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.
600,103 views 108 replies
Reply #101 Top

Quoting Goresh, reply 100

My biggest problem end game now is generating enough legions to actually conquer a planet

Hint: Don't ever auto-resolve an invasion. Place your legions yourself and put them all on the same hex, preferably the one closest to the colony capitol.

Reply #102 Top

First AI to surrender in a war with the Drath killed 18 worlds.

The second was Snathi(?) who were at war with myself and a race I hadn't met irrc. They had 32 or 33 worlds including their capital. All dead now.

Third was the Torians. Don't recall who they were at war with but they surrendered and 22 worlds went to the void.

This was early in the game, excessive galaxy with normal AI.

Reply #103 Top

Yeah, I do that.

Reply #104 Top

Quoting Publius, reply 101

Hint: Don't ever auto-resolve an invasion. Place your legions yourself and put them all on the same hex, preferably the one closest to the colony capitol.

Yeah, that's what I do. 5 Legions is generally not enough, often require two or three generals worth to take a major world. In a big galaxy with a number of worlds, that is a lot of waiting.

 

Reply #105 Top

Quoting Frogboy, reply 82

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

Could we also get a switch to disable the adjacency system please?

It can be removed via mod, but the mod has to touch so many things that a built-in toggle would be much preferable to avoid potential compatibility issues.

Unless I'm overlooking something, it's only the power plant and bureaucrat series of improvements that would require alternate bonuses for a no-adjacency game option.

(The pacing of the game is different without the megabonuses from adjacency clusters, but that's not a bad thing.)

Reply #106 Top

Quoting Frogboy, reply 82

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

I wouldn't mind seeing the various options mixed.  Roll for the fate of each world. 

I can definitely see e.g. Korath with a high % of scorched planets.   A Pragmatic race would tend to leave their worlds intact, pouting for 20 turns.  Maybe Benevolents would tend more to go back to nature.

I'll look forward to what you come up with.  If it's just the options, I'll likely opt out of scorched earth.

 

 

Reply #107 Top

Great set of updates. The Echoing HeartStone was the key to winning any game (yes, 10,000 influence was too much). It was de-stabilizing for both players and the AI. Now, how is it that you never fixed the "in-game event" where it would allow you to get 1000 influence if you chose the Benevolent choice. I have seen the event a half-dozen times, and tried Benevolent 1/2 dozen times (the other perks are not as good), and NEVER has it provided any additional influence, much less an additional 1000 influence. If you are going to fix the Echoing Heartstone, then please fix this also. Thanks! 

Reply #108 Top

I am sooooo happy to see that many of you are also disappointed with the AI Surrender - Dead World change.  I have fingers crossed that some of your suggested changes may come to pass.  

The first time I saw the dead world surrender happen, I was really upset.  I had taken a huge number of turns to amass a fleet clear across the map to invade an AI civilization, and suddenly he surrendered and all the worlds became dead.  What a collosal waste of time for me to put this invasion together.

Some might say "just turn off AI surrendering".   Well, I don't like that because it makes the game drag on a lot longer.

I also want to report a crash situation I am having that is related to the dead worlds.   Initially, my game was crashing when an AI with a bunch of worlds tried to surrender.  I checked on Steam and saw that there was a "Opt In" patch to resolve this.  The patch worked and I was able to finish that game.

In the next game, I got to a situation where an AI had only 1 world left and he was at war with another AI.  He tried to surrender at that point and give his single world to me.  The game crashes as soon as the surrender message pops up on the screen.  This seems to be a use case that wasn't resolved by the Opt In patch.

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I realize that some of the suggestions people have made would be hard to incorporate into the user interface.  Maybe an XML file with all the parameters.  This would be nice since we could then mod the XML file if we still found it needed tweaking.

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