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Galactic Civilizations III v2.6 (Released 10/12)

Galactic Civilizations III v2.6 (Released 10/12)

Hello,

We have prepared a preview of our next big update that includes bonus starting citizens, more trade, better balance, and tweaks to make evil more, well evil.  

Summary

  • Evil is better (and good is dumb): Many of the colonization events are getting a slight rework whereby the "evil" choice is somewhat more profitable than before.  Also, the Malevolent ideology tree in Crusade is being tweaked to give a general bonus in negotiations rather than focusing on minors.
  • More Trade: We're slightly decreasing the amount of money from trade routes but substantially increasing the number of trade routes you can have.  This makes trading empires a lot more interesting.
  • A citizen for you: Crusade owners will get a free citizen. This way, at the start of the game, they can make some tweaks to their economy.
  • New mission for you to accept: Crusade owners get a new a new mission to harvest Aurorus Trees.  
  • Custom Factions for MP: Players can use their custom factions and fleets in MP games.  
  • Mercenary Update: Updated the Mercenary ships to better align them with recent economy updates
  • Ongoing Polish: Each time we play we find something to improve. We've also been working closely with the community to identify bugs and "quality of life" improvements for this update.  

Please read below for details.  

 

Base Game

Gameplay / Balance

  • Players can use custom factions in MP
  • High-level factories require Durantium to build.
  • Fusion Power Plant requires 1 anti-matter to build
  • Research Cloister Promethium cost reduced from 10 to 5
  • Cities can be built any number of times on a planet but now have 1 Promethium cost. The idea is that if you have lots of Durantium, you should probably build up with Factories. If you have lots of Promethion, you can build up with cities.
  • Prototype Hyperdrive base mass use reduced from 8 to 6 but now uses 10% of the ship's mass.
  • Prototype Hyperdrive moves reduced from 5 to 2 to conform to other component performances.
  • Thrusters made smaller but cost more.
  • Thrusters now faster.
  • Fixed typos in Tutorial_Refuge_FlavorText.xml and added in the tutorial text to explain changes from 2.5.
  • AI more careful about getting overextended with too many wars.
  • Ripe for conquest Diplomatic mod now takes more personality traits into account.
  • AI is a little more wary of going to war with lots of other players.
  • Updated description for personality traits to be more explicit in what they mean.
  • Changed planet word on the street text better grammar.
  • Building a shipyard with a constructor in crusade will now refund an administrator
  • Pirates are slightly more frisky.
  • Turn time improvement.
  • Made it so that the rename object dialog always appears on top (otherwise it has issues when bringing it up in places like the planet govern screen)
  • Fix for missing strings in base campaigns
  • Reduced power of some of the ideological events.
  • Slave trade route benefits balanced to not provide quite as much approval bonus as well as reduce production bonus.
  • Balance pass on base game improvements.
  • Political Mastery military manufacturing reduced from 20% to 10%
  • Planetology +1 raw production bonus removed
  • Starport level bonus increased from 0.3 to 0.5 military production
  • Space Elevator manufacturing level bonus increased from 0.3 to 0.5
  • Fusion Power Plant and other high-level mega improvements reduced in effect
  • Updated Mercenary abilities 
  • Certain high-level improvements no longer provide an empire-wide bonus (particularly ones that can be built over and over...)
  • Drengin slave improvements don't increase population cap anymore.
  • More balancing to ideological events.
  • Pirate event more common
  • Evil motivation traits reduced from doubling to something more reasonable
  • Updated and rebalanced Mercenary components just for the Mercenaries DLC.
  • DLC Mega events:Pirates start with some techs that make them move faster, get some money up front.
  • DLC Mega events: The Artifact diplomacy points reduced from 5 to 1 so that you don't just instantly win.
  • Updated base game Manufacturing improvements to work better with the "All Construction" adjacency bonuses. 
  • Map generation balance fixes to make Crusade/base game let idiotic in their resource generation.
  • Battle Initiation Window doesn't pop up when you are attacking an asteroid
  • Added a Crusade specific FOW coloring.
  • Added a Crusade specific starbox.
  • Increased number of trade licenses that techs provide
  • Tiny hull cost increased from 20 to 25
  • Tiny hull maint increased from 1 to 2
  • Tiny hull acceleration increased from 0.2 to 0.3
  • Tiny hull max speed increased from 0.2 to 0.3
  • Small hull cost increased from 30 to 40
  • Small hull maint increased from 1 to 2
  • Medium hull maint increased from 1 to 2
  • Large hull cost increased from 150 to 250
  • Large hull maint increased from 1 to 2
  • Huge hull maint increased from 1 to 2
  • Huge hull logistics cost increased from 12 to 15
  • Starbase maint increased from 1 to 3
  • Trade Route income reduced from 5% of planet income to 3%.
  • Snathi get 4 instead of 3 trade route licenses with Xeno Commerce in order for Stardock to survive their inevitable culling of Earth.
  • More typo fixes.
  • Rework to various colonization events to give the evil choice more goodies because evil will always triumph because good is dumb.
  • Starports now cost 1 maint.

UI

  • Added personality traits to Diplomacy Report Window
  • Fixed quirkiness with the "Allow Clear Queue" governor option 
  • Fixed issue where having an empty modifier list in the improvement tooltip would mess up the display
  •  Added confirmation for when obsoleting a ship design in the designer landing window
  • Added new hotkey for building asteroid mining base (defaults to "B")
  • Added tooltips to the fleet stats entry in the main game window saying what each stat represents
  • Fleets now use the closest star system plus roman numerals for their name when 'creating' a new fleet ('creating' meaning when a single ship becomes a fleet)
  • Fixed small space at the bottom of the command buttons list in base game mode
  • Added Design Author field to the ship style set editor that shows the ship design's author (hides if it's a core ship design)

Bugs

  • Fixed issue where the city improvements were showing as lit up and available to build when there were no more tiles left to place the city on
  • fixes issues with some hotkeys not working, like CTRL+S, as well as being unable to assign those keys with flags correctly
  • Fixed issue where fleets were getting hidden underneath things like asteroids and rally points when you select the fleet
  • Fixed issue where clicking on a different improvement in the planet's build queue would not update the Rush button's tooltip with the correct rush cost
  • Fixed issue where a few of the ship components with abilities were not showing up in the fleet/ship abilities list
  • Fleet/ship context windows are no longer rounding down numbers to the stat breakdown tooltip giving inaccurate info for the weapons and defenses
  • Erragis now correctly gives the kinetic damage reduction to all ships in the fleet, instead of just itself
  • Fixed error that was setting the wrong spinner for the custom faction's second material def
  • Precursor anomalies now correctly actually give Antimatter and Elerium when you survey them
  • Added checks to prevent asteroids related crashes.
  • Updated research video for base game tutorial.
  • You can longer upload cheesed factions to the workshop
  • Fixed issue where when the AI would fall-back to governors, the governor would queue up durational projects as regular improvements, causing the icon to show up on the colony map
  • Made it so that whenever a new governor is assigned to the colony, the governor takes action immediately, instead of waiting for the next turn
  • Added new checkbox to the Govern Planet and Govern Planet With Production Wheel windows that enables/disables allowing the governor to clear the production queue whenever a new one is assigned
  • Factions that start with techs no longer start researching a high level tech without your permission.  
  • The economy dot on the production wheel no longer pops out on Govern screen
  • Fixed issue where base game "classic" saves weren't showing the message to load the classic branch in steam
  • Fixed issue where you could click a tab in the civ builder a second time to de-select it, which would then prevent the line next to it from un-highlighting whenever switching to another tab
  • Fixed an MP crash related to the godlike AI
  • Fixed issue where pressing the "save" button in civ builder wouldn't leave the civ builder when it finished saving
  • Optimized UI code to get a perf boost
  • Added base production points to manufacturing/research/income production tooltips
  • Fixed issue where functional components in the ship designer weren't taking the player's techs into account
  • Fix for issue where player made ship components would be loaded twice, showing up as duplicates
  • Fix for issue where DLC custom ship components would show up twice in the ship designer if launched from the main menu
  • Moved improvement gfx from Mercenaries to base gfx folder because Crusade uses them too
  • Improvements that use Arnor spice now charge you only once instead of every turn.  
  • Increase drawing performance on higher resolution displays
  • Fixed the "Death Furnaces" ideology description to match its effect 
  • Made the planet window not display manufacturing for military if the planet isn't sponsoring a shipyard
  • Eject all button on planet UI of planets that are not yours
  • Fix for odd behavior in MP that can result in a crash for the host in the United Planets system.
  • Disabled the required win ratio for UP resolutions because no one really understood it.  
  • Fixed issue where the resource log wasn't being updated for administrators whenever you bought a mercenary
  • Fixed issue where you could get infinite legions if you had a stationed general on a planet

Crusade

Gameplay / Balance

  • Custom factions are available in MP
  • Research improvements now have a maint of 0.5 
  • Research buildings no longer have a Promethion cost
  • Research-based Wonders require Arnor Spice to construct
  • There's no limit on the number of cities you can have on a planet but they now cost 1 promethion in addition to food. Again, the idea is that if you have lots of Durantium, use factories to increase the productivity of your population but if you have lots of promothion then people are probably a better bet.
  • Prototype Hyperdrive moves reduced from 5 to 2 to conform to other component performances.
  • Drengin labor camps and such only provide 0.1 population cap increases instead of a full point.
  • New mission: Aurorus tree expedition
  • AI is more careful about getting overextended with too many wars.
  • Ripe for conquest Diplomatic mod now takes more personality traits into account.
  • AI is a little more wary of going to war with lots of other players.
  • Updated description for personality traits to be more explicit in what they mean.
  • Changed planet word on the street text better grammar.
  • Building a shipyard with a constructor in crusade will now refund an administrator
  • Pirates are slightly more frisky.
  • Turn time improvement.
  • Made it so that the rename object dialog always appears on top (otherwise it has issues when bringing it up in places like the planet govern screen)
  • Fix for missing strings in base campaigns
  • Reduced power of some of the ideological events.
  • Slave trade route benefits balanced to not provide quite as much approval bonus as well as reduce production bonus.
  • Balance pass on base game improvements.
  • Political Mastery military manufacturing reduced from 20% to 10%
  • Planetology +1 raw production bonus removed
  • Starport level bonus increased from 0.3 to 0.5 military production
  • Space Elevator manufacturing level bonus increased from 0.3 to 0.5
  • Fusion Power Plant and other high-level mega improvements reduced in effect
  • Updated Mercenary abilities 
  • Certain high-level improvements no longer provide an empire-wide bonus (particularly ones that can be built over and over...)
  • Drengin slave improvements don't increase population cap anymore.
  • More balancing to ideological events.
  • Pirate event more common
  • Evil motivation traits reduced from doubling to something more reasonable
  • Updated and rebalanced Mercenary components just for the Mercenaries DLC.
  • DLC Mega events:Pirates start with some techs that make them move faster, get some money up front.
  • DLC Mega events: The Artifact diplomacy points reduced from 5 to 1 so that you don't just instantly win.
  • Updated base game Manufacturing improvements to work better with the "All Construction" adjacency bonuses. 
  • Map generation balance fixes to make Crusade/base game let idiotic in their resource generation.
  • Battle Initiation Window doesn't pop up when you are attacking an asteroid
  • Added a Crusade specific FOW coloring.
  • Added a Crusade specific starbox.
  • Increased number of trade licenses that techs provide
  • Tiny hull cost increased from 20 to 25
  • Tiny hull maint increased from 1 to 2
  • Tiny hull acceleration increased from 0.2 to 0.3
  • Tiny hull max speed increased from 0.2 to 0.3
  • Small hull cost increased from 30 to 40
  • Small hull maint increased from 1 to 2
  • Medium hull maint increased from 1 to 2
  • Large hull cost increased from 150 to 250
  • Large hull maint increased from 1 to 2
  • Huge hull maint increased from 1 to 2
  • Huge hull logistics cost increased from 12 to 15
  • Starbase maint increased from 1 to 3
  • Trade Route income reduced from 5% of planet income to 3%.
  • Snathi get 4 instead of 3 trade route licenses with Xeno Commerce in order for Stardock to survive their inevitable culling of Earth.
  • More typo fixes.
  • Rework to various colonization events to give the evil choice more goodies because evil will always triumph because good is dumb.
  • Epiphany now costs 2 instead of 1 Spice
  • Central Bank provides 1 wealth instead of 100% wealth (was a bug)
  • Central bank provides 1 wealth per level
  • Starports now cost 1 maint
  • Bureaucrats get 10 instead of 25 bonus administrative points. 
  • New Improvement: Diplomatic Corps.  Let's the player train Diplomats.
  • Players now start out with a leader.
  • Awe trait now provides benefit to all civs rather than just minors since you don't trade with Minors in Crusade
  • Interstellar governance now provides a leader upon researching 
  • Republic government now provides a leader upon researching
  • Democracy tech now provides a leader upon researching 
  • Star Federation tech now provides a leader upon research
  • Various high end diplomacy techs now provide a diplomat 
  • Cultural Influence tech now provides a celebrity 
  • Xeno Economics now provides an Entrepreneur upon researching 
  • Xeno Farms now provide 0.5 food per level instead of only 0.3 (along with all the upgrades) 
  • Various recruit projects on planets cost less but now require a special resource. 
  • You can now recruit celebrities but you cannot yet eject them into space (patience). 
  • Treasure Hunt mission is now available at the start of the game. 
  • Prototype hyperdrive base cost increased from 8 to 50 (duh) 
  • Beam weapons use slightly more mass 
  • Plasma weapon cost increased from 60 to 70 
  • Phased cannon cost increased from 70 to 90 
  • Rapid recharger mass dramatically reduced but cost increased from 12 to 32
  • Energy Accelerator mass greatly reduced but cost increased from 23 to 50
  • Harpoon cost reduced from 80 to 60
  • Photonic warhead cost reduced from 150 to 90
  • Triton missile cost reduced from 250 to 120
  • Photon Torps reduced from 300 to 120 
  • Kinetic weapon mass substantially reduced across the board
  • Kinetic weapons damage slightly increased 
  • Quantum Driver cost reduced from 120 to 90 
  • Singularity driver reduced from 140 to 90 cost
  • Rapid reload and other special modules have their cost increased but their mass decreased. Idea is that special modules should be used by wealthy civs.  
  • If a commander is already in the fleet the "Add Commander" button (if available) is disabled.

UI

  • Added personality traits to Diplomacy Report Window
  • Fixed quirkiness with the "Allow Clear Queue" governor option 
  • Fixed issue where having an empty modifier list in the improvement tooltip would mess up the display
  • Added confirmation for when obsoleting a ship design in the designer landing window
  • Added new hotkey for building asteroid mining base (defaults to "B")
  • Added tooltips to the fleet stats entry in the main game window saying what each stat represents
  • Fleets now use the closest star system plus roman numerals for their name when 'creating' a new fleet ('creating' meaning when a single ship becomes a fleet)
  • Fixed small space at the bottom of the command buttons list in base game mode
  • Added Design Author field to the ship style set editor that shows the ship design's author (hides if it's a core ship design)

Bugs

  • Added checks to prevent asteroids related crashes.
  • Updated research video for base game tutorial.
  • You can longer upload cheesed factions to the workshop
  • Fixed issue where when the AI would fall-back to governors, the governor would queue up durational projects as regular improvements, causing the icon to show up on the colony map
  • Made it so that whenever a new governor is assigned to the colony, the governor takes action immediately, instead of waiting for the next turn
  • Added new checkbox to the Govern Planet and Govern Planet With Production Wheel windows that enables/disables allowing the governor to clear the production queue whenever a new one is assigned
  • Factions that start with techs no longer start researching a high level tech without your permission.  
  • Fixed issue where you could click a tab in the civ builder a second time to de-select it, which would then prevent the line next to it from un-highlighting whenever switching to another tab
  • Fixed a MP crash related to the godlike AI
  • Fixed issue where pressing the "save" button in civ builder wouldn't leave the civ builder when it finished saving
  • Optimized UI code to get a perf boost
  • Added base production points to manufacturing/research/income production tooltips
  • Fixed issue where functional components in the ship designer weren't taking the player's techs into account
  • Fix for issue where player made ship components would be loaded twice, showing up as duplicates
  • Fix for issue where DLC custom ship components would show up twice in the ship designer if launched from the main menu
  • Moved improvement gfx from Mercenaries to base gfx folder because Crusade uses them too
  • Improvements that use Arnor spice now charge you only once instead of every turn.  
  • Increase drawing performance on higher resolution displays
  • Fixed the "Death Furnaces" ideology description to match its effect 
  • Made the planet window not display manufacturing for military if the planet isn't sponsoring a shipyard
  • Fixed issue where if an opponent's planet had stationed ships, but you didn't have enough espionage to see them, the "Eject All" button would still show up and be clickable
  • Eject all button on planet UI of planets that are not yours
  • Fix for odd behavior in MP that can result in a crash for the host in the United Planets system.
  • Disabled the required win ratio for UP resolutions because no one really understood it.  
  • Fixed issue where the resource log wasn't being updated for administrators whenever you bought a mercenary
  • Fixed issue where you could get infinite legions if you had a stationed general on a planet.

 

185,872 views 65 replies
Reply #26 Top
  • "Slave trade route benefits balanced to not provide quite as much approval bonus as well as reduce production bonus."

LOL!! This was a problem before? I always felt that the bonus for slave trade routes was weak and especially by the time you can get them if progressing normally thru Malevolent.

Reply #27 Top

Lol yes Slave Trade Routes were very bad before, we always had to be sure to unlock them right before unlocking the awesome Luxury Trade Routes so we got the good type for the rest of the game and weren't stuck with these.

If you've made them even weaker, that's completely, and rather hilariously, the opposite of what was needed. I'll have to remember to fix this in my mod hehe.

Reply #28 Top

Bug in the Elevation Foundation improvement (benevolent).

The Ideology screen says that this gives "100% to colony approval, and 1 benevolent point per 5 turns"

The tooltip when you scroll over the building says "boost colony's morale while generating a benevolent point every 2 turns".

The ACTUAL stats are:

  • Benevolent points/turn:  0.1   (1 every 10 turns)
  • Morale: +25%
  • Every Level:  +1 Morale
  • 1 Maintenance

 

This is completely inconsistent and confusing as heck.  Please go back to what the Ideology Screen has.  E.g. +100% Morale, +0.2 Benevolent points/turn, and leave the +1 Morale/level alone.  Also, as a empire unique improvement, it shouldn't have Maintenance.

If that seems overpowered, then I'd suggest something similar:  +50% Morale, +0.5 Benlevolent/turn, and +0.5 Morale/level.  The current version is pretty weak, especially for a singleton that you have to dedicate Benevolent Ideology points to get this, and only this.

And rationalize the text, whatever the final decision is.

Reply #29 Top

Opt-in updates (10/2)

Base Game

Gameplay / Balance

  • Prototype Hyperdrive base mass use reduced from 8 to 6 but now uses 10% of the ship's mass.
  • Prototype Hyperdrive moves reduced from 5 to 2 to conform to other component performances.
  • Thrusters made smaller but cost more.
  • Thrusters now faster.
  • Fixed typos in Tutorial_Refuge_FlavorText.xml and added in the tutorial text to explain changes from 2.5.

UI 

  • Fixed quirkiness with the "Allow Clear Queue" governor option 
  • Fixed issue where having an empty modifier list in the improvement tooltip would mess up the display
  • Added confirmation for when obsoleting a ship design in the designer landing window

 

Crusade

Gameplay / Balance

Prototype Hyperdrive moves reduced from 5 to 2 to conform to other component performances.

UI

  • Fixed quirkiness with the "Allow Clear Queue" governor option 
  • Fixed issue where having an empty modifier list in the improvement tooltip would mess up the display
  • Added confirmation for when obsoleting a ship design in the designer landing window

 

Reply #30 Top

Nice, but these aren't the updates I'm looking for.

A toggle to globally disable auto-upgrading of improvements is at top of my list.

Would probably be wise (and a huge boost to the AI) to drop the DefaultShipPopulation from 2.5 to 1.0 so the AI isn't throwing half its raw production into space with its first colony ship.

A few of the old moral boosters, like the economic starbase stuff could certainly come back (nerfed?) with the new new production to pop scheme, if said scheme is going to last for two or three updates, if not, I'll chime in again when you've figured out your mind.

Reply #31 Top

I would like to see "auto upgrade" installed modules on star bases come back like it was in the base game.  When you get an upgrade for example to mining, I get fed up going through my list of star bases to manually upgrade.  Click SB list, double click to get to SB, double click again to install module, click done to exit, then repeat for each base.  Equates to hundreds of click every time you research something, absolute waste of time and I'll get RSI doing it.   Even if you have to put in a yes button with a popup for each base it would be infinitely better.

Reply #32 Top

Galactic Intelligence Agency is a Research Improvement, but provides a +1 adjacency to Tourism(?!), Wealth (ok, maybe), and Influence (yeah).  But not Research?

That makes little sense. It also gets an Influence bonus for each level.  So, what, you're supposed to park this next to Tourism/Wealth/Influence facilities (where it gets no adjacency bonus), use up a valuable Research bonus tile, or put next to Research facilities (which get no adjacency from this)? The way it's currently set up, it's a bad fit for anything, and is unlikely to get much (or even give much) adjacency bonus.  In fact, it seems that the most reasonable use for this improvement is to just stick it on an isolated tile with nothing else around.

Either change this to be an Influence Improvement, or replace the Tourism adjacency bonus with a Research adjacency.

Reply #33 Top

Updates 10/7

Base

  • High level factories require Durantium to build.
  • Fusion Power Plant requires 1 anti-matter to build
  • Research Cloister promethion cost reduced from 10 to 5
  • Cities can be built any number of times on a planet but now have 1 promethion cost. The idea is that if you have lots of Durantium, you should probably build up with Factories. If you have lots of Promethion, you can build up with cities.
  • Added personality traits to Diplomacy Report Window
  • Made the planet window not display manufacturing for military if the planet isn't sponsoring a shipyard
  • Fixed issue where if an opponent's planet had stationed ships, but you didn't have enough espionage to see them, the "Eject All" button would still show up and be clickable
  • Eject all button on planet UI of planets that are not yours
  • Fix for odd behavior in MP that can result in a crash for the host in the United Planets system.
  • Disabled the required win ratio for UP resolutions because no one really understood it.  
  • Fixed issue where the resource log wasn't being updated for administrators whenever you bought a mercenary
  • Fixed issue where you could get infinite legions if you had a stationed general on a planet

Crusade

  • Research improvements now have a maint of 0.5
  • Research buildings no longer have a Promethion cost
  • Research based Wonders require Arnor Spice to construct
  • There's no limit on the number of cities you can have on a planet but they now cost 1 promethion in addition to food.  Again, the idea is that if you have lots of Durantium, use factories to increase the productivity of your population but if you have lots of promothion then people are probably a better bet.
  • Added personality traits to Diplomacy Report Window
  • Made the planet window not display manufacturing for military if the planet isn't sponsoring a shipyard
  • Fixed issue where if an opponent's planet had stationed ships, but you didn't have enough espionage to see them, the "Eject All" button would still show up and be clickable
  • Eject all button on planet UI of planets that are not yours
  • Fix for odd behavior in MP that can result in a crash for the host in the United Planets system.
  • Disabled the required win ratio for UP resolutions because no one really understood it.  
  • Fixed issue where the resource log wasn't being updated for administrators whenever you bought a mercenary
  • Fixed issue where you could get infinite legions if you had a stationed general on a planet

 

 

Reply #34 Top

Wait, updates 10/7...  But today is 10/6....

 

Reply #35 Top

Quoting aerez4546, reply 34

Wait, updates 10/7...  But today is 10/6....

 

Maybe that's why Steam is showing me "Updates queued" but won't actually do the update even when I click on "start download now". :annoyed:  

Reply #36 Top

"Maybe that's why Steam is showing me "Updates queued" but won't actually do the update even when I click on "start download now".

I'm stuck too.  No download prevents game from launching. :(

Reply #37 Top

Well, glad (sort of...) I'm not the only one! Thought it quite odd how Steam refuses to download anything other than 49.3kb... Was planning on a good play session tonight but it looks like that isn't going to happen. :(

 

EDIT: Just started to d/l for me here, too!

Reply #38 Top

Its downloading for me right now :P

Reply #39 Top

It's downloading for me too, if by downloading you mean stuck at 25.3 MB and an estimated time to finish of 132 days.

Reply #40 Top

Update: Download finally finished.   It felt like dial-up deja vu.  LOL

Reply #41 Top

Quoting Publius, reply 39

It's downloading for me too, if by downloading you mean stuck at 25.3 MB and an estimated time to finish of 132 days.

Update: Finally finished :grin:  

Reply #42 Top

....  still haven't fixed the Pilgrims ship project I see...

Reply #43 Top

Quoting Go4Celerity, reply 30

Nice, but these aren't the updates I'm looking for.

A toggle to globally disable auto-upgrading of improvements is at top of my list.

Would probably be wise (and a huge boost to the AI) to drop the DefaultShipPopulation from 2.5 to 1.0 so the AI isn't throwing half its raw production into space with its first colony ship.

A few of the old moral boosters, like the economic starbase stuff could certainly come back (nerfed?) with the new new production to pop scheme, if said scheme is going to last for two or three updates, if not, I'll chime in again when you've figured out your mind.
part of the problem in fixing this is that they would actually have to use a seperate number than the transport. Which uses the same instructions.

Reply #44 Top

Quoting admiralWillyWilber, reply 43


Quoting Go4Celerity,

Nice, but these aren't the updates I'm looking for.

A toggle to globally disable auto-upgrading of improvements is at top of my list.

Would probably be wise (and a huge boost to the AI) to drop the DefaultShipPopulation from 2.5 to 1.0 so the AI isn't throwing half its raw production into space with its first colony ship.

A few of the old moral boosters, like the economic starbase stuff could certainly come back (nerfed?) with the new new production to pop scheme, if said scheme is going to last for two or three updates, if not, I'll chime in again when you've figured out your mind.

part of the problem in fixing this is that they would actually have to use a seperate number than the transport. Which uses the same instructions.

They can alter it for Crusade's GlobalDefs in the DLC files without altering the base game.

Really no excuse not to fix the ship population.  It's a bigger problem than many of the balance fixes and only requires altering one entry.

Reply #45 Top

Cumulative addition why is that a bad thing. 

Trade doesnt just effect economics historically, but effect science, economics, manufacturing, approval. That would be more accurate. So much that there is no other way to keep up scientifically.

Still disagree about population being that significant, but game wise it is hard to fix. We might have property wise this is true, but if you produce goods for yourself, and no one else how does that help. In order for population logic to work you need factories or businesses

Reply #46 Top

So if I don't spawn near any Promethium, but have Durantium, I can build a Mega Factory for 200 Construction and 1 Durantium. This yields me +10% All Construction, which is worth about  0.6 All Construction on my 3 Population Planet.  Or maybe my people should just evolve into a Silicon based life form instead.

This isn't fixing the problem. Factories are still bad. This just makes Promethium super important.

Promethium isn't even that difficult to obtain. 1 or 2 starbases mining Promethium is more than enough to build as many cities as you want. You're only screwed if you don't have any promethium.

Reply #47 Top

Just some things I've noticed while farting around with the game:

I didn't give a single thing in exchange, just asked them to declare war and they were more than happy to!

 

Overlapping words

Here you can see the words are overlapping for this starbase's info.

I've noticed a few times that planets will have a "0% Raw Production" and am not sure if this is a mistake (why put the info there if it doesn't do anything, you could list a ton of things the planet doesn't provide) or there is some other mechanic involved here that I'm not getting that will show an actual percentage later on. Just thought I'd mention/ask about it.

 

EDIT: To fix a link and spelling...

Reply #48 Top

Quoting Avatar137, reply 47
I've noticed a few times that planets will have a "0% Raw Production" and am not sure if this is a mistake (why put the info there if it doesn't do anything, you could list a ton of things the planet doesn't provide) or there is some other mechanic involved here that I'm not getting that will show an actual percentage later on. Just thought I'd mention/ask about it.

That one appears for extreme planets that need techs to be fully utilized. If you did not have the specialization for it it would show "-50% Raw Production".

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Reply #49 Top

It seems that Cities have been changed from +0.5 Population per level to +10% Population Cap per level. This an extremely bad idea. This results in exponential population growth.  I was a little confused after building 2 cities on my homeworld to find that I had 17.6 Population (11 +60%). After I build my next City, I'll have 28 max Population (14 +100%). ANd yes, I will have enough Morale to be at 100% Approval because I am playing Benevolent.

Reply #50 Top

Quoting Rhonin_the_wizard, reply 48


Quoting Avatar137,
I've noticed a few times that planets will have a "0% Raw Production" and am not sure if this is a mistake (why put the info there if it doesn't do anything, you could list a ton of things the planet doesn't provide) or there is some other mechanic involved here that I'm not getting that will show an actual percentage later on. Just thought I'd mention/ask about it.



That one appears for extreme planets that need techs to be fully utilized. If you did not have the specialization for it it would show "-50% Raw Production".

 

(smacks forehead with palm of hand) Duh! Now that you type that, of course! Thanks 🙏🏻