Galactic Civilizations 0.65 changelog

*** RELEASED ON TEST ***

Features

  • Arcean Republic civilization- The military is the backbone of Arcean culture. They start with access to the Tradition, Opportunity, and Harmony ideology trees. Their citizens are never pacifists, have a higher Resolve, and get an Approval bonus when they are specialized into Soldiers. Arcean citizens are also never overly Ideological, so you are free to follow whatever Ideology you prefer without angering them. They also make excellent leaders and all Leaders both cost less to hire and receive a Loyalty bonus.
    • Command Ships. The Arcean’s are deeply invested in their military and gain a Culture Point whenever they produce a Command Ship. Their military focus is also reflected in their types of command ships, they are all warships, and the most powerful available to any faction.
      • Valiant- Heavy beam warship.
      • Absolution- Heavy kinetic warship.
      • Venge- Heavy missile warship.
      • Terminus- A strong warship with a variety of weapons and defenses.
      • Verga’s Spire- Missile-equipped carrier ship.
      • Elysium- A powerful missile ship whose attack grows with its level.
      • Arcadia- A powerful kinetic ship whose kinetic attack and HP grows with its level.
  • Drath Freehold civilization- The Drath love money, and they are less scrupulous on how they get it. They start with access to the Secrecy, Cruelty, and Opportunity ideology trees. They aren’t fans of direct conflict, but more than happy to stoke the fires of war and sit back to reap the rewards. Specifically, they get a huge trade bonus with civilizations that are at war, allowing them to fill their vaults while other people suffer and die. Their citizens share this perspective and the amount of wealth in their empire’s coffers strongly influences their approval. Slightly lazy, their citizens also have a reduced Diligence, though a higher Social than other species. You may want to find some Drengin or Arcean citizens to do the real work.
    • Command Ships- Drath command ships serve a wide range of functions, but they use missiles, allowing the Drath to strike from afar (as they prefer), but limiting their versatility in battle. Invest in point defense if you want to take these ships down.
      • Aerolith- A fast survey ship.
      • Frydwell- Nothing but missiles on board this dangerous little ship.
      • Morningstar- A missile-equipped probe with unlimited range.
      • Buopoth- Able to weaken enemy ships with its missiles before moving in to capture the ship.
      • Barbed Nest- A power missile-equipped carrier.
      • Stardrinker- The Drath flagship with a wide range of missile attacks, including antimatter bombs.
      • Algol- The most powerful ship in the Drath fleets. And it grows even more powerful as it gains levels.
  • The Galactic Bazaar- The Galactic Bazaar has been added. Once you have a Finance Minister you can begin buying and selling resources through the bazaar. Prices will change over time, and it is market-driven, so buying and selling will influence prices. Items in the bazaar will occasionally so don’t count on a resource being there forever if you think you might need it in the future.
  • Supply Ships- You can now build Supply Ships from your shipyards and send them to any core world to help with production on that planet. This is especially useful for new core worlds late in the game where you can send a supply ship convoy to help them get up on their feet.
  • New Policies- Several new early game policies have been added to provide more control over your government.
    • Coerced Colonization- Improves your Growth, at the cost of making some citizens unhappy.
    • Experimental Drives- Boosts all your ship's moves, but dangerous in battle as your ships tend to be more fragile.
    • Prototype Defenses- Improves the defenses of your ships, but they take more time to construct.
    • New Executive Orders- Executive orders have been added to provide more options for spending your precious Control.
    • Exhort Governors- Force your governors to provide some credits, the amount is based on their loyalty. Their loyalty will be reduced by doing this.
    • Control Telescope- Take command of a private observatory to reveal a section of space.

Fixes

  • Fixed an issue where you couldn’t switch between date and turns by clicking on the date display.
  • Fixed an issue where ideology traits weren’t giving traits to all leaders.
  • Fixed an issue with clipping entries on the event screen.
  • Performance improvements.
  • Fixed an issue causing tooltips to resize and jump around for no reason.
  • Fixed an issue with the first trade route cinematic.
  • Fixed an issue where the same advisor could give multiple recommendations on the main screen.
  • Fixed an issue that could cause a class 77 planet.
  • Fixed the Control tooltip.
  • Fixed an issue where the Pirates/Sentinels and Space Monsters weren’t building new ships in the early game.
  • Fixed an issue where artifact tooltips would vanish.
  • Fixed a stuck turn.
  • Fixed an issue where missiles are firing from/to incorrect positions.
  • Redundant Assembly free ships no longer started fleeted.
  • Fixed an issue where you can load your last citizen onto colony or constructor ships.
  • Fixed an issue where the Orb of Draginol could be placed as a starting artifact (it's only supposed to come from the Galactic Achievement).
  • Fixed an issue causing the Universal Translator tech to not come up as frequently as it should.
  • Fixed an issue causing the Kaxx Crytography tech to not come up as frequently as it should.
  • Fixed Tourism.
  • Fixed an annoying issue where you had to click the Done button on the Research complete pane. Now clicking anywhere off of that pane will close it.
  • Fixed stats for fleets stationed on planets.
  • Fixed an issue with approval from governor loyalty.
  • Fixed planet atmospheres.
  • Fixed an issue where “Uncommon” didn’t fit on the tech cards.
  • Fixed a stuck turn.
  • Fixed an issue with citizen portraits for minor factions.
  • 11/30/21: Improved load times
  • 11/30/21: Fixed the issue that some improvements weren't giving ideology bonuses.
  • 11/30/21: Fixed the Self-Governance ideology trait.
  • 11/30/21: Fixed an issue keeping abilities from reducing leader costs (Minister of Recruitment, Ambition ideology, Inspired ability, Loyalty ability).
  • 11/30/21: Fixed an issue where the victory window wasn't displaying options.
  • 11/30/21: Fixed an issue where sector borders were big black lines.
  • 12/1/21: Fixed an issue that can cause some games to hang on the splash screen.
  • 12/6/21: Crash fixes.
  • 12/6/21: Fixed an issue with range bonuses from techs and the Minister of Exploration.
  • 12/6/21: Typo fixes.
  • 12/6/21: Stuck turn fixes.

Balance

  • The ideology system has been redone. It was confusing to have the spectrum where Compassion was opposite Cruelty and gaining 2 points in Compassion (if you had 5 Cruelty) wouldn’t increase your Compassion, it would just reduce your Cruelty to 3. Confused? Yes, so was everyone else. Instead, the Ideologies are still opposed but the points are independent. You can have 3 Compassion and 5 Cruelty, you can even buy traits in both. But your dominant ideology (when another faction, leader or citizen views you) will be the one with the most points.
  • Policies are now unlocked on a later tech instead of being available first turn.
  • Policies no longer grant ideology points.
  • Players are required to fill open Policy slots before ending their turn.
  • Space Monsters now focus entirely on Kinetic attacks (if you are facing space monsters you may want to invest in Armor).
  • Increases the amount of Wealth and Credits found on planets.
  • Switched the Year 1 mission to an event (so you don’t need to hold a festival anymore).
  • Improved the bonuses from some of the Colony upgrades.
  • Homeworlds start with more food.
  • Orbital mining and Hydroponics techs will now allow you to perform colony upgrades to access trade resources on colonies.
  • Increased Nebula frequency.
  • Planets below a certain planet-class will no longer have artifacts.
  • Colonization events only occur 10% of the time now.
  • Habitable planets increased.
  • Extreme planet frequency reduced.
  • Extreme Colonization tech moved up earlier in the tree.
  • Good planets are now slightly more common.
  • Rushing now costs more control but fewer credits.
  • Starbases tech now provides 2 free Constructors.
  • Asteroid Mining tech now provides 2 free Miners.
  • Ministry of Trade tech now provides 2 free freighters.
  • Survey Ships tech provides a free Survey Ship.
  • Removed Mining Starbases. All Starbases mine resources in their area now.
  • The Executive Order icon on the mode panel now shows how many executive orders are available.
  • Rebalanced the recommended and max players at each map size.
  • Added ideology awareness points to all the player abilities. So now each civilization will have a different set of starting ideologies available to it based on their abilities.
  • Moved Subspace Scanning up earlier in the tech tree

UI

  • New Galaxy selection screen.
  • New Choose opponents screen.
  • Custom first meeting dialogs were added for each civilization instead of the same generic one for every species.
  • You can now right-click a planet in the planet list to send a selected fleet to it.
  • The ideology screen was redone to be less sucky and confusing.
  • Notifications now show text for what they are for. This can be disabled in-game options.
  • Govern screen converted to the databanks screen.
  • Policy Screen now has buttons for automation and trade.
  • New District Upgrade icons (so they are different from the place district icons)
  • Improved loyalty tooltip.
  • Tech Library now supports filters.
  • Tech Library now has a search field.
  • Tech Library now has tooltips explaining what stuff it.
  • Added advisor recommendations to the research screen.
  • Added Advisor recommendations to the planet screen.
  • Improved the explanation of Policies on the policy screen.
  • Leaders now tell you what they think about you (based on their Loyalty).
  • Added the ‘H’ hotkey to return you to your homeworld.
  • Improved tooltips in the Policy screen.
  • Dragging and dropping now supported for adding/removing and replacing policies on the policy screen.
  • Updated the strategic zoom levels.
  • Executive orders that haven’t been unlocked yet
  • Added a new Robot advisor notification for Elections.
  • Added a new Robot advisor notification for Trade Routes.
  • Added a new Robot advisor notification for Starbases.
  • Added a new Robot advisor notification for Diplomacy.
  • Added a new Robot advisor notification for using Policies.
  • Added a new Robot advisor notification for Ideologies.
  • Removed UI stuff referring to Ship Roles.
  • You can now open several categories at once on the trade screen.
  • Better anomaly tooltip.
  • The fleet list now auto-sizes depending on how many ships are in the fleet.
  • 11/30/21: Added more variety to technology art.
  • 12/6/21: Improved descriptions for asteroids and asteroid mining.
  • 12/6/21: New civilization trait icons
  • 12/6/21: more animations for the robot advisor
  • 12/6/21: Improved nexted tooltip support
  • 12/6/21: Added highlight support for nested tooltips
  • 12/6/21: Space Monster ships wont have generic names anymore

AI

  • Much better AI tech planning.
  • AI is less likely to surrender.
  • AI is much better and building improvements.
  • AI is better at planning Starbases.
  • 12/6/21: Improved ai ship class calculations so the AI wont don't dumb things with its ships.

Audio

  • Music added to all event cinematics.
  • When you have an event with a faction that faction’s theme now plays.
  • Added theme music for the Baratak.
  • Rebalanced music and sfx to be more consistent.

Art

  • Added the ability to apply a custom layout to a planet, Earth starts with one.
  • New scaling when zooming in and out on fleets.
  • New planet designs for dead worlds and gas giants.
  • New Precursor Sentinel Shipyard
  • New Robot Advisor
  • Added the Terran Resistance ship style.
  • 11/30/21: Updated Arcean ship colors.
  • 11/30/21: Updated Drath colors.
25,011 views 17 replies
Reply #1 Top

Good stuff! I especially like the supply ships and the changes to the ideology system. Ideology will be much more understandable this way.

Reply #2 Top

Lots of good stuff here, followed by more good stuff, then by even more.  I hope I can wait until it's released.  I also hope it's before Christmas. ;P  

Has anyone on the dev team seen the post on Discord by Dogmar about a long-standing bug?  My two following comments confirm that he is right.  I'm not sure how to make a link to it.  It's in #bugs-typos-goofs for GC4 on November 23.

Reply #3 Top

Fixed an issue causing the Universal Translator tech to not come up as frequently as it should.

This also occurs with the research Kaxx Cryptography tech that comes from a quest from the Kaxx minor race.

Reply #4 Top

Redundant Assembly free ships no longer started fleeted.


This is for the Mimot isn't it. I like having my ships form fleets just outside my shipyards (largely because we don't have a good rally point system). Its how I avoid going insane with all my new ships wanting orders. Order the first ship to sentry, and all other ships will follow suit when they join the fleet.

If I ever need to build other ships, I just move the fleet 1 tile away and then sentry it. Move the fleet back afterwards when I'm done building other ships.

Players are required to fill open Policy slots before ending their turn.


I don't like being forced to do anything. More so if there are drawbacks. Some policies also have drawbacks the last I checked.

Removed Mining Starbases. All Starbases mine resources in their area now.


Good.

Reply #6 Top

Very nice set of additions/changes, but still no improvements to Asteroid Mining yields (or at least it was not mentioned), and NO (not yet) to Hyper Gates inside a Sector.

Thank you for finally putting Supply ships into the game.

Reply #7 Top

Great list Derek, thank you!

Did the change to collect resources such as Techapods, or other rares on Colonies get into this build?

Meaning if a colony has the resource we would get the resource instead of having to change it to a core world?

 

Happy Thanksgiving to you and all of Stardock!

Reply #8 Top

Quoting Larsenex, reply 7
Did the change to collect resources such as Techapods, or other rares on Colonies get into this build?

Meaning if a colony has the resource we would get the resource instead of having to change it to a core world?

 

I think this

  • Orbital mining and Hydroponics techs will now allow you to perform colony upgrades to access trade resources on colonies.

would mean that. At least I'm hoping like you :) 

Reply #9 Top

As long as we can change Policies (that we were forced to choose) later in the game, not too much of a problem, except for the costs(if any) and effects (which we might not like/want of any of the available choices).

Reply #10 Top

Quoting williamameling, reply 9

As long as we can change Policies (that we were forced to choose) later in the game, not too much of a problem, except for the costs(if any) and effects (which we might not like/want ) of any of the available choices.

Reply #11 Top

Does anyone who visits these forums on a more regular basis know how long it normally takes from the patch notes to the actual release?

Reply #12 Top

A rough guess: 1-7 days for the test version and 1 - 3 weeks more for the "stable" branch.

+1 Loading…
Reply #14 Top

Quoting Old-Spider, reply 3


Quoting ,


Fixed an issue causing the Universal Translator tech to not come up as frequently as it should.

This also occurs with the research Kaxx Cryptography tech that comes from a quest from the Kaxx minor race.

Good call, I'll fix that too

Reply #15 Top

Quoting DivineWrath, reply 4
This is for the Mimot isn't it. I like having my ships form fleets just outside my shipyards (largely because we don't have a good rally point system). Its how I avoid going insane with all my new ships wanting orders. Order the first ship to sentry, and all other ships will follow suit when they join the fleet.

If I ever need to build other ships, I just move the fleet 1 tile away and then sentry it. Move the fleet back afterwards when I'm done building other ships.

Yes, just for the Mimot ability. Ships continue to fleet up as they did before in the situation you described.

Reply #16 Top

Quoting Larsenex, reply 7

Great list Derek, thank you!

Did the change to collect resources such as Techapods, or other rares on Colonies get into this build?

Meaning if a colony has the resource we would get the resource instead of having to change it to a core world?

Happy Thanksgiving to you and all of Stardock!

Yes, with the appropriate tech you can now build a colony upgrade to get access to those local resources.