Galactic Civilization III: Crusade v2.2 Change Log

We are pleased to unveil the first major update to Galactic Civilizations III: Crusade (Crusade being based on version 2.1 of the base game, we now unveil version 2.2).

Release date: May 24, 2017.

Below is the change log:

New Map Size: Ludicrous

Map sizes made bigger.

  • Tiny: 18 to 20 hex sectors
  • Small: 32 to 36 hex sectors
  • Medium: 40 to 50 hex sectors
  • Large: 75 to 90 hex sectors
  • Huge: 95 to 120 hex sectors
  • Immense: 240 to 250 hex sectors
  • Excessive: 290 to 300 hex sectors
  • Insane renamed to Ludicrous 
  • Ludicrous: 500!

== AI ==

  • The AI will have harder time stealing techs from you if you have counter agents (e.g. unassigned agents).  
  • The AI no longer tries to bribe you to pick on minor factions.
  • AI now fully uses the new Crusade multicore engine in pathfinding, diplomacy, ship movement, tactical analysis, economic planning, planetary invasions, citizen assignments, etc. are all broken up into tiny jobs and sent out to your CPU cores drastically reducing turn times.
  • AI is much, MUCH smarter in what ships to build when (thanks to the GalCiv Discord community for rapid strategy testing responses) and how.
  • Substantial improvement in the general feel of AI intelligence when dealing with other civilizations diplomatically.
  • Improvements to AI trade intelligence based on the new multi-turn need analysis system.
  • AI more savvy on how to use spies as it now takes the consequences of retaliation into account before targeting someone.
  • Easy AI no longer rushes defensive units
  • Easy AI is no longer capable of rushing colony ships
  • AI no longer tries to reinforce planets with individual defender units if they are far away (this is the cause of lone ships streaming to their death in far off places)
  • The AI will have a harder time stealing techs from you if you have counter agents (e.g. unassigned agents).
  • The AI no longer tries to bribe you to pick on minor factions.
  • AI will no longer trade ships away on the cheap
  • Lots of new alien dialog based on more background data (what the galactic situation is).

== Gameplay ==

  • Ported more of the GalCiv III base game tech tree elements to the new Trait based system.  Crusade replaces the monolithic tech tree system with one that is procedural generated based on what traits you have for your civilization.  
  • First internal pass on getting ready to let players submit their own tech tree parts via Steamworks (i.e. create a bunch of techs, tie them to player traits, and have them just work).
  • Anomalies and Events from other DLC have had their rarity adjusted to be in line with Crusade's new rarities (basically, other DLC stuff was relatively rare).
  • AI is more chatty

== Multiplayer ==

  • General multiplayer performance improvements.  
  • Reduced multiplayer Checksum fragility to only deal with differences that are material.
  • First pass at networking layer upgrade to pave the way for fully customized civs playing each other (i.e. you play as your favorite sci fi civ vs. someone else's sci fi civ). The main challenge here is bandwidth on sharing what amounts to some pretty big assets.

== User Experience ==

  • Adjusted the Espionage screen to clarify that unassigned agents lower the chance the AI can steal techs from you.
  • Resource upgrades improvements are no longer flagged as one per planet.  
  • You can now select a fleet even if there's a non-selectable ship on the same tile. 
  • Decommissioned ships refund their administration points and legions.
  • Improved up the commander information on the citizen summary screen
    • Removed access debug error messages. This matters because modders could find themselves with a lot of debug output which on non SSD drives could slow framerate.
    • Reduced the number of event log entries displayed

    == Balance ==

    • Beam Weapon space usage reduced from 5% to 3%
    • Kinetic Weapons cost reduced substantially.
    • Entrepreneurs now provide a trade route to their civ as well
    • General comes with Xeno Combat techniques
    • Colonizer Ability changed such that every time they colonize a planet, they get their administrative point back.  
    • Xeno Combat Techniques now unlocks the General. Combined with Station Garrison, player can protect planets without having to research invasion.
    • Port of Call tourism improvement moved to only require Universal translator
    • Capital city now allows up to 16 population
    • Computer Core cost reduced from 35 to 16 so that players that don't want to rush it don't wait too long
    • Port of Call cost decreased from 150 to 32
    • Port of Call benefit changed from a 10% tourism income boost to a flat 1 with each level adding another 1
    • Starport now military production increased from 1 to 2
    • Space Elevator general production decreased from 2 to 1
    • City population cap increased from 8 to 16
    • Silicon city population cap increased from 8 to 9
    •  Military Academy improvement now requires planetary invasion to eliminate confusion in which players thought they had to train legions to invade.
    • Station Garrison cost reduced from 75 to 50
    • Influence specialization now provides a flat 1 influence to every colony instead of a 10% boost.
    • Majesty Tech now quires the diplomatic ability
    •  Master Trade now requires the entrepreneur ability
    • Other high-level biz/trade techs now require entrepreneur race ability
    • Robots can't have cruise lines
    • Improved AI conquest strategies
    • Slight balance tweak to opposing culture affect.
    • Mild balance pass on the weightings of faction power.
    • Hot Springs moved to require Planetology (for frog races)
    • Hot Springs benefit changed from 3 to 2.
    • Increased AI's guts by 25%. Basically, AIs tend to be a bit too careful in when to attack. This is partially because players think AIs are "dumb" if they make suicide attacks. But there is a time and place to use suicide attacks to wear down an opponent.  Cracking a turtler requires sacrifice.
    • New ship design method that lets us see how many ship designs are in the library.
    • General increase in late game tech costs.
    • Defenses now use less space but cost more
    • Carrier modules cost more but use less room
    • Eyes of Universe now requires "Interstellar Travel" instead of "Interstellar Survey"
    • Farming no longer requires "Xeno Adaptation" but comes sooner with Planetology
    • Cities now require Planetology (or "Torian Planetology")
    • Slight increase in cost for later improvements
    • Minor balance updates
    • Xenophobic tripled benefits at the cost of decreased "Ship Construction".  
    • Set default faction to Terran Alliance
    • Nerfed Renaissance event's research bonus

    == Performance ==

      • Continued improvement to turn times thanks to Crusade multicore
      • Improvement to speed of clearing out an old game so you can get back to the main menu.

      == Bug Fixing == 

      • On the starbase list, the "upgrade" icon isn't always enabled.  
      • Fix Virtual World improvement, now requires Promethean instead of Promethean Stones (which are no longer in the game)
      • Stuck turn fixes.  This issue is caused by the very delicate balance between turn speed and the difficulty of resyncronizing the threads quickly.
      • Various crash bugs fixed.
      • Fixed the Scientist Coerced Promotion which was giving 10x points
      • Fixed a bug where if food was ever >0 but then later became 0 that it would never update again.
      • Fixed strange bug that was causing pirates to not get to take a turn because the game thought they were dead. They're not dead!
      • Fixed bug where asteroids from dead players would become owned by pirates and unkillable. Mining bases are now autodestroyed when a player dies.
      • Fixed edge case bug where the player somehow allies with an event race which in turn causes a strange diplomacy flag to show up.
      • Fixed minor bug where planned destination of a virtual fleet wasn't being copied from the source fleet. This would sometimes cause the AI not to attack targets of opportunity.
      • Typo fixes. English isn't our first language. Our first language is Drengin which doesn't have vowels.
      • Graph power buttons now toggle properly
      • Updated the Entrepreneur Citizen text to better reflect its ability.
      • Ship designer window: removed a duplicate resource bar

      Have fun!

       

       

       

      373,756 views 86 replies
      Reply #1 Top
      • Decommissioned ships refund their administration points and legions.

      That's cool.

       Any chance we will get a numeric indicator on the technology progress bar?

      Reply #2 Top

      Quoting Badbonez, reply 1

       

        • Decommissioned ships refund their administration points and legions.

      That's cool.

       Any chance we will get a numeric indicator on the technology progress bar?

      Like how many turns left (like what's in the tooltip)?

       

       

      Reply #3 Top

      Fast trait doesn't seem to be working now. My survey ship had 7 moves per turn, not it's starting with only 5.

       

      EDIT: Or not. I took fast off and now it's just starting with 3 moves. What happened?

      Reply #4 Top

      Ongoing tech tree changes
      Ok, I'm going over the techtree right now. I'm not entirely sure where you guys are headed, but I will name things, which strike me as odd or potentially unintended

       - all races have access to tourism
       - synthetics have no popcap branch
       - quantum and singularity powerplant in age of war
       - expensive environmental engineering directly after planetology instead of the much cheaper colonial engineering. You could actually merge these two (planetology and colonial engineering) alltogether I think. One has to reach them sooner or later anyways.
       - discreet ability: unbroken spirit and follow ups are fleet boosters but require invasion tech.
       - same for time travelers dimensional branches
       - the lines of splitting branches are really hard to read if they are on an age boundary
       - atmospheric cleansing seems to lack the bonus allowing settlement on radioactive and toxic planets
       - I can't seem to like the repair/carrier branch merge. These are two different things. repair is something you are going for if you are taking a lot of damage to your ships hulls, while carriers somewhat prevent the same thing.
       - one of the governance specializations was formerly called drenginize for slaver races... it was nice fluff :)
       - the Thalans have the tech names Amphibious Education, Cities of Learning etc.
       - snathi are slavers instead of unrelenting?

      More general thoughts on changing the techtrees:

      I think I figured out what you were trying to do:
      Since many buildings now need ressources, a player will now just research the stuff he has the ressources now. In this case there is needless complexity in the techtrees. I will have to think some more about this. I wouldn't mind if you could tell me whether I am totally off with this. But if the above holds, I see where you were coming from with the opt in 2.1.3 trees.

      I think the presentation in the tech tree viwewer could be improved. look at age of war military for example. You could increase the distance between the invasion, the weapon and the defense branch.

      Not sure how you feel about this, but wouldn't archeology be much more fitting as a sidebranch of the research branch?

      One place where I could actually imagine improvements by slimming down the tech tree are weapons and defenses. I'm not sure I ever specialized in more than one weapon. I'm not exactly sure what it might look like in the end though.

      +1 Loading…
      Reply #5 Top

      Quoting Enskipp, reply 3

      Fast trait doesn't seem to be working now. My survey ship had 7 moves per turn, not it's starting with only 5.

      EDIT: Or not. I took fast off and now it's just starting with 3 moves. What happened?
      .xml says it us +2/+1 now, which I think is good. +4 made many engine techs obsolete for a long time in the game.

      Reply #6 Top

      Quoting pshaw, reply 2


      Quoting Badbonez,


       



          • Decommissioned ships refund their administration points and legions.



      That's cool.

       Any chance we will get a numeric indicator on the technology progress bar?



      Like how many turns left (like what's in the tooltip)?

       

       

      Exactly, so we don't have to scroll over and hover.  When I click on my planets it shows the number of turns until the item is build, it seems the tech progress should be the same.

      +1 Loading…
      Reply #7 Top

      Quoting Enskipp, reply 3

      Fast trait doesn't seem to be working now. My survey ship had 7 moves per turn, not it's starting with only 5.

       EDIT: Or not. I took fast off and now it's just starting with 3 moves. What happened?

      Yes, what happened? I went straight for drive techs for more movement and we my race choosing its usual Fast+2 my survey ship still didn't move as quickly as the Alterran with only Fast +1.

      Reply #8 Top

      My survey ship is marked permanently as "Idle Ship". I can't move it anywhere (the game's not telling me I'm unable to move to a certain hex) and obviously the game sees the survey ship as "Idle Ship" so I can't continue.

      Reply #9 Top

      Quoting mrblondini, reply 8

      My survey ship is marked permanently as "Idle Ship". I can't move it anywhere (the game's not telling me I'm unable to move to a certain hex) and obviously the game sees the survey ship as "Idle Ship" so I can't continue.

      Does the problem persist after you save, exit the game, and then reload?  If so, the developers will want to see the saved game.

      Reply #10 Top

      Quoting Publius, reply 9


      Quoting mrblondini,

      My survey ship is marked permanently as "Idle Ship". I can't move it anywhere (the game's not telling me I'm unable to move to a certain hex) and obviously the game sees the survey ship as "Idle Ship" so I can't continue.



      Does the problem persist after you save, exit the game, and then reload?  If so, the developers will want to see the saved game.

       

      I've just exited the game in a huff! :) Next time, I'll do that. Thanks.

       

      Also, this has only happened once but there's been a colonizable planet I've not been allowed to click on.....

      Reply #11 Top

      Precursor technology upgrades still reduce raw production to +1.................

      Reply #12 Top

      Is anybody else getting a prob when making custom ship styles via civ editing *appearance* > *fleets*?

       

      What I mean is the two lists with ships to replace are only displaying ship names now, but not the icons in front of them (just black space there). Which makes it hard to keep track what you already edited and what not, esp. if you're trying things back and forth

      Reply #13 Top

      Decommissioned ships refund their administration points and legions.

      But not in the case if Survey (for example) ship destroyed in battle. Is it OK?

      Reply #14 Top

      Quoting DreadDendy, reply 13


      Decommissioned ships refund their administration points and legions.



      But not in the case if Survey (for example) ship destroyed in battle. Is it OK?

      To be fair, DreadDendy, you can't say a ship has been decommissioned if it's been destroyed. If it's been decommissioned, that's your decision, if it's been destroyed, that's because your opponent killed it.

       

       

      Reply #15 Top

      Thanks for the update, the espionage bug has been resolved.|-)   

      Reply #16 Top

      Quoting zuPloed, reply 5


      Quoting Enskipp,

      Fast trait doesn't seem to be working now. My survey ship had 7 moves per turn, not it's starting with only 5.

      EDIT: Or not. I took fast off and now it's just starting with 3 moves. What happened?

      .xml says it us +2/+1 now, which I think is good. +4 made many engine techs obsolete for a long time in the game.

      Yes but then why in the very early game is the Alterran survey ship moving like it is +2/+4 as previously. Shouldn't the .xml apply to AI's as well?

      Reply #17 Top

      Quoting neilkaz, reply 16

      Yes but then why in the very early game is the Alterran survey ship moving like it is +2/+4 as previously. Shouldn't the .xml apply to AI's as well?
      I have not observed anything like this, so no idea. :/

      Reply #18 Top

      Wow. Love that production centers for Synthetics is no longer one per colony but did you mean to shift the population cap and morale cap to 100? And remove the pop cap increase techs? 100 seems a bit excessive unless the squishy organics can reach that number as well. 

      Reply #19 Top

      Quoting Ryat, reply 18

      Wow. Love that production centers for Synthetics is no longer one per colony but did you mean to shift the population cap and morale cap to 100? And remove the pop cap increase techs? 100 seems a bit excessive unless the squishy organics can reach that number as well. 
      I dunno maybe its fine. keep in mind, that 100 pop still only is 10 production. to go from 5 to 10 you invest 7500 points of production... maybe its fine.

      Reply #20 Top

      Game came to a screeching halt when trying to move a shipyard. Game was doing fine when I decided to move my shipyard to be more equidistant between two powerful manufacturing planets. When I unanchored it the game started to chug just a bit. When I selected its destination the game went from about 2 to 3 seconds for a turn to go through to upwards of a full minute and a half for each turn and when it was my turn, anything I activated took forever to clear through and respond. Eventually had to ctrl+alt+del the game. 

      Reply #21 Top

      Quoting Ryat, reply 20

      Game came to a screeching halt when trying to move a shipyard. Game was doing fine when I decided to move my shipyard to be more equidistant between two powerful manufacturing planets. When I unanchored it the game started to chug just a bit. When I selected its destination the game went from about 2 to 3 seconds for a turn to go through to upwards of a full minute and a half for each turn and when it was my turn, anything I activated took forever to clear through and respond. Eventually had to ctrl+alt+del the game. 

      Just going to say that I've unanchored and moved shipyards without any problems in my current 2.14 game.  Not saying you're not having an issue that's related to 2.14, just sharing my experience.

      Reply #22 Top

      My interceptor drones are not working, they are out of range every time during view battle also the mouse over info shown for them is incorrect.

      Reply #23 Top

      Quoting curt2013, reply 22

      My interceptor drones are not working, they are out of range every time during view battle also the mouse over info shown for them is incorrect.

      That might explain why the interceptors from the merc Hivebase 1 are not showing up in the battle viewer.

      Reply #24 Top

      Are the YOR supposed to have 100 max pop, or is that just a crazy display bug?

      Reply #25 Top

      Quoting leiavoia, reply 24

      Are the YOR supposed to have 100 max pop, or is that just a crazy display bug?

      I saw Frogboy mention it and it sounded intentional.  Same with their lack of need for morale buildings.