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Galactic Civilization III v2.5 Patch (Released 9/12)

Galactic Civilization III v2.5 Patch (Released 9/12)

Hello,

2.5 is turning out to be a huge update.  We've made major improvements to turn times, the AI, and game balance. We have also merged the code base between Crusade and the base game to speed development.  Finally, the base game has received a major face lift.    

For owners of Crusade and base GalCiv, you will get: 

  • Turn times are much faster
  • The AI is much smarter
  • Lots of bug fixes
  • Massive improvements in game balance

For owners of just  base GalCiv, you will get: 

  • Improved UI 
  • Enhanced Diplomacy and trading changes
  • Resource system
  • Ship designer on the main menu
  • Starbase upgrade system 
  • Food / Cities 

For owners of Crusade and base GalCiv, you will get:  

  • You can, with a command line param, jump between the base game and Crusade.  Use "-DisableDLC "Crusade" to disable Crusade.
  • When you play campaigns originally made for the base game, the game can play it in base game mode for balance fixes.
  • Crusade specific balance and fixes.

Please read more about the update here:

Full change notes below!

Important

Save games from earlier versions of the Galactic Civilizations III will not be supported. Yet, the previous 2.33 build is available as beta called "Galactic Civilizations III: Classic".  Mods will likely need to be updated as well.

 Mods will likely need to be updated as well.

Consolidation Detailed Changes

  • Merged Crusade and "base" game code.  There is now only one exe for both products.  Most fixes and improvements will be shared between both games.  
  • The following Crusade specific game play elements are disabled in base game: Citizens, Invasions, Promotions, Espionage.
  • Base game players continue to have following:
    • Use the Production Wheel (instead of Citizens) to adjust your planetary and civilization economy.  Note that we've removed coercion from the game
    • Invasion system 1.0
    • Minor Civilizations 1.0
    • Administration points are tied to galaxy size rather than citizens.
  • Base Game changes from Crusade
    • Crusade and Base game now share a common UI base.  Aside from elements tied to version specific features, the UI looks identical between the two versions.  For base players, this means a cleaner and more functional UI.  
    • Resources system overhaul. Resources accumulate over time, are required for more ships and improvements, and are more valuable in trading.  
    • Starbases are now upgraded using resources, not constructors.  
    • Updated the diplomacy screen window.
    • Improvements to the Diplomacy and trading system to use the new resource system; as well as more intelligent and fun to trade with.
    • Cities/ Food -- you now use food (a resource) to build cities, which determine your colony's population cap.  Food can be traded, just like any other resource.
    • Added "word on the street" -- quick feedback on the status of your planet.
    • Merged down some of the alerts from Crusade
  • Crusade specific elements of civ builder are disabled in base game mode. 
    •  Race Type and Starting Fleet are hidden outside of Crusade
    •  Citizen portraits/names buttons hidden outside of Crusade
    •  Flavor Text portion replaced with customizing startup screen outside of Crusade
    •  Disabled Fleets tab outside of Crusade
    • Missions
  • Ship designer is now on the main menu
  • Moved game text down to base data files.  This will make future changes much easier.
  • Merged many asset files (music, sounds, special fx)
  • Merged over the improved Crusade version of icons, improvements, and planetary tile thumbnails.  
  • Removed a lot of redundant game data from Crusade and the base game. 
  • Updated the base ship design files to use their Crusade versions (which look nicer).  
  • Updated Ship class defs and ship style set defs so that there is only one ship class defs file and the defs say which uses them.
  • Made substantial improvements to the DLC data system that improves stability and speed. 
  • Use "-DisableDLC "Crusade" to disable Crusade.  
  • Moved custom data templates to the base game folder and renamed the files to be a little clearer. Changed the Conversation System to use the new location. (Modders!  This might affect you).
  • Moved all the schema from Crusade down into the base schema folder. (Modders!  This will very likely affect you).  

 

Base Game Improvements

Gameplay

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
  • Every unit of population now produces 1 raw production point.
  • Eager bonus reduced from 1 per conquered planet to 0.25
  • Rush cost multiplier increased from 10X to 20X
  • Coercion penalty eliminated
  • Base population growth reduced from 0.2 to 0.1
  • Tech inflation increased from 0.01 to 0.02
  • Asteroid base cost reduced from 500 to 100
  • Base colony production points reduced from 5 to 1
  • Capital world population cap reduced from 10 to 5
  • Default colony population cap reduced from 5 to 3
  • New Improvement: Space Elevator
  • New Improvement: Computer Core
  • New Improvement: City (consumes food to provide population)
  • New Improvement: Administration Center (build to get more administrators, consumes food)
  • General re-balance to planetary improvements to go with the new population model
  • Improvements changed to support the new differentiation between military manufacturing and social manufacturing
  • Various improvements are now set as indestructible to eliminate various cheese strategies
  • Yor can increase population easier but it now costs a Durantium to do it.
  • Improvement maint. generally reduced
  • Eliminated Colonial Hospital Improvement.
  • General balance update of improvements to deal with the new resource system.
  • Economic Stimulus now doubles planet's economy rather than provide a 5% bonus
  • Research Project doubles planet's research.
  • Cultural Festival doubles planet's influence production.
  • Birthing subsidies double planet's birth rate.
  • Planet features (Cataract, etc.) updated to support new social/military manufacturing system.
  • Weapon systems now use some resources: Antimatter for high-end missiles, Elerium for high-end beam and Thulium for high-end kinetic-weapons.
  • General reduction of maint costs for weapons
  • Updated balance of weapons based on feedback
  • Hull costs increased to deal with inchard coded50 to 50
  • Shipyard cost reduced
  • Starbase defenses reduced from 10 to 5
  • Influence starbase modules greatly increased in power.

UI

  • The Production Wheel now dynamically resizes to its parent window
  • Removed an ancient camera control window that no longer used.
  • Updated the Title Window to work with both Crusade and Mercenaries.
  • Fixed title of Load Transport Popup Window
  • Removed text for obsolete ships that weren't being used.
  • Reduced AI bonuses at higher difficulty levels since the AI itself is now much smarter.
  • Added special popup message if the player tries to load an older save game
  • Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat

Bugs

  • Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.
  • Added ghosting to data compiler so that the game does not appear to be hung when starting up.  
  • Fixed potential crash in movement phase from trying to using a null pointer.
  • AI won't send colony ships off the map when intentionally missing a distant planet
  • Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
  • Fixed a GWG bug where the base game administrators didn't show up on the first turn
  • Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
  • United Planets actions are now handled by the host (adds stability, and prevents checksum error)
  • If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.  
  • Updated the Title Window to work with both Crusade and Mercenaries.
  • Fixed issue where Administration tooltip wasn't showing correct available administrators number in base game mode
  • Fixed issue where "Report" button on ship context window did not actually bring up the faction report screen
  • Fixed issue where the social/military manufacturing tokens were not clearing whenever manufacturing was at 0
  • made it so that manufacturing is always split, whether the colony is sponsoring a shipyard or not
  • Fixed issue where when you purchased a mercenary, the rest of the entries would no longer display their resource cost (you were still prevented from buying the merc, but it gave the illusion that all mercs lost their resource cost)
  • On the ship context window, the "Report" button is now disabled for special players (like the Dread Lords)
  • Added error code for transport having no population
  • Re-implemented the error for "Not Enough Administrators" as it was sometimes not showing up at the right time.
  • Added stability to the Influence Border System
  • Fixed issue where the AI could set a ship's destination to a negative y value
  • Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
  • Added new material def for rally points (all rally points now use this material instead of the faction materials)
  • Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases
  • Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
  • Message box errors on invalid starbases and civs are hidden unless it's running Crusade mode.
  • Added null check to prevent crash when mousing over a fleet in the map editor
  • Fleets are now named using the owning faction's full name, instead of the short name
  • Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
  • Fixed MP data loading to better handle mismatched DLC.
  • Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
  • Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required

DLC 4 (Precursor Worlds)

  • Production point bonus from one of the events reduced from 4 to 3
  • Production point bonus from Precursor exploitation reduced from 30 to 3
  • There's a bunch of the above. Insta-win if you got one of these.

Expansion 1 (Mercenaries)

  • Mercenary costs increased substantially
  • Mercenary ships that cost resources cost when you buy them rather than per turn
  • Mercenary tag added to the mercenarydefs.xml

Crusade

Gameplay

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
  • Population to raw production now 1 to 1.
  • Starting capital world population reduced from 10 to 5
  • New improvement: Administration Center.  Provides an Administration point
  • Basic laser renamed Enhanced laser as it requires Elerium
  • Starbase default defenses nerfed somewhat
  • Starting credits increased from 2500 to 3000
  • Rush cost multiplier reduced from 25 to 20
  • Tech inflation added. Now to the 1.02 power.
  • Governors more friendly to synthetic populations
  • General balance pass on planetary improvements to go with the new population model
  • Unique planetary improvements can no longer be destroyed
  • Planetary Invasion is now in the Age of Expansion (arrives earlier)
  • Various tweaks to planet features for better pacing
  • Slight reduction in cost for civilian ship components
  • Substantial increase in the cost for military ship components
  • Fixed issue where some improvements would switch their bonus when they upgraded which caused them to be inferior in some cases
  • General balance pass on weapon values based on feedback
  • Shipyard HP increased from 25 to 50
  • Tweaking to various planetary resources to improve pacing.
  • Calculation of player objects moved out of update AI to improve multi-core stability
  • Fixed bug where the human could exploit the AI for free ships if the AI treasury was negative (ya bastards!)
  • AI more risk taking with its colony ships
  • AI now has its own fleet formation function to avoid ships not becoming fleets (safe)
  • Fixed bug that would prevent transports from finding a destination in some cases
  • AI much better about saving up its resources to use with ships
  • AI much MUCH better at building up its planets, using farms, building cities, etc.
  • Fixed issue where the Yor would not build up its planets because it was obsessed with reproducing.
  • AI will replace existing weaker improvements with superior improvements late game.
  • AI much more careful about rushing improvements and ships to keep a decent bank balance so that it can better build up asteroids, hire mercenaries, etc.
  • AI functionality to determine tiles it should replace with newer improvements.
  • AI better at fleet handling.
  • Fixed bug where the AI didn't always recognize the human was trying to culture flip their Planet
  • Default players per map size updated:
    • Tiny: 3 to 2
    • Small: 4 to 3
    • Medium: 8 to 6
    • Large: 12 to 8
    • Huge: 16 to 12
    • Gigantic: 20 to 16
    • Excessive: 30 to 32
  • Crusade owners will now play the base game campaigns using the base game rule set (e.g. without Citizens, Espionage, etc.).  

UI

  • Removed an ancient camera control window that no longer used.
  • Updated the Title Window to work with both Crusade and Mercenaries.
  • Removed text for obsolete ships that weren't being used.
  • Made the Administration Center precluded by synthetic and silicon based life for Crusade
  • Base game now has the same (substantially lower) ship maintenance values as Crusade.  
  • Added special popup message if the player tries to load an older save game
  • Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat

 

Bugs

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
  • Fixed issue where AI would destroy improvements that were indestructible.
  • Fixed bug where the approval would get stuck at 100% if certain events triggered
  • fixed Recruit Entrepreneur description text to not say it's recruiting a Scientist
  • Various null pointer crash fixes.
  • Added stability to the Influence Border System
  • Fixed issue where the AI could set a ship's destination to a negative y value
  • Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
  • Added new material def for rally points (all rally points now use this material instead of the faction materials)
  • Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases
  • Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
  • Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
  • United Planets actions are now handled by the host (adds stability, and prevents checksum error)
  • If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.  
  • Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.
  • Added ghosting to data compiler so that the game does not appear to be hung when starting up.  
  • Fixed potential crash in movement phase from trying to using a null pointer.
  • AI won't send colony ships off the map when intentionally missing a distant planet
  • Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
  • Added null check to prevent crash when mousing over a fleet in the map editor
  • Fleets are now named using the owning faction's full name, instead of the short name
  • Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
  • Added Rally point material to Crusade material defs to so they don't sometimes disappear.  
  • Fixed MP data loading to better handle mismatched DLC.
  • Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
  • Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required
264,625 views 95 replies
Reply #26 Top

Quoting Avatar137, reply 24

Wow, I've really screwed up my install. Even uninstalling and reinstalling won't make it work for me now, I keep getting the missing .exe error when trying the beta and haven't gotten the launcher working again...

Have you verified files?  Are you launching from steam or did you make a new shortcut?

 

Reply #27 Top

Can someone take a look at Krynniac Temple improvement? I'm guessing the .1 base culture per turn is supposed to be 10% (*base) or 1.0 (fixed)? But .1 culture?

Reply #28 Top

Quoting pshaw, reply 26
Have you verified files?  Are you launching from steam or did you make a new shortcut?

 

I've verified the files several times. I've completely wiped out the install 3x and reinstalled. I've launched from Steam, I've created a new shortcut and tried that. The launcher never comes up... So I tried starting the launcher manually and still have the same issue... Very odd as I've wiped all traces of the program from my computer 3x and it still is acting like I renamed the StardockLauncher.exe to have the game start up directly without the launcher... Not sure what else to try at this point...

Reply #29 Top

Quoting tetleytea, reply 22


Quoting leiavoia,






Quoting Bombbr,



3. Old bug that I would love to see fixed: at many medium zoom levels, and depending on camera tilt, half of the map has graphics, half is cloth map. Nobody ever actually wants that...

+1. switching the distance-to-camera algorithm from per-object to line of sight map intersection would also be a handy performance improvement.

Might want to be careful about the zoom-out display rendering, before you go too far down that path.  I know the company--non-gaming company--who holds U.S. patents on display  rendering algorithms.  Specifically, the optimization algorithms where you progressively stop rendering certain shapes the more you zoom out. Their software would not work without it.  They've got as many as 100 million objects in one window--you can't exactly mouse-wheel that if you had to render them all.  I don't think they're particularly patent trolls, and they might not even care if you're not a competitor (not even close to one), but you never know. 


P.s. though technically/legally you cannot patent "algorithms", everyone gets around that simply by calling it a "method".

Calling it an algorithm is very generous. It's really just a distance calculation between two fixed points (the camera and the plane intersect point of the line of sight). Ancient Greeks knew this. If that's patentable, then start looking for flying pigs.

Reply #30 Top

@Avatar137 try using ccleaner to wipe the registry and everything else that the game has left behind even after uninstalling... something similar happened to me once with Civ5

Reply #31 Top

Quoting Avatar137, reply 28


Quoting pshaw,
Have you verified files?  Are you launching from steam or did you make a new shortcut?



 

I've verified the files several times. I've completely wiped out the install 3x and reinstalled. I've launched from Steam, I've created a new shortcut and tried that. The launcher never comes up... So I tried starting the launcher manually and still have the same issue... Very odd as I've wiped all traces of the program from my computer 3x and it still is acting like I renamed the StardockLauncher.exe to have the game start up directly without the launcher... Not sure what else to try at this point...

sometimes we dont ask the right questions are you looking for the start up file through steam not the file explorer. Installation files will not show up in file explorer.

Reply #32 Top

Quoting Avatar137, reply 28


Quoting pshaw,
Have you verified files?  Are you launching from steam or did you make a new shortcut?



 

I've verified the files several times. I've completely wiped out the install 3x and reinstalled. I've launched from Steam, I've created a new shortcut and tried that. The launcher never comes up... So I tried starting the launcher manually and still have the same issue... Very odd as I've wiped all traces of the program from my computer 3x and it still is acting like I renamed the StardockLauncher.exe to have the game start up directly without the launcher... Not sure what else to try at this point...

Can you try manually launching GalCiv3.exe?  Should be in a path similar to:
C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III

Can you also file a support ticket?

https://esupport.stardock.com/index.php?/Tickets/Submit

 

 

 

 

Reply #33 Top

Quoting dappermandan, reply 30

@Avatar137 try using ccleaner to wipe the registry and everything else that the game has left behind even after uninstalling... something similar happened to me once with Civ5

 

Thanks for the suggestion but I did do that and no difference. But I actually figured out what was wrong! After uninstalling and reinstalling for the 4th time and still having no luck I looked at the Steam option "Set launch options" and saw that I had this there "...\Galactic Civilizations III\GC3Crusade.exe" %command%" Deleting that made it all work again. thanks for the replies and suggestions though! User caused and a faulty memory were to blame...

Reply #34 Top

Bug Report:

This concerns the amount of manufacturing contributed to a shipyard by planets.  When the spending slider is 100% social manufacturing, the primary planet supporting the shipyard contributes 0, but distant ones (-12% penalty from distance, for example) contribute 1 each.  Seems to be acting funny with negative numbers imo.

Reply #35 Top

Quoting Avatar137, reply 33


Quoting dappermandan,

@Avatar137 try using ccleaner to wipe the registry and everything else that the game has left behind even after uninstalling... something similar happened to me once with Civ5



 

Thanks for the suggestion but I did do that and no difference. But I actually figured out what was wrong! After uninstalling and reinstalling for the 4th time and still having no luck I looked at the Steam option "Set launch options" and saw that I had this there "...\Galactic Civilizations III\GC3Crusade.exe" %command%" Deleting that made it all work again. thanks for the replies and suggestions though! User caused and a faulty memory were to blame...

Glad that you got it sorted.  I was getting worried we had overlooked Something Really Bad(tm).

 

Reply #36 Top

Update 9/8

  • Arcea Campaign: Reduced planet's starting population so that victory is guaranteed until the player can get a planet of their own.   
  • Updated base game tutorial videos with the new UI
  • Command buttons no longer stack on top of each other in the fleet context window.  
  • Added null check to prevent crash when mousing over a fleet in the map editor
  • Fleets are now named using the owning faction's full name, instead of the short name
  • Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
  • Added special popup message if the player tries to load an older save game
  • Made the Administration Center precluded by synthetic and silicon based life for Crusade
  • Base game now has the same (substantially lower) ship maintenance values as Crusade.  
  • Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat
  • Added Rally point material to Crusade to so the Rally points don't sometimes disappear.  
Reply #37 Top

Calling it an algorithm is very generous. It's really just a distance calculation between two fixed points (the camera and the plane intersect point of the line of sight). Ancient Greeks knew this. If that's patentable, then start looking for flying pigs.

Ancient Greeks were not rendering 100 million shapes on an abacus.

 

Reply #38 Top

Could you add the priority click back in addition to the production wheel?  It adds convenience to the production focus interface.

Reply #39 Top

I always dream that one day, after having put a lot of time into AI updates someone will post and say "Holy cow! The AI is so much better!" alas. 

Reply #40 Top

Really? We thought you love a thread filled with, "my cup holder keeps popping out when I press CD."

But seriously, all of 2.5 is an IMMENSE improvement. The AI is challenging and much smarter. Almost all facets of AI management seem much better. I think this release gets Crusade back on track to be the pinnacle 4X game. Great job!

(I'd write more but I'd rather get back to playing.)

Reply #41 Top

<3 Frogboy! As a general rule, if the AI is doing its job, nobody will notice.  If I may:

 

Holy Cow!  The AI isn't letting my culture flip their entire empire without resistance!  It is SO MUCH BETTER!  Thank you!

 

But for real, I can play the Krynn again without feeling really dirty.

Reply #42 Top
  • Unique planetary improvements can no longer be destroyed

Any chance to revert this one? It's really annoying when you take a planet, and the hubs are on isolated hexes.

Reply #43 Top

Started a new game for the patch. Ludicrous size, planets and habitable planets set to rare, playing as the Altarians. First colonizable planet I discover is a precursor world and there is a Drengin colony ship next to it, my survey vessel has weapons, their colony ship doesn't. I declare war and eventually grab the world. I am winning the war, but I won't be able to invade without transports and it will take a while to research planetary invasion.

I am happy so see the AI building multiple survey ships early game.

Reply #44 Top

So far, the AI has whooped me twice. Even with dropping the difficulty from Godlike to Genius, which is a big drop. So I'd say the AI has improved a tiiiiiny bit.

 

Also, it's not a new thing, but the Preparedness Center doesn't share adjacency bonuses with All Construction buildings, but other Ship Construction ones will. Is that intended or just a product of it being changed from a resistance building?

Reply #45 Top

Started two short-ish rounds (medium galaxy, normal difficulty).

First Round: as Terrans vs. Iconians, Drenin, YOR, Onyx, Torians.

The Good:

Got strat. ressources form scavanging for the first time.

Only technical issue I ran into was a missing description and name on some kind of thulium U.P. resolution.

Turned Earth into a hiveworld with 30 billion population, looks good to me. Made me use celecrity citizens for the first time. I felt I lacked the means to produce monsantium however. Galaxy creation can now be insanely favorable to players who have access to it. I think there should be a monsantium shipyard project, then I would say the food system is acceptable. I like it, I can see this going places.

Non ressource options for weapons. I can really see them have uses, once jamming and hp aren't superior to all other defenses anymore and you may have to counter with something, you don't have the ressources for.

The Not-so-Good:

I still pulled ahead a lot early in the game. I would point the finger yet again towards asteroid mines. Especially now, that population acquisition is not trivial, and that rushing a constructor is only ~700 bc, The use of asteroid mines is out of proportion compared to all other means. I would suggest putting the cost up to ~250 bc and make the AI go for them more aggressively. It really doesn't matter if you turn the AI into Sun-Tsu late game, if it has the economic capabilities of say current day mongolia facing china by midgame.

I would like to stress the point, that I like the importance of asteroid mines, because they give incenive to deal with pirates more aggressively and thus give value to early ship building. At the same time it opens up beneficial strategic options for pre-invasion wars.

I think the reduction of manufacturing/research hub bonusses from 1 to .3 is ok-ish relative to other respective improvements, but it makes them way weaker, than having cities now I think. I like the general style of having one hive city with most of your citizens and population on it, but at the moment it kinda renders manufacturing, economics and research improvements obsolete. This is because in order to optimize, you want to have your player uniques on the same planet as your citizens, but now cities are the better alternative to these uniques.

Second round as custom civ: Silicate prolific slavers.

Left the AI so far behind, it was ridiculous. Especially given, that my empire building strategy was filling up all planets I had with slave camps. Exclusively. This rendered them 20-40 billion population hive worlds. Since I had little to do in terms of investing in improvements, I trained more spies on my planets and geared my orbital production towards treasure hunting. I must have had 15 or so spies by turn 100 and enough bc to bribe all AIs and plunge my sector into a war of all against all (save for myself). The Torians eventually surrendered their colonies to me, which is ironic, given that my sopies sabotaged their population improvements and my bribe started their war with the Drengin, which caused their collapse in the first place. Guess what happened to the colonies? I abolished most of the infrastructure and built labor camps instead. Shouldn't the U.P. be able to outlaw an empire such as mine? Well, even if there was a resolution for this, I held a >60% majority in it.

Ok, I see you didn't get around to align racial abilities with the new population balance. I hope you will take a look on it before releasing 2.5.

The Bad:

Work Camps should really not get +1 population from adjacency. Period. The +1 Population without adjacency is allready incredibly powerful, because it is population unrestricted by ressources.I'm not sure what to suggest here, mabye add 1 food cost to work camps and 1 population distributed over its upgrades while removing the morale boost.

I haven't tested synthetic yet, but I am almost afraid to see what I can do with those. I think they will need pop restricting buildings like the matrices again.

-----

Hope this feedback is helpful.

Reply #46 Top

I just opt'd in and downloaded 2.5 from Steam. I can't find where the option to set your tech tree is for custom civs. This is very problematic, obviously, especially for synthetic civs. I have the base game with no DLC.

Am I missing something obvious here? My custom civs lost their tech trees by the way - they all seem to have the generic tree now. 

Reply #47 Top

I'm still working on a ludicrous map from 2.3, but asteroid mines are absolute keepers.   I was longing for more asteroids all the time I played Galciv2.

Reply #48 Top

Just noticed all my pre-2.5 custom factions start at 10 population. Newly created custom factions have 5 pop.

Reply #49 Top

Quoting hellknight55, reply 46

I just opt'd in and downloaded 2.5 from Steam. I can't find where the option to set your tech tree is for custom civs. This is very problematic, obviously, especially for synthetic civs. I have the base game with no DLC.

Am I missing something obvious here? My custom civs lost their tech trees by the way - they all seem to have the generic tree now. 

Crusade eliminated faction tech trees and dynamically generates trees based on faction traits and attributes.  If that wasn't back-ported to the base game, but the base civ builder won't let you pick a tech tree, that sure sounds like a bug.

Reply #50 Top

The change in food and population has button hooked me for a while.  I see a food symbol and immediate build a farm and wonder why i'm not getting extra food.  Finally read the description and it says population not food.  

So the dumb suggestion of this post is, shouldn't the tile bonus of WildGrain and Floodplain give a boost to food production instead of population?

(Note: The description of the floodplain even states you should build a farm)

 

Cheers