Galactic Civilizations III v4.0

*** RELEASED 05/12/2020 ***

Better Looking Worlds

  • Both from the surface and from orbit, planets received a facelift (or continent lift).  We've introduced many new islands, continents, and landmasses used by the planet generation system.  We've also improved our material system to improve shorelines, add more color, and add more detail to planets.

Fixes

  • Fixed various bugs that caused autoskip not to, you know, bloody auto skip!
  • Fixed an issue where Prototype Hyperdrive said it needed Promethion, but it actually needed Anti-matter (it now requires Promethion correctly).
  • Fixed an issue where the Thullium Hull Reinforcement required Durantium.
  • Fixed an issue where the United Earth faction wasn't using the correct Map Color, UI Color or Appearance.
  • Fixed an issue where some events weren't changing population correctly (thanks to Old Spider for the fix!)
  • Fixed a crash when using debug commands to trigger events out of order.
  • Fixed a typo in the Nanite Fabricator description.
  • Fixed the Illegal Cloning event Pragmatic growth bonus.
  • Fixed the Illegal Cloning event Malevolent Population bonus.
  • Fixed the UP Resolution War Fine to have a duration.
  • Fixed the Mowling duplicate intro screen text.
  • Updated the Cultural Beacon description to state that it allows the training of celebrities.
  • Fixed an issue keeping the Nanite Transmitter Complex from being buildable.
  • Fixed an issue where Space Monsters might not appear on some events if you don't have Crusade installed.
  • Fixed an issue where players wouldn't receive credits in trades
  • Fixed a stuck turn if you continued playing after winning the game.

Balance

  • Occasional planet frequency increased from 1 to 1.2
  • Occasional habitable planets increased from 20 to 30
  • Occasional minable planets change increased from 0.15 to 0.2
  • Occasional Durantium asteroid increased from 0.2 to 0.3
  • Common planet frequency increased from 1.25 to 1.5
  • Common Habitable planets increased from 30 to 50
  • Common Asteroids increased from 0.08 to 0.10
  • Common Min asteroids in a field increased from 2 to 3
  • Common Blackholes increased from 5% to 7%
  • Common minable planet chance increased from 0.25 to 0.33
  • Common Durantium asteroid increased from 0.3 to 0.4
  • Abundant blackholes increased from 10% to 12%
  • Abundant Minable planet chance increased from 0.4 to 0.6
  • Abundant Durantium increased from 0.4 to 0.5
  • Non-Aggression treaty minimum relation requirement reduced from 4 to 3.
  • Asteroid base production reduced from 1 to 0.5
  • Computer Core cost increased from 32 to 40
  • Industrial Center cost increased from 30 to 40
  • Colonization Center cost increased from 30 to 40
  • Administrative Center now available at the start of the game
  • Administrative Center admins provided increased from 1 to 2
  • Administrative Center influence increased from 1 to 5
  • Administrative Center now provides adjacency bonuses for Research, Manufacturing and Tourism
  • Substantially more fertile tiles added to planets.
  • Ministry of Alien Affairs now awards an administrator.
  • Xeno Commerce tech now provides 5 trade routes (instead of 3)
  • Cultural exchange increases global influence per turn by 2 (instead of 1)
  • Galactic Trade now provides 5 more trade routes (instead of 2)
  • Updated score system to differentiate scoring more between victory types.
  • Player scores are higher so that we can have more nuance between performance in the future.

AI

  • Adjusted AI players that have sufficient resources to focus more on larger ship construction.
  • AI wakes up to ascension victory faster.
  • AI weighs trade with target player more so when deciding who to attack.
  • Reduced AI bonuses at higher difficulties.
  • New AI evaluator for handling ships that have destinations.
  • Civs that want to conquer the galaxy will more aggressively increase their diplomatic stance to do so.
  • AI is more flexible in what weapons it will research.
  • AI takes more account of what resources it has when deciding what to focus on.
  • Constructor won't ask for new orders if destination is blocked.
  • Assault ships will ask for new orders if destination becomes defenseless.
  • AI more circumspect about attacking if the enemy fleets / planet / starbase is substantially stronger.
  • Default Ai difficulty lowered form Gifted to Beginner.

Performance

  • Block some unneeded planet screen UI calls.
  • New function created for AI movement that is more efficient on large maps.
  • Improved the performance of recalculation when improvements are place.
  • Blocked AI treasury evaluation checks if the AI doesn't have any money (a small improvement but it adds up).
  • Optimized player calculation.
  • Added a new timer threshold for updates occurring more than once per second.
  • Updated AI to be able to "see" planets and asteroids if the FOW is exposed to it already rather than recalculating (just like humans). It still can't see if it's under FOW or if it's a ship that is in exposed FOW.
  • Reduced the frequency at which map objects are updated.
  • Optomization for systems with more than 4 logical threads.
  • Game Timer added to control how often we update Human awareness level drawing.
  • Removed hidden (but CPU intensive) UI calls when soaking is on.
  • Disabled UI screen calc updates if soak is on.
  • AI doesn't need to recalcuate its virtual UI.
  • Dramatically reduced the distance before the pathfinder starts requiring way points.
  • Fixed bug where passing an invalid ID would simply crash the Object Finder rather than, you know, returning a NULL pointer.
  • AI players don't need to update their virtual UI for removing and adding things to their build queue.
  • Citizen units when they arrive at a destination planet now set a dirty flag to recalc rather than force recalculating all stats right then and there.
  • Game update threshold lowered from 30ms to 10ms for better visual fidelity.
  • Made Galaxy Destruction faster (most noticeable when you go to load a save from within a game).

UI

  • Fixed typos.
  • Clearer description of some planetary improvements.

 

90,171 views 24 replies
Reply #1 Top

You could not wait until weekend, how can I work in home now that I have my mods to update??? :P

Reply #2 Top

Quoting karlfranz-pl, reply 1

You could not wait until weekend, how can I work in home now that I have my mods to update??? :P

Haha. You guys are the best.

Reply #3 Top

You guys are great, thank you for continuing to update & support this game!

Reply #4 Top

Great news!

 

>Optomization for systems with more than 4 logical threads

 

My new Ryzen 3600 system is surely looking forward to this. :)

Reply #5 Top

I can't start full new game right now and I am only able to test my old savegame. After going through few turns I can't be sure about turn time (looks little faster) but I see UI freeze less and is generally more responsive. (4 physical cores/4 threds/16 ram). Next week I will start new game that would generally be on my system limit, then it difference should be more noticeable.

Reply #6 Top

Does this preview include data changes under the hood mentioned by Frogboy?

Safe to mod with a relatively stable structure?

Reply #7 Top

The optin has been updated to fix an issue where players wouldn't receive credits in trade deal. And to fix a stuck turn if you continued playing after winning the game.

Reply #8 Top

I see there is not an option to shut off auto upgrading from the pre game screen.

Reply #9 Top

I noticed that the turns are shorter thanks.

Reply #10 Top

Quoting admiralWillyWilber, reply 8

I see there is not an option to shut off auto upgrading from the pre game screen.

It's under Options -> Gameplay -> "Colonies auto-upgrade improvements by default" - just uncheck that.

Reply #11 Top

I'll check when I get home. Last night I checked the whole options, but I will check again. Maybe I checked the pregame settings instead. 

Reply #12 Top

I think it is overkill on the orbital manufacturing tree under engineering. Can we get a more average on how long it takes to research these techs.

Reply #13 Top

I researched industrialization. It promised a mega factory, but it gave me no factories.

Reply #14 Top

Specialization techs are unlabeled.

Reply #15 Top

No factories, and space elevators. I dont like that change.

Reply #16 Top

Anybody know what tech my space elevator is supposed to be under now

Reply #17 Top

Quoting admiralWillyWilber, reply 16

Anybody know what tech my space elevator is supposed to be under now

I see them in the Space Elevators tech in the engineering tree, right after Artificial Gravity.  And I see factories in the Colonial Settlements tech in the colonization tree, right after Colonial Administration.

Are you sure the game is installed correctly? Have you done a Steam verify files?

Reply #18 Top

I will do that tonight if I have time.

Reply #19 Top

I'd like to also add that from my perspective diplomacy seems to be very stale in that there is not much to do outside of trading and even then its like pulling teeth to even get one deal passed unless you have high tech that is way  above their means. Heck trading planets/ships/starbases do not seem to add much weight to trading. Three of my planets was not even worth one...starbase and I am in ok standing with this faction. Back to diplomacy why not have what is already there have a greater value like open borders, a faction/country would not normally have open borders unless there is something to be gained. Maybe have it where instead of both sides opening borders to each it is only one--so that it has more value and strategic use. The faction who opened there border can even get a slight increase in influence due to they opening of their borders due to the increase of vulnerability to their territories. However in order to make this work the AI would have to view the influence zones of factions as no go zones, or better yet both sides are allowed to--as long as they keep their borders closed to attack and destroy any entering ships aside from diplomacy/trade ships as if they were viewed as pirates. This way the borders are able to be kept protected, however destroying a ship would naturally cause the faction's ship to become displeased or angered and if given enough time of their ships or vice versa being destroyed this could lead to war. Some factions much sooner than others. The type of ships destroyed could also a greater weight than others, for example a lone military ship discovered and destroyed may not have as much weight compared to a destroyed colony ship due to the colony ship containing billions of citizens.

 

I think that adding this would make the game more interesting diplomatically since now you could protect your borders from being over run but at the same time you have to be careful since angering your neighbors may not be the smartest thing to do. Maybe also adding a weight that increases the AI's chances of not sending any ships to any zone if the the ships it sends into said zone keeps on getting blown up. At the same-time the AI should get mightily pissed should the player enter their own territories making it harder to trade and other such things.

 

And As Willywilber added in another thread. The AI, and the player ships should be able to defend themselves--I am not advocating for an automatic battle win. The two ships have to battle it out like normal, its just that the ships entering your zone/territory would be free game and vice versa if you as the player is entering another faction's zone.

Reply #21 Top
I'd also like for mega events to work for multiplayer if possible. That dlc along with this crisis of worlds from what I read gives the galaxy more life to it. Without Mega events multiplayer feels kinda dead since there is not much going on in between the building up phase before things really start getting heated with wars and other things. As such I hope mega events and crisis of worlds would both work for multiplayer.
 
 
 
 
 
[12:16 PM]
Reply #22 Top

How do I find/download the patches? Where are they located? I see announcements, but they include no links and I cannot find them.

 

Thanks

Reply #23 Top

Quoting mwaldier, reply 22

How do I find/download the patches? Where are they located? I see announcements, but they include no links and I cannot find them.

 

Thanks

Steam does it automatically. And I believe GOG does as well now.

Reply #24 Top

Ryat is correct, you should get the updates on Steam directly. For GOG you'd need to redownload or use the Galaxy client.