim. Not to mention that in my current game there is a giant hole in the galaxy now.

If micromanagement is an issue use the ai governor or create a commonwealth. I play 4X games for the irritating time consuming micro. That is why they are true strategy games. A good 4X will offer ways around micro, but killing off an entire factions empire upon surrender should NEVER be how its done. That's not a feature, that is a bug.
this is why I thought Commonwealth's were introduced into the game. I thought they solved the problem there with commonwealths. Isn't that when this complaining stopped.

Reply #89 Top

Here's an idea you could just make the surrendered planets uncolonized planets. This would make a new planet grab. You could require the game to add a ruin resource on each planet; also, these planets would have special new colonization events specifically for these specific type of planets. Colonizeable planets is better than dead planets.

Reply #90 Top

Quoting dlapine1, reply 86

Please correct me if I'm wrong, but can't you just disable surrenders in the options to avoid the wholesale planet destruction? Takes a little longer to finish conquering them, but not much, especially with influence stacking as planets fall. This is only an issue if you have surrenders enabled, no?

You are correct that we could just disable surrendering. In fact, I'm currently running a test game with surrendering off (see my comment in Reply #81 this thread) and the leading faction is growing exponentially more powerful every few turns. I'm not necessarily averse to having a huge faction trying to steamroller me near the end of the game, stuff happens y'know, but under the old system the gameplay just felt balanced.

Reply #91 Top

Quoting kenbredding, reply 90


Quoting dlapine1,

Please correct me if I'm wrong, but can't you just disable surrenders in the options to avoid the wholesale planet destruction? Takes a little longer to finish conquering them, but not much, especially with influence stacking as planets fall. This is only an issue if you have surrenders enabled, no?



You are correct that we could just disable surrendering. In fact, I'm currently running a test game with surrendering off (see my comment in Reply #81 this thread) and the leading faction is growing exponentially more powerful every few turns. I'm not necessarily averse to having a huge faction trying to steamroller me near the end of the game, stuff happens y'know, but under the old system the gameplay just felt balanced.

 

So I guess I'm not sure how the old method (they surrender and you get all the planets) is more balanced than the no surrender mode (they don't surrender and now you have conquer all their planets). If you had it configured that they would surrender to someone they aren't at war with, that would help balance it a bit.

 

If I had my druthers, I suspect that I'd prefer variable behavior per game, and possibly per civ for the looming end.

Some might surrender en mass, others might self destruct, others might fragment, with the planets going independent or reforming secondary civs.  Some might devolve into pirates.

Just having them all self-destruct, if they are allowed to "surrender," seems limiting.

Reply #92 Top

Shoot, maybe civs facing surrender could seek asylum with a nearby minor civ- give those minor civs something to do

Reply #93 Top

Quoting Frogboy, reply 82

I think the new gameplay styles can be made into an option (scorched earth and FOW in territory).

 

That is excellent to hear.

Reply #94 Top

Quoting dlapine1, reply 86

Please correct me if I'm wrong, but can't you just disable surrenders in the options to avoid the wholesale planet destruction? Takes a little longer to finish conquering them, but not much, especially with influence stacking as planets fall. This is only an issue if you have surrenders enabled, no?

That's correct, and that's what I'm doing now because the new surrender mechanic is so terrible.  But, I would rather play with surrenders on as that actually does help speed up the late game in my experience.  Now I find myself almost always just going for a tech victory because the end game becomes so tedious.  Again, I see this new mechanic as a solution in search of a problem. 

Reply #95 Top

Quoting dlapine1, reply 91


Quoting kenbredding,


Quoting dlapine1,








 

So I guess I'm not sure how the old method (they surrender and you get all the planets) is more balanced than the no surrender mode (they don't surrender and now you have conquer all their planets). If you had it configured that they would surrender to someone they aren't at war with, that would help balance it a bit.

 

If I had my druthers, I suspect that I'd prefer variable behavior per game, and possibly per civ for the looming end.

Some might surrender en mass, others might self destruct, others might fragment, with the planets going independent or reforming secondary civs.  Some might devolve into pirates.

Just having them all self-destruct, if they are allowed to "surrender," seems limiting.

 

First, the player doesn't always get all of the planets.  Many times the surrendering faction surrenders to another player-including players they are not at war with.  In fact that often happens.  Races tend to surrender to someone with which they share ideology.  Sometimes that actually makes an AI more competitive late game.  Second, this isn't necessarily a balance issue.  One may not be more balanced than the other, but the previous system was still preferable.  The previous system sped things up because the troop levels on planets will often drop at the time of surrender making them more easy to conquer even if the other player doesn't surrender to you.  So there are often times I will go ahead and declare war on tte faction that just gained those planets.  Either way, the planets and their resources remain available to be used, which is not the case with the new surrender mechanic.  I already play on rare everything so losing a number of planets like that can really cut into the number available and often destroys key resources that are not available elsewhere.  This new mechanic does nothing to address the problem it was stated it was designed to address and that was to reduce micromanagement at end game.  There are multiple ways to reduce micromanagemnt end game, including destroying the colony manually if the player is really intent on that choice.  A governor or commonwealth can also be activated. 

So this new mechanic doesn't really solve anything that wasn't already "solved" and at the same time it removes player choice.  That's a bad system in my book.

Reply #96 Top

I'm not convinced the new system is as bad as it's being portrayed.  In my first full game on 3.9, the Xraki surrendered to me (they were at war with The Measured) when they were down to their last two planets, out of 22 when the war started.  The rest of the wars were with me.  The Measured surrendered to me when they were down to their last two planets, out of over 50 when the war started. The Scryve then surrendered to me when they were down to their last four planets, out of over 20 when the war started.  And the Free Trandals fought to their last planet, never surrendering.  So the number of planets destroyed was a pittance.

I was playing with abundant planets and all AIs were on genius.  I could see how losing planets might be a bigger deal if habitable planets were rare.

Has anyone else actually finished a game where they lost a significant number of planets to surrenders?

Reply #97 Top

Lol, Publius. Enter key get stuck?

As to your post... I haven't got to any surrenders in 3.9, yet, but in my last game, an ally surrendered and awarded me about a dozen planets. Some were very nice. It would be a shame to lose them. (I think I was playing on Normal difficulty.)

I'm not sure if 3.9 also changed the point at which factions surrender, and if not, then I could see a large number of planets being lost. And I do play with stars on rare and planets/habitable planets on uncommon (extreme planets on common), so even on the larger maps, habitable planets are generally about 20 to a faction, give or take.

And so while I'm not a fan of the change because I'd like to see something more nuanced, I cannot yet say what effect it would have on a game in terms of planets lost--so your point is a fair one, as far as I'm concerned.

Reply #98 Top

When I tried to submit the post, I got an error from Firefox saying something about an unsecure connection.  I clicked on "Try again" once, got the same error, then just gave up and went back to the main forum screen.  How that caused 7 duplicate posts I'll never know.  I'm on vacation at a resort with public wifi and using a VPN, but that hasn't caused me any problems until today.

As I had said before, until 3.9 I always had surrenders turned off, and if I do start to see large empires get scorched earth I'll go back to it.  And I'm not opposed to an option to select which kind of surrenders to use.  I just don't see it as a big problem - yet.  But I could be proven wrong.

Reply #99 Top

Quoting Publius, reply 96

I'm not convinced the new system is as bad as it's being portrayed.  In my first full game on 3.9, the Xraki surrendered to me (they were at war with The Measured) when they were down to their last two planets, out of 22 when the war started.  The rest of the wars were with me.  The Measured surrendered to me when they were down to their last two planets, out of over 50 when the war started. The Scryve then surrendered to me when they were down to their last four planets, out of over 20 when the war started.  And the Free Trandals fought to their last planet, never surrendering.  So the number of planets destroyed was a pittance.

I was playing with abundant planets and all AIs were on genius.  I could see how losing planets might be a bigger deal if habitable planets were rare.

Has anyone else actually finished a game where they lost a significant number of planets to surrenders?

 

I've had it happen, although "large" is relative since I play on maps with rare everything,  It's not just the raw number of planets that surrender.  When one plays with the map settings I do, losing just a few can cause key resources found nowhere else to be lost.  The first time this happened to me was right after the switch and it resulted in the loss of the only Precursor Archive in the galaxy as well as the only source of precursor nanites.   Several other planets (less than ten) went down with that planet. 

Reply #100 Top

The surrender change has to be my most disliked change. Originally I thought it was a bug. the problem is that a feature intended as an end game convenience impacts heavily mid game play.

I like to play large galaxies with lots of civilizations and scarce resources and planets this seems to result in a galaxy full of dead worlds when I set out into it.

If I concentrate on technological advance rather than expansion early on, my old tactic of taking over smaller civilisations as I prepare to take on the big boys is no longer an option. I have had a couple of scenarios where I fought a drawn out war with a neighbour only to have my entire booty turn into dead worlds before my first transport arrives, actually usually AS my first transport arrives.

Simply turning off surrenders is an option that didn't originally occur to me. It's a little different but I will give it a go going forward.

My biggest problem end game now is generating enough legions to actually conquer a planet. I don't know if it is a bug in my current game but I don't get an option to build military academies. I have one in my whole empire, which was on a world I conquered. On that, 5 durantium seems awfully expensive to build a legion when my entire empire's production is just over 1 and as near as I can tell, I control the entire galaxy's production, and it is needed for almost everything. Each unit of durantium is 1000 credits in the market and there is only one available occasionally so the fact that I only have one academy doesn't really come into it. My only practical source of legions is creating generals and I have to do several to get enough legions for a successful invasion.

All my grizzles aside, I still love the game, I have been playing it since the very first version on OS/2.

Since GalCiv III is end of life, are you going to d a 4?