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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  • When you play campaigns originally made for the base game, the game can play it in base game mode for balance fixes.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 #76 Top

I get a message "No SuicidaleShips" when I try to invade a planet with a troop transport.

I get this message when I play the third map of the Terran Crusade Campaign.  Does that mean I need something else to be able to invade a planet?

 

Martin.

Reply #77 Top

Quoting dappermandan, reply 74

Errr... I'm noticing my ships cost 24 credits maintenance per turn.... EACH!

Is that intended?

 

Edit: Update was downloaded, then I ran verify game files prog... Seems things are right now.

 

I've been having the same issue, but with no fix in sight. Verifying game files, reinstalling the game and even steam did nothing for me. Starting up a new game with this made a huge difference and was surprised no-one else mentioned this so far. Maybe it is actually intended? Tried this with various races and always the same 24 maintenance for my colony ships, 12 when docked.

Really enjoying the game so far and this is the first time I actually took a break to investigate an issue.

Reply #79 Top

Quoting dappermandan, reply 74

Errr... I'm noticing my ships cost 24 credits maintenance per turn.... EACH!

Is that intended?

 

Edit: Update was downloaded, then I ran verify game files prog... Seems things are right now.

Whew!  We patched that just before release so I was worried it had come back some how.  

Reply #80 Top

Quoting dappermandan, reply 78

Updated Update: nope, colony ships are back at 24 credits/turn maintenance... wut is this?!

Hmm now I'm confused.  I just started a game and the colony maintenance was 1 (which is intended).  Are you playing base game or crusade?

Reply #81 Top

Quoting pshaw, reply 80


Quoting dappermandan,

Updated Update: nope, colony ships are back at 24 credits/turn maintenance... wut is this?!



Hmm now I'm confused.  I just started a game and the colony maintenance was 1 (which is intended).  Are you playing base game or crusade?

Ok I am less confused now.  We'll post a fix soon.

Reply #82 Top

This is just personal preference. I would love to have the Auto upgrade of buildings be 'off' by default. 

 

I know a few of us were wondering were all the durantium went after researching a better factory. I am part of the old school, let me micro each planet crowd. 

 

Can we at least put a setting in 'setup' to have auto upgrade all planets (on or off) at game creation?

 

Happy Friday!

Reply #83 Top

Quoting Larsenex, reply 82

This is just personal preference. I would love to have the Auto upgrade of buildings be 'off' by default. 

 

I know a few of us were wondering were all the durantium went after researching a better factory. I am part of the old school, let me micro each planet crowd. 

 

Can we at least put a setting in 'setup' to have auto upgrade all planets (on or off) at game creation?

 

Happy Friday!

 

Totally agree! I would love to have it off by default or at least an option to turn it off so I don't have to do it to each and every planet I colonize or conquer... gets quite tedious on larger galaxies with lots of planets... thanks for considering it!

Reply #84 Top

I agree with larsenex, and avatar on this.

Reply #85 Top

So absolutely.

I just got burned by auto-upgrade.  All my durantium kept mysteriously vanishing, and I was saving up for Singularity PP.  Took about 20 turns to finally figure out what was going on. 

It even upgraded factories that I was later going to tear down and throw up a Fusion PP, when I had the antimatter.  Grrrrr.  Goodbye 8 durantium, for that industrial sector I didn't want. 

Reply #86 Top

I agree, auto-upgrade should be off by default or have a global switch to change the default.  

Reply #87 Top

Quoting Larsenex, reply 82

This is just personal preference. I would love to have the Auto upgrade of buildings be 'off' by default. 

Can we at least put a setting in 'setup' to have auto upgrade all planets (on or off) at game creation?

I agree.  Inevitably, I have to got through each world and turn the Auto Upgrade => Off manually.

 

Reply #88 Top

Quoting pshaw, reply 81


Quoting pshaw,






Quoting dappermandan,



Updated Update: nope, colony ships are back at 24 credits/turn maintenance... wut is this?!



Hmm now I'm confused.  I just started a game and the colony maintenance was 1 (which is intended).  Are you playing base game or crusade?



Ok I am less confused now.  We'll post a fix soon.

 

<3

Reply #89 Top

Quoting tetleytea, reply 85

So absolutely.

I just got burned by auto-upgrade.  All my durantium kept mysteriously vanishing, and I was saving up for Singularity PP.  Took about 20 turns to finally figure out what was going on. 

It even upgraded factories that I was later going to tear down and throw up a Fusion PP, when I had the antimatter.  Grrrrr.  Goodbye 8 durantium, for that industrial sector I didn't want. 

Hi,

You do know you can go through the planet list, removing the upgrades from the build lists and this will return you the resources until you can build what you actually want. 

But of course this is a total pain and I absolutely agree that there should be a set up option not to auto upgrade by default.

Cheers,

Jon

 

 

 

 

Reply #90 Top

Still hoping to see enemy ai settings staying persistent between new game sessions instead of defaulting to normal :-)

Reply #91 Top

Ok...maybe I am missing something, but it seems my synthetic custom race has been ruined by the new "population creates production" mechanic.  Based on what I read, a carbon-based race grows by 0.1 per turn.  Is that a static number or is it 0.1 x current population?  If it is static, that means a carbon-based race gains a full population point every ten turns.

My synthetic race has to build population.  But I can't increase population without manufacturing...so you see the conundrum.  Even if I put the full 2.5 population down on a new colony I can only barely keep up with carbon population growth if I build nothing else.  Meanwhile a carbon based race is happily building planetary improvements and growing in population.  

What am I missing here?  If I am not the game seems heavily favored toward carbon life for the early game expansion phase.  They can plop 0.5 colonists on a planet and proceed to expand while a synthetic race gets left behind.

 

Reply #92 Top

To add to my previous post, it seems unrealistic to have production tied so greatly to population.  In a hyper-drive age, I am certain automation and AI would make it possible for manufacturing powerhouses with low populations.  We already have that capability in the 21st Century.  :banhammer:  

Reply #93 Top

Is a fair question.  Other games have balanced it by having the synth population better able to support production.  I'll be interested in what Stardock has to say on this, as I have a synth race under construction.

 

Reply #94 Top

Non-synthetic races can't use asteroid mines and +flat production to all colony techs to increase their growth rate substantially, so it seems like the balance is in an OK spot currently imho.

Note that you act like the 2.5 production from population that your bring with you is everything you get...  It isn't, you get +1 from the colony capital, and if you grab the right early tech, +1 raw production to all colonies.  Bringing 0.5 = 2.5 production, and you match the growth rate of the non-synths.  If you bring 2.5, you will have 4.5 production and you greatly exceed the non-synths.  Note also that your homeworld's flat bonus from the colony capital is substantially higher, and you can essentially buy population by buying out the space elevator on new worlds.

Reply #95 Top

BTW, theoretically there's a further "problem".  A synth race may start off behind meatbags in growth, but as production increases, its growth can increase at an increasing rate - the curve starts to look asymptotic.  Of course, with population caps in place this isn't a problem, but do pop caps even make sense for such a horde?  It will be interesting to see what happens in later years.