Galactic Civilizations III v3.95 Change Log (Released 10/10/2019)

Greetings!  

We are pleased to let you know about the exciting changes in v3.95 of Galactic Civilizations III.

This is a big one so stand back!  

Gameplay

  • New game option: On Surrender, transfer all planets.  Defaults to OFF
  • New game option: No FOW in your territory. Defaults to ON
  • "Ascension Victory" no longers requires you to control a majority of the crystals.  
  • Common and Abundant asteroid frequency increased.
  • When a planet gets colonized or a shipyard gets made and it sees if there is a shipyard nearby that would be in the green zone (no penalty), planet automatically becomes a sponsor.
  • Eliminated the map size limitations on map sizes as long as you have at least 8GB of memory.
  • "Nanite Transmitter" now has limited uses.
  • "Nano Fabricator" now gives 100 manufacturing overflow.
  • "Nano Fabricator" now gives a +10% Max Manufacturing bonus to the planet.
  • Dodge value on high-end thrusters reduced by 3%.
  • Tactical battle maximum final dodge increased from 10% to 20% (i.e. a ship always has a 20% chance to hit you).
  • Base relationship penalty for approaching ascension is -2 instead of -1
  • Ascension close to victory threshold lowered from 66% to 50% as there tends to be a feedback loop on accumulating points.
  • Space Rockets moved from default to Militaration tech
  • Retribution: Civilization capital max population increased from 8 to 10
  • Race Trait changes
    • Base Game: 
      • Reduced the effect of the "Popular" race trait
    • Crusade and up
      • Research techs for Drengin no longer have maint cost.
    • All:
      • Port of call is one per player instead of one per planet to align with Retribution balance
      • Productive1 trait now provides 20% instead of 10% social production boost
      • Production2 trait now provides 10% instead of 5%
      • Clever1 now provides 15% research boost instead of 10%
      • Influential1 trait now does 40% influence boost instead of 15%
      • Influential2 trait now does 15% influence boost instead of 10%
      • Economical1 now provides 15% gross income boost instead of 10%
      • Handy1 now reduces Colony Maintenace by 50% instead of 20%
      • Handy2 now reduces Colony Maintenace by 30% instead of 15%
      • Popular1 tourism per planet boost reduced from 2% to 0.4% (it's still pretty huge)
      • Popular2 tourism boost reduced from 1% to 0.2%
      • Traders1 trade boost increased from 20% to 40%
      • Traders2 trade boost increased from 10% to 15%
      • Brutal1 increases soldiering from 20% to 50% now
      • Brutal2 increases soldiering from 10% to 30%
      • Courageous1 trait now boosts resistance from 20% to 50%
      • Courageous2 trait boosted from 10% to 30%
      • SharpEyed1 increases ship accuracy from 20% to 30%
      • Sharpeyed2 increases ship accuracy from 10% to 20%
      • Agile1 increases jamming (dodge) from 20% to 30%
      • Agile2 increases jamming (doge) from 10% to 20%
      • Observant1 increases sensors from 25% to 50% 
      • Observant2 increases sensor range from 15% to 30%

Interface

  • Moved the "planet build queue" over to give the improvement list more room.
  • Moved "Word on the Street" window to the Govern screen.     
  • Tourism on a planet displays decimals if it falls below 1%.
  • The game now provides feedback when you can't select a tech because of an "Age" restriction

Bugs

  • Fixed a rare bug that prevented planets and ships from spawning in the campaigns
  • Fix typos.  Hat tip our discord fans for their help
  • Ambient music no longer plays during the victory movie.

 

130,779 views 24 replies
Reply #1 Top

These changes look good.

You might want to look at the Unpopular trait as well as the popular. The Measured, for example, have an Unpopular penalty that is so large that planets with a single tourism improvement don't get any tourism income. You have to build two or more tourism improvements (Import/Export Center, Paxton's Emporium, Port of Call, etc) on the same planet before you can overcome the Unpopular penalty and even start to get any tourism income.

Reply #2 Top

Quoting Publius, reply 1

These changes look good.

You might want to look at the Unpopular trait as well as the popular. The Measured, for example, have an Unpopular penalty that is so large that planets with a single tourism improvement don't get any tourism income. You have to build two or more tourism improvements (Import/Export Center, Paxton's Emporium, Port of Call, etc) on the same planet before you can overcome the Unpopular penalty and even start to get any tourism income.

I think I tweaked that but I'll double check.  Thanks!

 

b

Reply #3 Top

Very nice update. Thank you! 

Reply #4 Top

I see Unpopular at -0.5% and -1%. Would not -0.3 and -0.6 be more appropriate ?

Reply #5 Top

In my current game (started on 3.9 with all DLCs) I'm playing as The Measured. On one planet where I have Paxton's Emporium and Port of Call, I see each one of those contributing 1.2% (the extra .2% is because The Measured are aquatic), and Unpopular(1) subtracting 1.8%, yielding a net of +0.6%.

Reply #6 Top

Moved "Word on the Street" window to the Govern screen.   

Optional please?

Prefer immersion to queue size

Reply #7 Top

I think you've missed something, which I think is an error. The Basic Railgun has a kinetic attack of 1 and requires thulium as a resource. However, the Superior Railgun has a kinetic attack of 2 but requires no special resource. Perhaps you got them mixed up? I think it makes more sense to have the Superior Railgun require thulium as a resource.

Reply #8 Top

I fired up the game again this evening and found I had downloaded and installed the update.  Until I start a new game I won't see most of the changes, but I have to say I really like the movement of the Word on the Street.  While it is fun and nice to see, after a thousand hours playing the game it gets a bit repetitive, and the longer improvement list is going to save me a whole lot of scroll wheel rolling.  My right carpal tunnel thanks you.

Reply #9 Top

Quoting Publius, reply 1

These changes look good.

You might want to look at the Unpopular trait as well as the popular. The Measured, for example, have an Unpopular penalty that is so large that planets with a single tourism improvement don't get any tourism income. You have to build two or more tourism improvements (Import/Export Center, Paxton's Emporium, Port of Call, etc) on the same planet before you can overcome the Unpopular penalty and even start to get any tourism income.

 

It's been this way for sometime.  Several versions ago.  The custom race I use has the maximum unpopular trait and it results in it having to build more than three tourism improvements on one planet in order to gain tourist income.  I think this is a pretty good system because there should be consequences for choosing the unpopular trait and it goes without saying that being unpopular would reduce one's tourism income.

Reply #10 Top

Very welcome changes on the FOW and Surrender options. 

Reply #11 Top

I found a small problem with this:

When a planet gets colonized or a shipyard gets made and it sees if there is a shipyard nearby that would be in the green zone (no penalty), planet automatically becomes a sponsor.

It works perfectly under normal conditions.  I found a star system with 3 planets to colonize.  I managed to colonize all 3 before the shipyard was built.  When it was built, all 3 were automatically connected to it.  Before this change I had to remember, maybe too many turns later, to manually connect the other planets to the shipyard.  Very irritating.  This way is much better and much appreciated.

The small problem was in another star system where I colonized one of the 2 planets and built a shipyard for it.  The other planet required extreme colonization, which I didn't have.  Another race eventually colonized it despite my strong influence in the system.  A number of turns later the planet flipped to me.

The small problem was that it didn't automatically connect to the shipyard.  I waited two more turns to see if it took a turn or two, but it never connected.  It was definitely in the green zone.

It would be nice if whatever was done to make colonized planets automatically connect could be done for flipped planets.

I like all the other changes also.  I'm having  to adjust to the planet build queue being moved and space rockets being moved, but I am adjusting.  I prefer the way they are over the way they were.

Reply #12 Top

Except maybe the flipped planet's morale would be pretty crappy as they got used to their new leader - You - so, once again in the name of immersion, the idea that you have to tell a flipped planet to do der jerbs working on your shipyard makes sense to me.

Or maybe SD could change it so it automatically happens 2-3 Turns after the planet flips.

 

Reply #13 Top

I found a trade bug.  I don't know if it's new, but AI civs will sell the farm for a working hyperspace gate in your territory.  I had the idea to give someone else a hypergate so they would connect it to their network and the trade value maxed out.  They will literally give every starbase, tech, ship, resource, and coin they have.  No colonies at least!  Haha.

The space gate trick works well though, not sure if intended.  I just build a circle of them by my primary staging point, give them away to other Civs and they hook them to their network givimg me access to the whole map.

Reply #14 Top

This update ruined my game.  I've been playing for 80 hours, and I'm nearing an end to victory under the previous game rules.  However, now it's all for nothing.  As another race now has won through an ascension victory.  I'm not locating where I can mod back the old settings for ascension victory so I can finish out this game.  Please help...

Or if anyone knows where to mod the amount of ascension points one needs to get to victory as well.  Or even an old version of the Crusade xml files that may have it in where I can use it to create a mod file so I may finish the game.

Reply #15 Top

Quoting Seilore, reply 14

This update ruined my game.  I've been playing for 80 hours, and I'm nearing an end to victory under the previous game rules.  However, now it's all for nothing.  As another race now has won through an ascension victory.  I'm not locating where I can mod back the old settings for ascension victory so I can finish out this game.  Please help...

Or if anyone knows where to mod the amount of ascension points one needs to get to victory as well.  Or even an old version of the Crusade xml files that may have it in where I can use it to create a mod file so I may finish the game.

 

Well crap. I'm sorry to hear that!  There's no real way around that I'm afraid.  What size map are you playing on?

Reply #16 Top

In my game, Aid Research is only available on planet with Technological Capital.  Is this operating correctly?

Reply #17 Top

Quoting lordduzi, reply 16

In my game, Aid Research is only available on planet with Technological Capital.  Is this operating correctly?

Yes

Reply #18 Top

Quoting Frogboy, reply 15


Well crap. I'm sorry to hear that!  There's no real way around that I'm afraid.  What size map are you playing on?

It was an excessive map with all core factions (expansions included) with my custom faction as me.  I controlled about 70% of the map pushing for victory.  The Altarians before I all but destroyed them racked up 11k ascension points and was the only faction to cross the 9k threshold.  

Now as soon as I load the map, it goes right to the defeat screen.  I can't even attempt to remove that faction from the game by cheating, ect...

 
Reply #20 Top


New game option: On Surrender, transfer all planets.  Defaults to OFF

Hi,

I'm considering starting a new game after a gap of a couple of months and don't immediately understand what this means.

Obviously if they are transferred then the conqueror gets them whoever it is but what happens if it's off. Do they remain as a conquered nation - so no longer able to win but still there; or are they destroyed or what?

Cheers,

Jon

 

 

 

 

 

 

Reply #21 Top

All their planets, except their home world become class zero planets. You get their home world.

Reply #22 Top

Quoting admiralWillyWilber, reply 21

All their planets, except their home world become class zero planets. You get their home their home world.

Many thanks,

I thought it meant that - (which I find v irritating - also don't imagine that all aliens would uniformly commit mass suicide) and turned off surrender altogether in case. 

Cheers,

Jon

 

 

Reply #23 Top

I propose it get tweaked so on surrender part of the planets and HW go to you on surrender and the others go rogue.

The percentage would vary depending on relations of the two.

The rogue ones would take time and resources to conquer/flip. In effect slowing you down.

Reply #24 Top

My guess this is more of a response to all the obscure complaints on micromanagement. Micromanagement is caused because of what type of game it is. 

The solution that they originally had was comonwealths, then the complaints went away after the game incorporated Commonwealth's.

The solution to this new problem was to make it an option that is on by default. If you shut this option off then we go back to the old surrender mechanic.