Patch 4.2 (05 August 2021)
Fixes
- Typo Fixes
- Fixed an initialization bug
Balance
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Planet class 26 added
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General balance of planets classes moved down some.
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Players can start slightly closer together.
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Starbase particle beam support weapon no longer requires Elerium
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Starbase Stinger missile support weapon no longer requires anti-matter
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Starbase Shield Generator support module no l,onger requires Elerium
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Starbase Point defense support module no longer requires Elerium
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Starbase Titanium plate module no longer requires Durantium
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Starbase perimeter Scanner no longer requires Durantium
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Starbase sector scanner Durantium cost reduced from 2 to 1
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Starbase modules resource cost reduced by 1
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Starbase Archeology module benefits increased
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Starbase level 1 economic modules no longer require special resources
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Content approval threshold reduced from 45% to 40%
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Starting year increased from 2242 to 2243 for Retribution
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Tiny map habitable planet count increased from 32 to 36
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Small map habitable planet count increased from 40 to 48
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Medium map habitable planet count increased from 100 to 120
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Large map habitable planet count increased from 200 to 250
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Huge map habitable planet count increased from 300 to 320
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Gigantic map habitable planet count increased from 400 to 450
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Immense map habitable planet count increased from 500 to 550
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Planetary Improvement tech increases admin points +1
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Colonial Engineering tech increases admin points +1
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Artificial Gravity tech increases admin points +1
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Interstellar Resupply tech increases admin points +1
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Xeno Commerce tech increases admin points +1
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Xeno Entertainment tech increases admin points +1
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Retribution: Star distance reduced from 7 tiles to 5 tiles.
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Default player count per map size increased:
- Small: 3 to 5
- Medium: 6 to 9
- Large: 8 to 11
- Huge: 12 to 17
- Gigantic: 16 to 21
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Colony ships cost more
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Prototype hyperdrive requires anti-matter instead of Promethion
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Slight bump to improvement costs.
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Tiny hull receives +2 speed buff
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Small hull receives +1 speed buff
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Cargo hull cost increased.
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Capital world now provides +5 Credits per turn.
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Capital production bonus increased from 2 to 3.
AI
- AI more generous in tech trading
- Fixed bug that could cause an AI player to rush a ship when it didn't want to.
- AI will no longer overwrite its current improvement project.
Patch 4.1.23147 (17 March 2021)
- Small hotfix to correct installation errors for users who don't own the Crusade expansion.
Patch 4.01.1 (03 August 2020)
- Adjusted reward text for several 'Worlds in Crisis' DLC missions
- Updated French localization to v4.01 for base game and all DLC
Patch 4.01 (18 June 2020)
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Added German translations for:
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Heroes of Star Control: Origins DLC
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Villains of Star Control: Origins DLC
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Worlds in Crisis DLC
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Retribution Expansion
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Updated translations for all prior content as needed
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Added Russian translations for:
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Heroes of Star Control: Origins DLC
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Villains of Star Control: Origins DLC
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Worlds in Crisis DLC
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Retribution Expansion
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Updated translations for all prior content as needed
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Fixed an issue with the auto-upgrade colony default option
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Fixed crashes for players that had missing data if they don't own Crusade
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Fixed crashes when playing non-english versions of the campaign
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Fixed an issue where AI ships could stop moving
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Fixed a crash if some events can find an empty planet to trigger on
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Fixed an issue causing the AI to be nuttier than a Snathi waste disposal unit
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Fixed typos
Patch 4.00.1 (12 May 2020)
Better Looking Worlds
- Both from the surface and from orbit, planets received a facelift (or continent lift). We've introduced many new islands, continents, and landmasses used by the planet generation system. We've also improved our material system to improve shorelines, add more color, and add more detail to planets.
Fixes
- Fixed various bugs that caused autoskip not to, you know, bloody auto skip!
- Fixed an issue where Prototype Hyperdrive said it needed Promethion, but it actually needed Anti-matter (it now requires Promethion correctly).
- Fixed an issue where the Thulium Hull Reinforcement required Durantium.
- Fixed an issue where the United Earth faction wasn't using the correct Map Color, UI Color or Appearance.
- Fixed an issue where some events weren't changing population correctly (thanks to Old Spider for the fix!)
- Fixed a crash when using debug commands to trigger events out of order.
- Fixed a typo in the Nanite Fabricator description.
- Fixed the Illegal Cloning event Pragmatic growth bonus.
- Fixed the Illegal Cloning event Malevolent Population bonus.
- Fixed the UP Resolution War Fine to have a duration.
- Fixed the Mowling duplicate intro screen text.
- Updated the Cultural Beacon description to state that it allows the training of celebrities.
- Fixed an issue keeping the Nanite Transmitter Complex from being buildable.
- Fixed an issue where Space Monsters might not appear on some events if you don't have Crusade installed.
- Fixed an issue where players wouldn't receive credits in trades
- Fixed a stuck turn if you continued playing after winning the game.
Balance
- Occasional planet frequency increased from 1 to 1.2
- Occasional habitable planets increased from 20 to 30
- Occasional mineable planets change increased from 0.15 to 0.2
- Occasional Durantium asteroid increased from 0.2 to 0.3
- Common planet frequency increased from 1.25 to 1.5
- Common Habitable planets increased from 30 to 50
- Common Asteroids increased from 0.08 to 0.10
- Common Min asteroids in a field increased from 2 to 3
- Common Blackholes increased from 5% to 7%
- Common mineable planet chance increased from 0.25 to 0.33
- Common Durantium asteroid increased from 0.3 to 0.4
- Abundant blackholes increased from 10% to 12%
- Abundant Mineable planet chance increased from 0.4 to 0.6
- Abundant Durantium increased from 0.4 to 0.5
- Non-Aggression treaty minimum relation requirement reduced from 4 to 3.
- Asteroid base production reduced from 1 to 0.5
- Computer Core cost increased from 32 to 40
- Industrial Center cost increased from 30 to 40
- Colonization Center cost increased from 30 to 40
- Administrative Center now available at the start of the game
- Administrative Center admins provided increased from 1 to 2
- Administrative Center influence increased from 1 to 5
- Administrative Center now provides adjacency bonuses for Research, Manufacturing and Tourism
- Substantially more fertile tiles added to planets.
- Ministry of Alien Affairs now awards an administrator.
- Xeno Commerce tech now provides 5 trade routes (instead of 3)
- Cultural exchange increases global influence per turn by 2 (instead of 1)
- Galactic Trade now provides 5 more trade routes (instead of 2)
- Updated score system to differentiate scoring more between victory types.
- Player scores are higher so that we can have more nuance between performance in the future.
AI
- Adjusted AI players that have sufficient resources to focus more on larger ship construction.
- AI wakes up to ascension victory faster.
- AI weighs trade with target player more so when deciding who to attack.
- Reduced AI bonuses at higher difficulties.
- New AI evaluator for handling ships that have destinations.
- Civs that want to conquer the galaxy will more aggressively increase their diplomatic stance to do so.
- AI is more flexible in what weapons it will research.
- AI takes more account of what resources it has when deciding what to focus on.
- Constructor won't ask for new orders if destination is blocked.
- Assault ships will ask for new orders if destination becomes defenseless.
- AI more circumspect about attacking if the enemy fleets / planet / starbase is substantially stronger.
Performance
- Block some unneeded planet screen UI calls.
- New function created for AI movement that is more efficient on large maps.
- Improved the performance of recalculation when improvements are place.
- Blocked AI treasury evaluation checks if the AI doesn't have any money (a small improvement but it adds up).
- Optimized player calculation.
- Added a new timer threshold for updates occurring more than once per second.
- Updated AI to be able to "see" planets and asteroids if the FOW is exposed to it already rather than recalculating (just like humans). It still can't see if it's under FOW or if it's a ship that is in exposed FOW.
- Reduced the frequency at which map objects are updated.
- Optimization for systems with more than 4 logical threads.
- Game Timer added to control how often we update Human awareness level drawing.
- Removed hidden (but CPU intensive) UI calls when soaking is on.
- Disabled UI screen calc updates if soak is on.
- AI doesn't need to recalculate its virtual UI.
- Dramatically reduced the distance before the pathfinder starts requiring way points.
- Fixed bug where passing an invalid ID would simply crash the Object Finder rather than, you know, returning a NULL pointer.
- AI players don't need to update their virtual UI for removing and adding things to their build queue.
- Citizen units when they arrive at a destination planet now set a dirty flag to recalc rather than force recalculating all stats right then and there.
- Game update threshold lowered from 30ms to 10ms for better visual fidelity.
- Made Galaxy Destruction faster (most noticeable when you go to load a save from within a game).
UI
- Fixed typos.
- Clearer description of some planetary improvements.
Patch 3.96 (07 November 2019)
Planets
- The planetary map generation system now prefers placing tiles near the equator. The result is fewer, isolated tiles near the poles. Change does not affect the total number of tiles placed.
- Improvements to the planetary material system that allows for greater detail and color.
- Continent shorelines blend better with the water.
- City lights on the dark side of some planets (e.g. earth) get will get to max bright brightness when the population is 15 (was 30).
- Jupiter has been told to "stay in its lane" and use its own gradient colors instead of Mars'
Gameplay
- Players start with a shipyard. This has been added back because there is now sufficiently tight starting choices that we feel that holding back the shipyard simply creates an unnecessary repetitive starting condition
- Retribution: New starting improvement: Industrial Center (one per player). Good way to boost initial manufacturing
- Fixed a bug where the AI would sometimes delete a rally point if it found an object in it (as in, its own fleet!).
- AI combat ships are more willing to travel through dangerous territory to defend threatened planets.
- AI will ignore reinforcing planets that are already defended and not under threat.
- AI will focus on its primary enemy more so when targeting ships to attack.
Bugs
- Fixed a trade exploit with Hypergates.
- Fixed a problem with colonization events that aren't imagined yet.
- Updated the Planet window so the Build Queue buttons don't break out of their frame in Normal UI scale
Patch 3.95 (10 October 2019)
Gameplay
- New game option: On Surrender, transfer all planets. Defaults to OFF
- New game option: No FOW in your territory. Defaults to ON
- "Ascension Victory" no longers requires you to control a majority of the crystals.
- Common and Abundant asteroid frequency increased.
- When a planet gets colonized or a shipyard gets made and it sees if there is a shipyard nearby that would be in the green zone (no penalty), planet automatically becomes a sponsor.
- Eliminated the map size limitations on map sizes as long as you have at least 8GB of memory.
- "Nanite Transmitter" now has limited uses.
- "Nano Fabricator" now gives 100 manufacturing overflow.
- "Nano Fabricator" now gives a +10% Max Manufacturing bonus to the planet.
- Dodge value on high-end thrusters reduced by 3%.
- Tactical battle maximum final dodge increased from 10% to 20% (i.e. a ship always has a 20% chance to hit you).
- Base relationship penalty for approaching ascension is -2 instead of -1
- Ascension close to victory threshold lowered from 66% to 50% as there tends to be a feedback loop on accumulating points.
- Space Rockets moved from default to Militaration tech
- Retribution: Civilization capital max population increased from 8 to 10
- Race Trait changes
Base Game:
- Reduced the effect of the "Popular" race trait
Crusade and up
- Research techs for Drengin no longer have maint cost.
All:
- Port of call is one per player instead of one per planet to align with Retribution balance
- Productive1 trait now provides 20% instead of 10% social production boost
- Production2 trait now provides 10% instead of 5%
- Clever1 now provides 15% research boost instead of 10%
- Influential1 trait now does 40% influence boost instead of 15%
- Influential2 trait now does 15% influence boost instead of 10%
- Economical1 now provides 15% gross income boost instead of 10%
- Handy1 now reduces Colony Maintenace by 50% instead of 20%
- Handy2 now reduces Colony Maintenace by 30% instead of 15%
- Popular1 tourism per planet boost reduced from 2% to 0.4% (it's still pretty huge)
- Popular2 tourism boost reduced from 1% to 0.2%
- Traders1 trade boost increased from 20% to 40%
- Traders2 trade boost increased from 10% to 15%
- Brutal1 increases soldiering from 20% to 50% now
- Brutal2 increases soldiering from 10% to 30%
- Courageous1 trait now boosts resistance from 20% to 50%
- Courageous2 trait boosted from 10% to 30%
- SharpEyed1 increases ship accuracy from 20% to 30%
- Sharpeyed2 increases ship accuracy from 10% to 20%
- Agile1 increases jamming (dodge) from 20% to 30%
- Agile2 increases jamming (doge) from 10% to 20%
- Observant1 increases sensors from 25% to 50%
- Observant2 increases sensor range from 15% to 30%
Interface
- Moved the "planet build queue" over to give the improvement list more room.
- Moved "Word on the Street" window to the Govern screen.
- Tourism on a planet displays decimals if it falls below 1%.
- The game now provides feedback when you can't select a tech because of an "Age" restriction
Bugs
- Fixed a rare bug that prevented planets and ships from spawning in the campaigns
- Fixed typos. Hat tip our discord fans for their help
- Ambient music no longer plays during the victory movie.
Patch 3.90.5 (03 October 2019)
- Fixed a crash bug where the AI would go haywire if it is surrendering the same turn one of its planets rebels.
Patch 3.90 (27 August 2019)
Features
Modder Inspired Balance update
- Special thanks to Horemvore, Old Spider, and the modding community. Brad/Draginol reviewed his mods to evaluate whether some of those ideas should make them into the game. We love seeing players that are passionate about the game and it's great to see their work making the game better for everyone.
Zone of Control update
- No more fog of war in your empire. All territory in your Zone of Control now is always visible. This helps you keep an eye on what other factions are doing in your backyard.
Performance
- We've made a substantial improvement in performance. This boost is especially noticeable in the shipyard screen and in late-game turn times.
Balance
- PlayerStartSpacingWideMod changed from 1.0 to 0.33
- PlayerStartSpacingNarrowMod changed from 0.50 to 0.175
- Basic Life Support range bonus increased from 0.25 to 0.30
- Large hull ship maint increased from 3 to 5
- Huge hull ship maint increased from 3 to 7
- Cultural treaties now benefit both sides
- Military Alliance treaties now benefit both sides
- Planets rebel a bit slower than before.
- AI values supply ships more when it's not at war.
- Surrender change: Surrendering players now destroy their worlds upon surrendering unless they are surrendering to a particular player in which case they will transfer their homeworld (and only their homeworld) to that player. This reduces the late game sudden explosion in micro-management of worlds the player may have no interest in. AI also destroys its ships.
- All territory in a player's ZOC is always visible. No fog of war (in your borders).
- New starbase module: "Ascension Gate Study." Allows the player to get a lot more out of the Ascension Gates.
Fixes
- Shipyard won't rebuild the list of ships unless there's been a change to the resources the player has. This dramatically improves late-game shipyards screen performance.
- Improved turn times, especially late game.
- Fixed issue where disabling a DLC via command line would not have the grayed out portraits show up.
- Fixed some pixelation on the Campaign screen.
- Adjusted list container on the custom faction screen to avoid clipping of the Abilities list on lower resolutions.
- Fixed typos and grammar errors
- Added typos and grammar errors
- Shorten names that were too long
- Fixed colony list in Civilization screen showing the incorrect manufacturing stat in the column labeled for social manufacturing.
- Fixed several places in the UI that were showing incomplete or inaccurate stat breakdown tooltips for manufacturing because of missing tooltip data.
- Got rid of leftover debug UI graphics in the Promotion Stats tooltip (seen in the commander unit promotion screen).
- Fixed too-skinny approval field in the main map planet tooltip if the colony had 100% approval.
- Fixed a crash whenever an AI player surrendered over their stuff to another player.
- Changed description of Silicon-Based life to reflect that their cities were changed to use Promethion instead of Durantium.
UI
- Reworked the way that the "Max Manufacturing" stat is shown in the stat breakdown tooltip. It now also displays the social and military manufacturing stats and their breakdowns, including the slider values when Crusade isn't enabled.
- In Crusade mode, "base research" or "base manufacturing" or "base income" are now displayed as Raw Production, to accurately reflect where that number is coming from (as opposed to being some calculated value from sliders and such in non-Crusade).
- In non-Crusade mode, fixed bug in the spending breakdown at the bottom of the manufacturing, research, and income stat breakdown tooltips where it showed player-wide raw production or slider values instead of colony-specific ones.
- Moved "Collect Gameplay Data" option to it's position to prevent the spinner option from taking its place.
- Various flavor text changes to abilities, components, technologies, improvements to make them more clear.
AI
- AI values hypergates much more.
- AI evaluates foreign influence before determining whether a planet should be colonized.
Crusade and Beyond
- Recently conquered planets are now immune to culture flip for 15 turns.
- Planets that have been culturally flipped have a 15 turn morale penalty.
- Planets now receive a default planetary defense bonus and a resistance bonus.
- Default colony ship loading population reduced from 2 to 1.
- Population used for filling colony ships increased from a radius of 6 to 10.
- AI ship design evaluation decreased from 20 turns to 10 turns.
- UpgradeDiscountFactor increased from 0.5 to 0.9.
- Bonuses to players playing at easier levels changed from a % to a flat.
- Civilization capital sensor range increased from 12 to 16.
Intrigue Only
- Patriot government ship loses a Railgun and a Harpoon to make it a bit less powerful.
Retribution Only
- Echoing Heartstone Artifact power reduced from 10,000 to 1,000.
- Tech Inflation increased from 2% to 2.5%.
- Starting Taxation increased from 25% to 33%.
- Galactic News earlier turn increased from turn 10 to turn 15.
- Galactic News cooldown increased from 12 to 20 turns.
- Colony Limit Max Penalty increased from 6 to 10.
Patch 3.80 (12 August 2019)
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Galactic Civilizations III v3.8 Update Brings Major UI Changes
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Set in the 23rd century, Galactic Civilizations III is a 4X space strategy game where humans and aliens compete against each other for domination of the galaxy. v3.8 brings a few exciting changes to this already massive game, which you can read more about below.
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No more sneaky Ascensions! At the forefront of the update are changes to the Ascension notifications and UI. Each civilization's progress is now displayed on an easy-to-read progress bar, and anytime someone gains control of an Ascension crystal, an icon will alert you to it.
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The shipyard display now shows how much production is being sent to that shipyard so that you know how fast it's able to build things. The planet list views will now also show research.
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We've also made some other improvements to the UI's layout, including updating screens so that they use fonts, colors, and font sizes consistently. We've also added a feature where you can adjust the difficulty level in the middle of a game. Read the full list of changes below!
Changelog
- As soon as someone controls an Ascension crystal, have an icon show up and informs you that Ascension has started. Mousing over should show you how far along each civ with Ascension is from ascending as a % bar with (turns).
- UI Layout updates
- Updated most screens to use fonts, colors, and font sizes consistently.
- Made fonts bigger wherever possible.
- General cleanup of margins and list entries wherever possible.
- Removed extra returns from the "word on the street" blurbs.
- Move some of the drop-downs in options screens to keep them from clipping.
- You can now adjust the difficulty level mid-game through the options screen (single player only).
- Starting ships don't append a number to their name unless another ship of the same design has already been spawned. This is to support custom flavorful names for core starting ships from starting ship designs
- Updated starting ship names of factions added to the game after Crusade.
- Shipyard display now shows how much production is being sent to that shipyard, so you know how fast it can build things.
- Fixed an issue causing the unit buttons from not showing up in Medium UI on the Colony List screen.
- Planet view list now displays research
- Fixed Tourism exploit in Crusade version of the Consulate
- The AI has been ordered top stop freezing time to keep its mission ships safe. (stuck turn fix)
- Addressed "word on the street" grammar and spelling mistakes
- Removed duplicate planet data in crusade and base game data folders that could potentially cause bad things(TM)
- Adjusted the choose civ screen to improve text wrapping
- Fixed alignment issue on the Drath starting screen
- Fixed a bug that prevented commanders from being assigned to United Earth ships
Patch 3.70 (15 May 2019)
Gameplay
Retribution
- Choosing a distant destination on a map with Hyperlanes no longer slows the game down.
- Clarified the effect of Hyperlane bonuses in the tech tree and tooltips. Also address spurious decimal points reported here: https://forums.galciv3.com/494346/page/1/#3745994.
- Eliminated maint from first level research and manufacturing buildings.
- Culture techs now give a diplomacy skill bonus.
- Ships are more likely to use hyperlanes
- Capped how much a diplomacy modifier can affect relations based on game turn. This should greatly reduce AI erratic diplomatic behavior.
- Modified pacing options so that slow really slows things down.
- AI handles ships more intelligently on larger galaxies in terms of evaluating their target value.
- AI handles building up new colonies better later in the game
- The AI no longer uses the Government as "explorers." (aka fodder)
- Colony Capital now gives +1 raw production for every level it goes up.
- Reduced thruster hull mass modifiers to 0.05% from 25% in both Crusade and the Base game
- Fix some balance issues with weapons and growth improvements reported on the steam forums: https://steamcommunity.com/app/226860/discussions/4/1771511442695715977/
- Re-Enabled the Fusion Power Plant, but nerfed it to work better as a prereq to the Quantum Power plant.
- Fix mismatched description and value on Precursor Factory world for Morale value. Changed both to 4 from 10, make sure it is not OP.
- Synthetic races:
- Can build the Advanced Planet Capital and Terraforming improvements.
- Synthetics can properly colonize extreme worlds.
- Yor Manufacturing: Increased manufacturing bonus
- Yor Manufacturing: Level one adjacency value is now a multiplier ( for consistency with subsequent upgrades).
- Lost Treasures: Manufacturing wonders now give the proper adjacency bonuses
UI
- Fixed a typo on the Quantum Power Plant
- Updated the game startup window to work with larger fonts
- Show Morale on the Planet List Entry Window
- Change Copy, Edit, and Delete buttons on the Civilization Setup Window to be icons instead of buttons.
- Fix Typo in warning message if you stacked multiple Commanders in a fleet.
- Changed "Class" to "Role" label on the Fleet tooltip.
- Changed "Type" to "Role" label in the Fleet Details window.
- Flavor text (English only) tweaks to planet descriptions.
- Grammar cleanup on the Korath.
- Tweaked the leader-game-intro screen and economy summary
- Bugs
- Ships no longer spontaneously catch fire.
- Fixed a problem where the benevolent-explorers trait wouldn't always spawn a planet: https://steamcommunity.com/app/226860/discussions/1/1839063537784628967/
- Fixed rare crash when an AI colonizes a planet with an artifact.
- Fix a startup crash related artifact crash and some custom factions
- Fixed bad Intrigue ship definitions in the United Earth faction
- Fixed an endless credits/research exploit detailed here: https://steamcommunity.com/app/226860/discussions/4/1815422173048651922
- Custom factions based on the Terrans now use the expected solar system (earth, mars, etc.): Addresses: https://steamcommunity.com/app/226860/discussions/4/1850323802565175363/
- MP no longer desyncs because of mismatched custom flavor text
- Fixing moderately common crash in MP caused by the AI losing its train of thought in mid-conversation.
- Changed "Kiln of Worlds" to require Promethion instead of PromethionStone (which no longer exists)
- Extreme world colony" mercenary ships can now actually colonize extreme worlds if Crusade is installed.
- Ship designs that use components removed in Retribution can now be loaded again in [Retribution. The old deprecated components are simply ignored.
Patch 3.6 (29 March 2019)
Gameplay
- Nerfed "Lossless Life Support" module
- Fixed typos in "Lossless Mining" module descriptions
- Updated Tourism bonus for the "Popular Race" trait to be flat 1 and 2% instead of multipliers of 10 and 20%
- Updated united planet tourism board to be flat with a 10% bonus (was multiplier of 100% which was crazy)
- Colonizing the Promethion Refinery precursor world now grants 5 Promethion
- Set "Virtual Vacation" to be a player wonder
- Changed "Influence Per Turn" from multiplier to flat on the Galactic Showcase
- Fixed mismatch of description and text in the "Antimatter Weapon Colonizing" event
- Tweaked pathfinding so that it doesn't attempt to find a path to the node closest to a blocked destination if the start tile is already the closest node
- Silicon-based life can terraform and colonize high level extreme worlds
- Removed farms for Synthetic lifeforms and enabled terraforming improvements and high end extreme world techs
- Fixed "Orphaned Improvements" and techs in the Retribution tech tree
- Fixed issue with Iridium tech tree failing on "Tariff Focus" specialization
UI
- Changed it so that when you merge a fleet, it will keep a custom name for the resulting fleet. If both fleets being merged have custom names, it keeps the fleet name of the bigger fleet.
- Adjusted "Economic Warning" flavor text to fit with new conversation popup font size.
- Fixed typo in "Precursor Research Node" description.
- Improved the text alignment on the UP Resolutions window
Bugs
- Fixed custom ship style sets having the wrong strategic icons. Players will have to re-save their ship style sets (and change the effect ships classes to what they want along with their text, since that is info that is saved off). Prevents players from having to remake the ship style sets and only deal with what was changed
- You can no longer assign commanders to planets
- Ships with "one per player" components can upgrade to ships with the same components
- Cleaned up code that clears/applies rebellion status to prevent edge cases where planets can flip when they shouldn't (like when the tile is owned by a commonwealth of the planet owner)
- Addressed a MP crash related to mismatched DLC
- Fixed mismatched strategic icons on some ship classes
- Fixed typos in "Plasma Arc" event
Mod fixes
- Ships created with mods now show up correctly
- Prevents crash if a tech unlocks more than 12 things at once (modders – you know who you are!)
Retribution
- Fixed issue where Hypergates didn't fire any shots during battle because they didn't have range
- Changed the Hyperlane tool tip to account for the minimum move cost, so it will now show the max bonus as 900% instead of +-100%
- Removed extra space in the Korath faction description
- Added "lossless life support" back into the Retribution tech tree
- Updated Thalan conversation text to reflect that they bring in multiple ships now in mission 4
- Add basic Block Hulls to Korath Ship style
Patch 3.20 (08 January 2019)
Base Game
- Stars are placed a slightly further apart than before in order to make each system independent from others.
- AI more aggressive at sending out constructors to build starbases
- Personality traits are given much greater consideration when deciding what topics the civilization wants to discuss.
- Personality traits are now given much greater consideration for deciding what types of ships to build when at peace.
- Personality traits are now given much greater consideration when deciding what kinds of treaties and offers to give to the player.
Crusade
- Diplomacy ability bonus to relations reduced from 2 to 1.
Intrigue
- AI manages its tax rate more effectively.
- Changed default # of colonies before a government is allowed from 3 to 2.
Heroes of Star Control
- If you don't own the either the Mercenaries or Intrigue expansion packs, you can now still get Jeff
- Jeff is already perfect and shuns your attempts to "upgrade" him
- Added custom Starbases for Mukay, Tywom, and Free Trandals (Mowlings starbases are unchanged)
Patch 3.10 (13 November 2018)
AI Improvements
- Synthetic races are better at killing you
- Synthetic life forms will not longer try to build farms. Instead, they'll destroy the arable tiles to make room for something more useful to them.
- Crusade: AI better at gaining citizens at higher difficulty levels.
Balance
- Fertile tiles are more common.
- Mercenaries: Avatar mercenary antimatter cost increased from 1 to 5.
Crusade:
- Prolific ability population growth reduced from 0.2 to 0.1 (otherwise it was basically tripling initial population growth).
- Aururus Arberetum provides a % growth benefit instead of a flat so that a given player (such as an AI player) doesn't gain a disproportionate advantage from having one.
- Intrigue: Changed the "Destroyed Planets" crisis outcomes to be only "mostly destroyed"
Interface
- Custom Colors: Design your own color palettes for custom factions, ships, the UI and maps.
- Population growth now shows to 2 significant digits.
- Added a button on the title window to force sync the mods. Use this if you have subbed/unsubbed to ships or civs outside of the game and that content isn't showing up correctly.
- Crusade: Shows your leader instead of the news robot
Bugs
- Fixed a few MP crashes
- Typo fixes: For extreme colonize, it is Barren, not Desert planet types.
- Base Game only: AI will not try to research Crusade specific techs.
- Mercenaries: AI no longer tries to "mine" the Bazaar
Patch 3.05 (02 October 2018)
Features
- Added a new racial trait, Aeroponics which allows that race to build a special low yield farm on any terrain with the Xeno Adaptation technology (requires Crusade).
Fixes
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When you willingly start a campaign
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a fleet may be spawned without name
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if you click on that fleet
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the result, bittersweet
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will engender a crash in our game
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Fixed the Trial by Fire achievement
-
Fixed the Perseverance so it can now correctly colonize extreme worlds even if the player doesn't have the tech.
-
Fixed an issue scavenging a trade ship where it wouldn't have a home port anymore.
-
Fixed an end turn crash (thanks for all the reproducible saves!).
Patch 3.04 (27 June 2018)
Balance
- Increased the max players on Tiny maps from 4 to 6.
- Increased the max players on Small maps from 6 to 9.
- Increased the max players on Medium maps from 12 to 18.
- Increased the max players on Large maps from 16 to 24.
- Increased the max players on Huge maps from 24 to 36.
- Increased the max players on Gigantic maps from 32 to 48.
- Increased the max players on Immense maps from 48 to 64.
- Increased the max players on Excessive maps from 64 to 100.
- Reduced memory requirements on Large maps from 8Gb to 6Gb.
- Reduced memory requirements on Immense maps from 16Gb to 12Gb.
- Added a /NoMinSpec command line parameter that allows you to bypass minimum requirements for map sizes and player counts. Please beware that using this to bypass recommended minimums will lead to poor performance and a bad game experience.
Fixes
- Fixed an issue where the Hyperion Shipyard level up bonus wasn't boosting ship points (base and crusade).
Patch 3.03 (13 June 2018)
Balance
- Increased the maximum habitable planets on all map sizes except insane
- Rebalanced Asteroid frequency to be more balanced between the settings (rare, occasional, etc) in map setup
- Rebalanced Resource frequency to be more balanced between the settings (rare, occasional, etc) in map setup
- Increased planet frequency if abundant planets are selected in map setup
- Increased habitable planet frequency if abundant habitable planets are selected in map setup
- Increased PlayerStartSpacingWideMod to 1.00 and PlayerStartSpacingNarrowMod to 0.50 to get a more even distribution of ai players
- Galactic Showcase no longer has a global effect
- Shadow Temple Diplomacy bonus increased from 0.5 to 1 and it is now a player wonder
- Advanced Colony Capital Now improves Morale 1 instead of reducing it by 1
- XenoMedical Center growth bonus changed from flat 0.1 to 0.2
- Fertility Center growth bonus changed from flat 0.1 to 0.2 and multiplier from 100 to 50
- Replication Center growth bonus changed from flat 0.1 to 0.2 and multiplier changed from 150 to 100
- Entertainment Network Morale 15% multiplier changed to a flat 2 (base game only, crusade already had this)
- Entertainment Network level up Morale bonus changed from 10% to 25% (base game only, crusade already had this)
- Stadium Morale 20% multiplier changed to a flat 3 (base game only, crusade already had this)
- Stadium level up Morale bonus changed from 10% to 25% (base game only, crusade already had this)
- Rebalanced some of the destroy planet crisis outcomes to be less catastrophic
- Increased Research Motivator research level up bonus from 1% to 2.5% per level
- Increased Research Extractor research level up bonus from 1% to 2.5% per level
- Increased Research Amplifier research level up bonus from 1% to 2.5% per level
- Krynn Consulate Influence increased from 0.2 to 1, and level up bonus increased from 1% to a flat 1 per level
- Krynn Temple Influence increased from 0.2 to 1, and level up bonus increased from 1% to a flat 1 per level
- Krynniac Mission Influence increased from 0.2 to 2, and level up bonus increased from 1% to a flat 1 per level
- Krynniac Order Influence increased from 0.3 to 3, and level up bonus increased from 1% to a flat 1 per level
- Krynniac Oracle Income increased from +10% to +25%, Influence increased from +10% to +25%, and level up bonus increased from 1% to a flat 1 per level
- Krynniac Ministry Income increased from +15% to +25%, Influence increased from +15% to +25%, Tourism decreased from +2% to +1%, and level up bonus increased from 1% to a flat 1 per level
- Increased Iridium Store Influence from 0.1 to 1
- Increased Iridium Center Influence from 0.15 to 1
- Increased Iridium World Influence from 0.5 to 2
- Increased Galactic Showcase Influence from 0.5 to 3
Fixed
- Fixed a crash when upgrading a Commander to a Privateer
- Fixed an issue making the Black Market unbuildable
- Fixed an issue making the Champion's Temple unbuildable
- Fixed an issue keeping the Determined ability from applying its bonus
- Fixed an issue where Thulium Moon wasn't providing Thulium
- Fixed an issue where Durantium Cloud wasn't providing Durantium
- Fixed an issue where Promethion Refinery wasn't proving Promethion
UI
- Fixed a an incorrect description on the Mechanic citizen
Patch 3.02 (22 May 2018)
- Added a new adviser popup when its past turn 20, the player has more than 1000 credits and hasn't rushed anything yet.
- Fixed an issue where colony list would flicker after multiple invasions
- Fix to keep players from queuing up trades through the first contact dialog and confusing the game about trade partners.
- Increased the max player count for ludicrous map size to 100.
- Fixed an AI issue that allowed freighters to go way beyond their normal range
- Fixed an issue where you couldn't upgrade Hydroponic Farms
- Removed references to the non-existent "monument" achievement
- Added the ability to trade from the first contact dialog
- Removed a merciless text dialog form the benevolent trade message
- Crash fixes
- Fixed a rare bug where if an AI surrenders to another AI, and then that AI also surrenders to you. (confused? yes so were we!)
- Fixed an issue where Uncommon nebulas in map setup produced to many nebulas
- Fixed an issue keeping the Quantum Power Plant from being build-able
- Fixed an issue blocking the Embassy if you built another Diplomatic Building
- Fixed an issue blocking the bank if you built another financial building
- Fixed an issue blocking the Labor Mission if you built another labor building
- Fixed an issue causing the Tourist Haven to block other tourism improvements
- Fixed an issue that caused the Advanced Colony Capital to provide less Morale than the building it upgraded from.
Patch 3.01 (22 May 2018)
Base Game
- Paxton's Emporium (what is sold here btw? Hair products?) is no longer a colony wonder (it is already a galactic wonder)
- The tutorial starts now with additional ships.
- Typo fixes
- Various crash and stability fixes
- Fixed crash caused by having a unit in transit to a planet, and then the planet is destroyed via event
- Fixed crash in civ builder if you try to create a civ before starting a skirmish
- Fixed issue where the "cannot build close to starbase" error message was showing %d instead of the actual distance when loading a save game
- Fixed issue where exporting a ship design from the title screen would export a cube instead of the actual model
- Fixed text coloring issue on the "Traits & Abilities" tab button on the civ builder
- Fix to a broken first contact message
- Added a new advisor popup when its past turn 20, the player has more than 1000 credits and hasn't rushed anything yet.
- Prevented a case where after AI#1 would surrender to AI#2, the AI #2 would surrender as well. Confused? Me too.
- Synthetic life factions will no longer get the high morale events. Robots are neither happy or sad.
- Fixed crash caused by AI trying to change the fleet composition of an invasion fleet while an invasion is finishing up
- Fixed error where galaxy sizes were being disabled whenever the user's machine had the exact required amount of RAM
- The Shopping Center is again buildable
- Shopping Center now gives +30% gross income, +1 adjacency bonus to Approval and +1 adjacency bonus to population
- Fixed an issue where High Yield Farming was showing up as Intensive Farming
- Fixed an issue that made the Galactic Intelligence Agency unbuildable if you built an embassy or other diplomatic improvements in your empire
- Switched some "Planetary Defense" references in the tech tree to "Resistance"
- The AI will no longer eject colony ships with no population.
- Fixed several UI clipping issues when the UI scale is set to "Large"
- Social/military tooltip breakdowns now shows the base value for manufacturing even if Crusade is not owned.
- Reloading a save game with trade routes multiple times will no longer crash
- Fixed several other crashes
- "Missing DLC" dialog now shows the correct strings
- The galaxy preview movie now shows even if particles are turned off
- Fixed a problem where some factions couldn't be selected for MP
- Timing out when restoring a multiplayer game no longer crashes
- Planet generation system will no longer place an Arable land and a trade resource on the same tile.
Crusade
- Ships with citizens on them can no longer be scavenged (prevents a stuck turn)
- Custom maps made prior to 3.0 now start arable land
- Fixed an issue where Espionage Specialization said it grants a free spy when it actually increases spy levels
Intrigue
- Added the ability to disable Crises to game options
- Fixed issue where switching from a government with fewer cabinet member slots, to a government with more cabinet slots, would cause there to be an entry filled with a cabinet member to be grayed out
- Commonwealths are now enabled for multiplayer
- Newly created Commonwealth factions will properly use inherited trade ships.
- Fixed crashes related to creating commonwealths with factions that award bonus mercenaries
Patch 3.00 (11 April 2018)
Hello!
- Today we are releasing v3.00 which is a massive update to the game. This update is required in order to be able to access the content from the Intrigue expansion. Here are some of the major new features:
Features
Taxes
- You can set your tax rate on the govern screen. Increasing the tax rate will decrease your Civilization's morale. You can decide if you want your GDP to remain in the hands of your citizens, or go toward supporting your latest war effort or infrastructure project. Note that high taxation does not effect the morale of synthetic species, feel free to give everything to government when playing the Yor.
New Tutorial
- Updated tutorial and a re-worked user experience to better introduce new players to the game
Tourism
- Tourism is now based on the amount of tiles you own. This is doubled if these tiles are connected to your home planet and multiplied by Tourism improvements on each colony. The more Influence you have, the more space you control, the more money you will make from Tourism. (this change requires Crusade)
Food
- Arable Land has been added. Most planets have at least 1 arable land tile. Don't worry you can destroy pretty nature and build a parking lot. Farms can only be built on arable land. Cities no longer require special resources, just food. The higher the class of the planet, the more likely it is to have Arable Land. (this change requires Crusade)
Extreme Worlds
- Extreme planet frequently increased substantially.
- Corrosive Worlds: Can be colonized by Carbon based life but not by Synthetic without tech
- Bacterial Worlds: Can be colonized by Synthetic but not by Carbon without tech
- Frozen worlds: Can now be colonized by Synthetic civs without tech
- Barren worlds: Can now be colonized by Synthetic civs without tech
- Radioactive worlds: Can now be colonized by Silicon civs without tech
AI
- AI is more likely to request tribute.
- AI will use larger ships for defender class vessels
- AI values trade routes based on wealth rather than pure quantity
- New AI evaluation system for deciding when to build large ships vs. small ships.
- AI now updates its ship blueprints when a tech is researched rather than every N turns reducing turn times and making the AI smarter.
- Improvements to AI research
- AI is more willing to talk to players it doesn't like.
- AI will talk more to you regarding your evil immoral ways.
- Made AI "dumber" on lower difficulty levels.
- Slight HP adjustment on genius AI.
- Improved AI researching of extreme planet techs
- AI will give extra defense coverage for its capital world.
- AI is better at stationing defenses around key worlds rather than spreading them evenly.
- AI smarter about how many ships to keep in orbit based on planet class and other factors
- AI smarter about when to build defenders
- AI slightly smarter in handling garrisons
- AI improvements in research choosing
- Better AI constructor navigation late Game
- AI a lot smarter about trading resources with player to match marketplace pacing.
- AI defends worlds a tiny bit better.
- Decreased the default AI difficulty to beginner
- Weakened AI fleets will now intelligently regroup behind the lines to reform larger fleets rather than fight to the death. AI Supreme Commander now looks at fleets as pieces of a much larger task force.
- Reduced the AI war threshold from -5 to -3
- Proclaiming friendship with someone will make their enemies dislike you more.
- AIs that want to go to war who are running a government that can't go to war will switch to a form of government that can declare war upon their next opportunity so that they can declare war.
- Small adjustment to the weighting of transport ships so that the AI is more likely to build them if it has none of them at all.
- AI more likely to place legions on important planets.
- AI more likely to rush defensive ships if it feels it is threatened.
Balance
- Tourism buildings converted to the new system.
- Maintenance introduced for many planetary improvements to balance the new tourism money
- Galactic Colony Capital converts 2% of tiles into tourism money
- Normal colony capital converts 1% of tiles into tourism money
- Balance pass on ship hull maint.
- Reduced starbase maintenance on early modules.
- Reduced starbase mining output to be more balanced.
- Update Culture Traits and Improvements to be the same in Base as in Crusade.
- Adjust Biosphere Perfection description to be more generic, since the planets unlocked are now dependent on the race type.
- Space Elevator level up bonus increased from 0.5 to 1.0
- Xeno Factory cost reduced from 200 to 100
- Resistance planet traits changed to military
- Remove durational planetary projects
- Balance pass on ship designs for the AI to generate better ships.
- Combat Rating adjustment to be more accurate.
- Stellar Bomber now starts favored by default
- Cosmetic numbering changes for hull sizes (i.e. how many crew they hold)
- Smaller ships now move faster
- Reduced advanced defense costs
- Phasor effect is blue-ish instead of green-ish.
- Most improvements are now destructible
- Modest increase in cost to improvements
- General moving around of improvements in the tech tree to reduce the number of improvements early game to just ones that the player might actually use.
- Approval growth curve changed to provide more benefits and more penalties for high and low approval
- Capital World now provides 4 morale by default (instead of 2)
- Colonies now start with 3 morale (instead of 1)
- Increased the colony capital raw production default from 1 to 5 to improve early game pacing
- Increased the weighting of HP when determining starship strength.
- Move Solar Power plant to be unlocked by Advanced construction in base game.
- improvements now give a percentage of their production cost as credits when destroyed
- If a player doesn't have any ideology traits unlocked, the primary ideology is now determined by the ideology personality trait, instead of always returning neutral
- Alliances can expire.
- Added checks to diplomacy system to make sure that you can't offer non-aggression treaty to ally.
- Moved Planetary Invasion up in the technology tree so invasions can begin earlier.
- Shared borders diplomatic penalty increased but greatly decreased for certain personality types.
UI
- Added a new popup giving a brief overview of 3.0 features.
- Added suggested system specs for different map settings
- Minor tweak to music for planet window.
- Polish pass on the shipyard screen
- Renamed Jamming to Dodge.
- Fixed a case where the Bazaar button tooltip said it was not available when it is
- fixed issue with stat breakdown tooltip and tourism tooltip where it was doubling up multipliers it should've been aggregating
- Fixed several cases where UI was breaking in medium UI
- moved tactical speed to be grouped with other stats under Ship Role on the shipyard screen
- Removed Attached Starbases line from shipyard screen
- Fixed issue where the approval breakdown tooltip headers weren't accounting for the unrest and colony limit modifiers
- Added tooltip to "Set Capital" button
- Shrink queue in the Planet Window
- Added max players enforcement (controlled by cap categorized by galaxy size)
- Approval rate displays as a % on the top right instead of just an integer.
- Updated the social/military manufacturing breakdown tooltips to be more accurate to how the math is being calculated for the stats
- Fixed issue where the max num of players wasn't being updated whenever a custom map was selected
- Fixed issue where influence tooltip was sometimes showing up blank on the edges of larger influence blobs
- updated net income tooltip to be more coherent
- Tweak text in the Production window tutorial description to reflect button title change to Civilization.
- Colony income, tourism income, and commonwealth income are now always displayed on the economy screen
- Added patch notes pop up window
- Adjust size of the Anomaly Window to fit longer anomaly descriptions and bonuses.
- Extreme Planet Icons are no longer too small on 4K screens
- Radial icons were too small in larger resolutions
Performance
- Power consumption tweak for Surface Pro users.
- Broad reduction in memory requirements.
Map Sizes
- Update to map sizes for better balance:
- Tiny: 20 to 28 sectors
- Small: 36 to 40 sectors
- Large: 90 to 70 sectors
- Huge: 120 to 90 sectors
- Gigantic: 180 to 120 sectors
- Immense: 250 to 150 sectors (didn't touch the really big map sizes so the lunatics -- you know who you are -- won't murder me).
Fixes
- Typo fixes
- Fixed an issue where players with a galactic wonder queued on one planet could start building it on another
- Fixed to fix memory overruns which lead to crashes
- Fixed several crashes related to destroying planets
- Fixed a rare crash related to fighting near starbases or shipyards
- Adjust size of Anomaly window to fit longer anomaly descriptions and bonuses.
- Added checks to the invasion system to prevent a possible crash
- Crash fix for the case where a personal transport is using a ship design it can't find.
- Fixed a formatting issue with ship production on the economy screen (extra space)
- Fixed missing Nebulas in the base game
- Added a fix for galaxy starting without a planet
- Fixed several crashes related to destroying planets
- Crash fix for the case where a ship design is missing a component.
- Fixed exploit whereby the player could potentially trade an AI to an alliance no matter what else was happening
- Fixed issue where it would play the "bought" sound when using the "Build Asteroid Mining Base" hotkey, whether you could afford it or not
- Fixed issue where changing ownership of a station wasn't properly ejecting the other faction's ships from the station
- Fixed missing Artocarpus Viriles icon
- Fixed issue where trade values that evaluate to negative would screw up the pie bar display in the trade screen
- Fix missing sort descriptions on for some of the Generic Tech Specializations.
- Fix for crashing events that spawn ships in a player's territory.
- Fixed issue where the loading window was not unhiding whenever starting a multiplayer game as the client.
- Added null checks to invasion system to prevent a possible crash
- Crash fix for the case where a personal transport is using a ship design it can't find.
- Fixed a formatting issue with ship production on the economy screen
- Added code to check to see if a custom faction was loaded in intrigue without a valid tech tree (because crusade was disabled) and tries to fix the tech tree value
Mercenaries
- Happy People mercenary nerfed. Provides 3 morale instead of 5.
- Fix assorted mis-matched descriptions on the mercenary ships.
Crusade
- AI more likely to have garrisons on planets.
- Shared borders without a treaty has greater negative relations impact.
- Central Bank now provides +5 raw wealth
- Hot Springs benefit reduced from +2 to +1
- Pilgrims mission benefit increased.
- Farms no longer have a maintenance cost.
- Eliminated resource costs (other than food) from Cities
- Market Center provides +1 to approval in adjacent bonuses rather than wealth
- Entertainment Networks now provide wealth bonus to adjacent tiles rather than approval
- Reduced the mining power of starbase mining operations (this is to balance the reduced costs of resources elsewhere)
- Balance pass on starbase defense bonuses
- Snuggler Colony gives approval bonus to adjacent tiles. I mean, they're snugglers after all!
- Lots of balance changes to make the technology tree progression more responsive to the player.
- Brutal soldering benefit changed to a %.
- Ideology cost goes up equally in all categories to encourage players to pick an ideology and stick to it.
- Thalan now receive Eminence instead of Star Federation tech for free
- Xenophobic ability now has a substantial influence penalty
- General balance pass through the improvement tree to reduce the amount of resources needed to go with the recent reduction to the mining capabilities.
- Several technologies now provide a percentage bonus to growth
- Legions only require Durantium to train.
- Colony Capital now provides Approval to adjacent improvements
- Colony Capital now provides Population bonus to adjacent improvements
- Most galactic achievements or special improvements now require an exotic resource.
- Interstellar Mining brought forward into the tech tree
- Updated Planetary Defense Dome tech to give a resistance bonus instead of Planetary
- Defense since the Planetary Defense stat is no longer used in Crusade.
- Removed the pointless enhanced training specialization tech group.
- Tweaked the preference weight of the garbled text so that other garbled text options have a chance of being used.
- Manufacturing Capital now provides a +5 level to adjacent tiles instead of 3.
- Reduced growing tech cost slightly.
- Mission reward for treasure hunt max reduced from 500 to 300.
- Upgraded colony capital morale given +1 more.
- Fixed invasion crash due to not having enough swarm particles.
- Balance pass on Crusade Improvements.
- Invasion crash fix.
- Fixed a crash when trying to use a civ created in Crusade in base game
- Custom factions can now get the "Overlord"
- Fixed to fix memory overruns which lead to crashes
- Fixed an issue that caused the game to disable music if you use specified music for an event
- Updated the Espionage HUD icon to be more sneaky
- Space Elevator level up bonus increased from 0.5 to 1
- Xeno Research Lab cost reduced from 100 to 75
- Reduced the factory production bonus slightly.
- Exploration Treaty moved earlier in the tech tree.
Precursor Worlds
- Reduced credits from anomalies by about 20%
- Fixed a lot of incorrect text descs on the precursor anomaly (says it gives 500 research when it actually only gives 300, etc).
Revenge of the Snathi
- Reduced the Snathi mining modifier from a flat 1 to multiplier 0.2
Patch 2.80 (09 February 2018)
- Required starbase spacing reduced from 4 to 3.
- Balance pass on defenses based on new combat update that makes defenses a lot more worthwhile.
- Updated AI ship blueprints to reflect the changes to the battle system.
- Pacing improvements for the Crusade tech tree.
- Fixed typo. Near bay ships...to Nearby ships.
- Industrial Sector maint reduced from 2 to 1
- Recruit Celebrity requires an Aurorus Arbortetum instead of Helios Ore because, uh, why would any celebrity be interested in raw ore? How does that even work? Hey, famous movie star, here's some metallic ore for you. Please do a USO tour. Because... you know, you'll get some ore! As the famous saying goes, you will attract more celebrities with flowers than...ore.
- Fixed shipyard window to always show the military production generated by the sponsors regardless of if there's a ship in the build queue or not
- Fixed issue in influence system where it was displaying "Foreign ship in your ZOC" alerts for ships owned by allied players
- Torians can once again increase their population cap (opt-in bug)
- Restored missing improvement and tech text that was missing from the opt-in.
- Commander ships are no longer stackable in a fleet
- Mega Resort -- changed the bonus from +25% bonus to a flat +4.
- Financial buildings now provide +1 to influence growth
- Major boost to defenses: Defenses are now reduced by the squareroot of damage rather than full damage making defenses much better.
- Base Research Lab returned to base game
- Cultural Festival now requires Cultural Influence
- Peacekeeper event won't trigger until at least turn 200 (instead of 100)
- Defenses on Peacekeepers reduced so that they can be worn down faster.
- "Go to" renamed to Auto Pilot.
- More AI research focus attention
- AI improvements to planetary improvement choosing.
- Cosmetic change to the FOW color.
- Cosmetic change to the size of ships on the main map.
- Cosmetic change to the starbox visuals.
- When receiving messages from a Civ, it names the Civ in the title bar.
- Added tooltips to the various "idle" button states.
- Added tooltip support for notifications.
- Clarified message for insufficient population to eject a colony ship.
- Crash fix in the event that the AI can't negotiate with another AI for a tech trade.
- Fixed AI related multiplayer desync bug
- AI better at early game administration resource and late game invasion legions
- Upgrading to a ship to a colony ship class penalty increased.
- You can no longer colonize planets with empty colony ships. This also addresses a problem where the Yor AI could quickly colonize the entire galaxy.
- You can no longer launch colony ships from a starbase without population
Gameplay
- AI now will adjust how big its fleets need to be based on the assignment of the fleet. Thus, scouts and survey ships don't need escorts while mega fleets now need larger fleets.
- AI smarter at picking quality ship designs.
- AI much better at going after key technologies based on the conditions of the game
- Streamlined the base game tech tree.
- Tweaked the AI fleet governor to use defenders.
- Adjusted the culture tree to be more in line with the planetary improvements
- Set default colony ship population to 1.0
- Minimum population for colony ships increased from 0.5 to 1.
- Decreased the spacing between civilization starting positions and pirates
- Base game laser weapon now comes with Militarization tech.
- Nerfed several of the crazy Lost Treasures DLC rewards
- Navigation Center is now a Galactic Wonder
- Eliminated ship moves going up based on the level of certain planetary improvements
- Galactic Navigation Center global moves decreased from 3 to 1 (yeeesh!) ...and it now longer provides an additional 0.5 points per level! (double yeesh!)
- Galactic Navigator's Guild benefit reduced from providing 4 moves per turn to 1! ...and it no longer provides an additional 0.5 points per level in moves!
- Galactic Mainframe research bonus increased from 0.3 to 0.5
- Starport level benefit increased from 0.5 to 1
- Synthetic Race population increase Promethion cost reduced from 10 to 1
- Synthetic Race population increase Duranitum cost reduced from 5 to 1
- Synthetic Race population increase improvement increases by 0.5 instead of 1
- Changed default invasion from 1 legions to 2.
Bugs
- Base Game: Custom factions with the "Raider Ship Style" will now get the proper ships awarded by events and anomalies.
- Fixed crash in battle tooltip if privateer is stationed by itself in a starbase or shipyard
- Fixed several improvements tooltips that were saying they were both "one per player" and "one per galaxy"
- Fixed typos and sTough
- Added dialog if the game fails to start because the graphics driver fails to initialize. This is usually caused by out-of-date drivers.
Patch 2.70 (14 December 2017)
- Modders: The game now scans both your base game and Crusade folder on startup. Previously, it would scan just the Crusade folder.
Update 12/13
- Changed Space Elevator bonus from 0.025 to 0.25
- Fixed a problem where if the notification list had multiple entries on one turn and then only one on the next turn, the area under the notifications wasn't clickable
Update 12/12
- A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits).
- Farm level ups increased food production by 0.1 per level
- Biomass Replicator food production bonus reduced from 50% to 25%
- Recruit Citizen now requires Star Federation technology rather than Galactic Governance
Gameplay
- AI increases the odds of building farm improvements if it is running low on food
- AI more aggressive in terraforming tiles.
- AI more aggressive in building up planets before switching to durational
- General AI improvements to what citizen type it will choose based on galactic conditions
- Minor balance pass on Crusade tech tree costs based on recent changes on benefit from improvements.
- Made many of the planetary improvements destructible again based on player feedback
- Removed Megapolis improvement as it is now redundant
- Balance pass on costs based on community feedback
- Increased the money/power cap to 1 million
- Updated the Entertainment Center to use the same stats as Crusade
- Administration Centers now provide the correct additional administration
- The AI no longer queues starbase modules it can't afford
UI
- Added game option to show Turn as a date. Can also click on the date/turn string to toggle between them.
- Fixed issue where you couldn't use the mouse wheel to scroll the startup popup unless the mouse was over the scrollbar itself
- Fixed sorting issue for ship designer functional components
Bugs
- Fixed issue where asteroid system was checking for ownership changes constantly, instead of at the beginning of each turn This was producing false alerts for asteroid bases culture flipping
- Fixed crash at the end of the game. On large maps and/or long games, the game was still processing turn stuff in the background while it was trying to upload game results.
- Fixed issue where global modifiers were not being applied to the player (eg. Galactic Events like Blood Lust)
- MP: Fixed a desync that happened around turn 200.
- MP: Fixed a desync related to mining bases and influence areas.
- Fixed a few crashes related to the game to access hidden screens
Patch 2.61 (09 November 2017)
Performance
- General improvements to turn times.
- Improved performance on lower end video cards.
Gameplay / Balance
- AI much better about prioritizing construction of transports if they have military dominance.
- Assassination event made more common
- Fixed issue where the AI move limit was being doubled multiplied.
- [Crusade] Factory output increased.
- AI now has a separate mid and late game strategy system rather than relying on a single strategy the entire game.
- Shipyards are no longer transferred to a player when a given player surrenders.
- More techs provide administrative points.
- AI bonuses at higher difficulty levels reduced due to improvements in AI.
- Yellow stars are more likely to have habitable planets than previously.
- Culture Module balance pass (slight decrease in culture output).
- Adjacency bonuses for factories made to be the same as research buildings.
- Cities now require Durantium and Promethion to construct in addition to food.
- Fixing incorrect uv problem on relic
- Changed Work Camp from base 5% manufacturing bonus to 2.5%, which makes upgrading to a Forced labor camp (5%) more appealing
- Added morale bonus to Slave Works upgrade so you didn't lose that bonus from the lower tier improvement
- Updated Yor tech tree so they can build the advanced research and economic starbase modules.
Multiplayer
- [Crusade] Unit's gender is now the same on the peer and the host (prevents desyncs)
- "Word on the Street" calculates the same number of planets for each player (prevents desyncs)
- Fixed various other desyncs
- Custom maps once again load for multiplayer games
- You can no longer eject ships from starbases you don't own. Nasty cheaters!
Bugs
- [Crusade] the planet window now only shows a Legions Available stat, instead of Garrisons and Legions as two separate stats on the screen
- Stationing a transport at a starbase will no longer kill everyone on board.
- The Alerts listbox scrollbar will no longer scroll past the bounds of the listbox
- Starbases now correctly show up in the ship style set editor
- Fixed typos
Patch 2.60 (12 October 2017)
Base Game
- 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
- 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
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 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
- Colony and Constructor module costs reduced from 16 to 10.
UI
- 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 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
- Fix for issue where if somehow the player gets a transport ship with no population on it, they can't invade with it
- Fixed bug that caused the base game to have super high numbers of resources and habitable planets.
- Base game gets the bigger map sizes and increased densities from Crusade.
- Fixed Rare habitable planets to be a whole number.
- Improved text descriptions.
- restored prototype survey ship component, as it missing was preventing the prototype survey ship blueprint from working
- copied the map setup settings from crusade to base game to make map generation consistent between base game and crusade
Crusade
- 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
- 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.
Gameplay / Balance
- Prototype Hyperdrive moves reduced from 5 to 2 to conform to other component performances.
- AI more careful about getting overextended with too many wars.
- Ripe for conquest Diplomatic mod now takes more personality traits into account.
- AI 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.
- New mission: Aurorus tree expedition
- Drengin labor camps and such only provide 0.1 population cap increases instead of a full point.
- 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 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.
- Colony and Constructor module costs reduced from 16 to 10.
UI
- 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.
Patch 2.50 (15th September 2017)
For the full list of changes, please visit:
https://forums.galciv3.com/484888/Galactic-Civilization-III-v25-Patch-opt-in-updated-97
Patch 2.33 (14th August 2017)
- Adjusted the galaxy generation so that the game doesn't crash when on "insane" maps set to "scattered". This change won't affect the distribution of stars or planets.
- Fixed another rarer crash in the map generation system
- Fixed corrupt graphic for the Drengin mining base
- Addressed a crash where the UI was trying to access a deleted object.
- Fixed numerous crashes where the game was referencing stale data.
- Fixed a crash in "Add Trade Offer" if one side is not valid (usually means that it's trying to update the offer before the window is open)
- The trade window now checks to see if it found a valid flavor text string
- The planet tooltip Window now checks to see if the planet had a valid owner before trying to deal with rebellion status
- Game no longer crashes if a texture fails to be created.
Crusade
- Fixed numerous crashes where the game was referencing stale data.
- Fixed a crash in "Add Trade Offer" if one side is not valid (usually means that it's trying to update the offer before the window is open)
- The trade window now checks to see if it found a valid flavor text string
- The planet tooltip Window now checks to see if the planet had a valid owner before trying to deal with rebellion status
- Game no longer crashes if a texture fails to be created.
- Doubled the effectiveness of counter spies. Foreign civs should steal a lot less from you.
Patch 2.32 (03 August 2017)
AI/Gameplay
- Added new ship weapon components that don't require special resources (But cost a lot more).
- AI won't offer trades with civs they hate.
- Improved planetary improvement AI.
- When starting an invasion, the player now chooses between three random tiles.
- Freighters will more aggressively try to find a destination.
- AI balanced to build more transports if it has sufficient military power already.
- AI fleets more aggressive in going through dangerous territory.
Privateers
- Promoting a commander to a privateer no longer fails because it chooses a custom design.
- Privateer can now attack starbases, planets, shipyards, or asteroid mining bases without declaring war.
- Privateers now appear as pirates in the battle viewer. Fixed issue in battle preview/results screens that showed obviously the owning faction of the privateers
- Fixed issue where privateer would sometimes be created without weapons.
Performance
- Optimized the code determining whether a player or AI knows the existence of an object (major MAJOR performance improvement).
- AI optimization of when to upgrade ships (major performance boost)
- AI only determines its primary opponent when the galactic political landscape has likely changed (major turn time improvement)
Bugs
- Fixed a GWG crash if you started a game where you didn't owned planets (like in the beginning of the Arcea campaign mission), exited to the main menu, and then started a sandbox game
- Commander abilities text no longer pops out of fleet tooltip
- Added size check to remaining available faction list when setting up random players (prevents edge-case crash)
- If the UP chairman leaves the UP from the diplomacy screen, they will be immediately fired and asked to clean out their desk. (Fixes UP oddness and crashes.)
- Matched the Crusade Arcean Faction personality to match the Mercenaries version
- Tabbing between players in the trade window now correctly updates trade offers.
- Updated Star Surfer description better explain its functionality
- Removed strings duplicated between the base game and Crusade.
- Removed Interstellar Drives and Life Support Modules from all spawned fighters as this was occasionally causing "assault" fighters to act as "guardians".
- Fixed a problem with the Crusade tutorial not unlocking its achievement.
- Crash fix for invasion system where swarm particles aren't being generated for the bonus legions from generals if the defending player is human.
- Fix for issue where AI gets semi-permanently stuck "in a trade", preventing the player from starting a conversation/trade with that AI.
- Fixed additional stuck turn issues.
- Fixed crash caused when the AI evaluates sending a ship to a given planet at the same time as the player is colonizing that planet.
- Fixed crash caused when the AI is evaluating trade targets at the same time the player has colonized the planet.
- Fixed issue where fleet faction icon would go missing from the tooltip after hovering over any ship in the shipyard screen
UI
- Removed bad clipping on some of the citizen portraits.
- Updated the Anomaly Popup Window so that the background image is correct at medium and normal UI sizes.
- Cropped and resized citizen portraits to remove artifacts in the Choose Portraits screen.
- Large UI version of Shipyard list icon is no longer blurry.
- Fixed issue where tradable stat type and strategic resource trade items were not displaying correctly in the diplomacy->treaty details screen (they would show up as "New Game")
MP
- Inviting friends to your match no longer bypasses the normal DLC checks. This would cause a crash if the DLC did not match or if one player owned Crusade and other did not. There have been no changes to being able to play MP with mismatched DLC: with a few exceptions, the host's DLC is available to everyone.
- Fixed issue where entering an MP lobby and then leaving would not reload all the factions. This would cause a crash if you had more than 13 players in the previous game and hit quick-start (aren't edge cases fun?)
- Quick starting after failing to enter a Lobby Enter no longer crashes
- Fix for issue where the turn system would skip over the space pirate player once they were considered dead by the system.
Patch 2.31 hotfix (21st July 2017)
- Adds German localisation
- Some tweaks to Russian localisation
Patch 2.31 (12th July 2017)
- Fixed a crash in the battle viewer.
- Addressed a stuck turn caused by a move order being assigned to a recently destroyed fleet.
- Fix for a stuck turn related to Shipyard Battles
- Putting a rally point on a shipyard no longer creates a stuck turn once a ship arrives at that spot.
- United Planets: Fixed an edge case crash in calculating resolution results
- United Planets: If you lose trade routes because of leaving the UP, the game no longer crashes
- MP: Switching between factions in the trade screen no crashes
- MP: Switching between factions in the trade screen no longer crashes.
- Diplomacy: Fixed a crash where the Diplomacy screen didn't know what to do because your faction id was messed up.
Patch 2.3
Galactic Civilizations III: Crusades Expansion patch notes:
AI
- Substantial AI improvement to how the AI builds planetary improvements
- New AI governors for smarter AI planetary building.
- Added support for AI specific events.
- AI transports are much more intelligent than before about targeting planets
- AI much smarter about focusing its endeavors on its target primary opponent and its assets
- AI work on trying to get it to be smarter about when to make massive fleets and when to send out smaller fleets to finish someone much weaker.
- Lots of AI work to try to find a good balance between the AI using its military might to conquer versus when it should hunker down. This will be an endless balance war for the AI.
- Removed code that was blocking the AI from even looking at units that were far away that it knew about. While this made sense when performance was tight, now that this has been moved to its own thread on its own core, we don't care.
- Damaged fleets that fall behind a certain threshold will be sent home to reinforce
- More improvements to the AI guessing algorithm for where good planets are (or as novices say "AI cheating" -- it's not cheating).
- Big one: For the human player, 3 survey ships sitting on the same tile will go to 3 different anomalies rather than all going to the same stupid one. The AI players are very unhappy with this change.
- A LOT of AI work on getting the AI to sacrifice a fleet on a hardened position to soften it. The AI doesn't like to sacrifice units and marketing doesn't like it either because users will say the AI is dumb for sending weak fleets that can't possibly win. But sometimes, you have to do this to soften up the player's defenses if you have the power to spare.
- Eliminated the tech governor for the AI. They don't need a script on what to research.
- AI ship design much better than previous for putting together more powerful ships by saving up resources more than they were before (fewer better ships rather than squandering them on lots of crap)
- AI is better about building transports when it should and not build them when it shouldn't.
- What AI players build on planets is less scripted and more procedural.
- New code for the case when the AI can't find something to build on a planet. It switches to the new procedural system to figure out what to build.
- More AI differentiation based on player traits (moving away from races to support better modding)
- Eliminated last vestiges of AI scripting for trying to achieve a particular victory. You can't script a victory in a game like this.
- Ship tech research now weighs heavily what resources it has coming in rather than what it currently has in inventory. The AI getting lucky and finding say 5 anti-matter shouldn't dictate its weapon research choices.
- Tech stealing by player or AI players made less frequent
- Warmonger penalty more intelligent. If you attack early game, you get it for awhile and if you are declaring war on a lot of players (where a lot depends on how many players are in the game) then it goes on.
- Pirates no longer look for danger when going to a destination because, again, quit being goddam babies.
- Pirate player will assign its ships to be on the warpath so that they're not such babies about attacking other ships
- Pirates will do suicidal attacks.
- Pirates are no longer considered dead if they still have a shipyard. They are only mostly dead.
- As if the pirates are going to maintain a freaking starbase. They're pirates!
Gameplay / Balance
- All Starbase rings now generate 1 influence per turn so that they at least, over time, will expand
- Starbase modules now stack instead of upgrading
- New promotion type: Mogul. Gives 5000bc upon promotion from Entrepreneur
- New missions: Gem Trader, Pilgrimage, Xylology, and Hyper Silicates.
- Sensors, which provide local navigational benefits, give a slight increase to a starbase's influence
- Most starbase modules now have a +1 maintenance cost.
- Colonizing events that gave "Planetary Defense" now give "Planetary Resistance."
- Colonizers ability now grants 1 administrator point.
- Unrelenting ability now provides +1 influence per turn for colonies
- Ancient ability provides 10 research for each anomaly that it picks up.
- Entrepreneur ability provides 5 additional trade routes in addition to existing abilities
- Devout ability now gives an influence to all planets boost every time they choose an ideological choice
- Bureaucrats start with 25 administrators in addition to existing abilities
- Conquerors receive a 2,500 bounty every time they conquer a planet
- Certain ability now provides 100 research every time they choose an ideological trait
- Made the Prolific and Devout abilities global.
- Trade secrets bonus reduced to 25% instead of 100% for pragmatic choice.
- Trade Secrets ideology event nerfed from a 100% bonus to trade income to a 25% trade income bonus.
- Cultural Center now provides 1 influence per turn flat
- Elevation Foundation ideology reduced from 0.2 to 0.1 per turn
- Temple of Enlightenment ideology per turn reduced from 0.3 to 0.1
- Preparedness Center ideology per turn reduced from 0.2 to 0.1
- Arbitration Center ideology per turn reduced from 0.2 to 0.1
- Citadel of Revenue ideology reduced from 0.2 to 0.1
- Death Furnaces ideology reduced from 9.3 to 0.1 per turn
- Cultural Beacon now provides both a 20% influence bonus to the colony as well as a +1 per turn influence
- Cultural Forum influence per turn increased from 2 to 4
- Information Hub IpT increased from 4 to 6
- Interstellar Exchange IpT increased from 8 to 12
- Interstellar Embassy module IpT increased from 12 to 16
- Interstellar Ministry IpT increased from 16 to 32
- Changed planetary bonuses that helped just Social Manufacturing to help All Manufacturing.
- Nerfed Renaissance event's research bonus
- Fixed bad Food Stats on Desert worlds and Precursor worlds
- Nerf some more of the base planet traits for Crusade.
- Altarian AI personality changed from Aggressive to Peaceful (they were too mean)
- Terran Resistance are no longer diplomatic (heh, they never were..) but instead are scientific
- Yor are now 'Expansionist" instead of "Aggressive". The Yor aren't capable of being "Aggressive" by our standards. That would require them thinking of us as sentient.
- Arceans are now opportunistic removing the Chaotic trait (Which made them move between Neutral and Merciless).
- Vigilant Level 2 on the ideological tree now provides the player 3 engineers upon choosing it.
- Trade route diplomacy bonus increased from 0.5 to 1 for the Traders 4 trait.
- When a player dies, their starbases and shipyards are destroyed instead of being given to pirates.
- Durational projects will now re-queue themselves on completion (can still be canceled normally)
- Slight modification of blueprints to not require as many resource heavy weaponry.
- Slight increase in the amount of mining the mining modules produce per turn.
- Shipyard HP and defenses reduced so that players can eliminate pirates and break defenses more effectively.
- Adjusted ideology descriptions to reflect changes to ideology improvements
- Wild Grain planet feature now properly increases Population.
- Updated citizen descriptions to make the bonus calculations more understandable.
- Shipyards and Starbases are now destroyed only when a faction surrenders to the pirates
- The "Certain" abilities now correctly award research points when ideological traits are unlocked.
- Singularity Powerplant now actually charges for Elerium.
- Nerf and Re-enable the Arbitration Center, that was disabled, making the Arbiters ideology trait useless.
- Update Starbase modules so their bonuses to stack, instead of upgrade.
Custom Factions
- Fleet's now show the original author's name of custom ship designs
- Original author's name shows when creating a blueprint in the Ship Designer
Perf
- Minor change to FOW with big performance improvements. Removing a redundant stat update.
- AI players no longer recalculate every turn whether they know about an asteroid. Asteroids don't move
- Player objects processing has been moved to the AI for faster performance
UI
- Govern->Stats screen now shows the number of tiles (parsecs) owned, as well as number of tiles contiguous to the player's homeworld
- Promotion options list now fills correctly
- Fixed issue where promotion option costs were not showing the tooltip for the resource entries
- Fixed display issue where weapon components in the ship designer landing would not show any stats in the tooltip
- Large UI: Resources in the top bar no longer overlap in
- Added alert for when another faction has destroyed a faction
Campaigns
- Updated campaign maps
- Reduced starting pop on some of the campaign factions.
- Retiring in campaign no longer causes some buttons to stack on each other
Bugs
- Asteriod Mining bases should no longer change ownership.
- Fixed bad bonus text on several "Lost Worlds" colonizing events.
- Fix resource cost triggers for Singularity Power Plant.
- Fix incorrect descriptions on several colonizing events.
- Mining base assignments no longer get reset if one of your planets has changed ownership or was destroyed
- Fixed missing adjacency bonuses on the Silicon based life cities.
- Fixed Power on the Manufacturing Focus specialization.
- Fixed crashes
- Fixed MP desyncs
- Battles in nebulas are no longer missing their backgrounds
- Fix preclusion bug that allowed some one-per-planet improvements to be built multiple times.
- Changed Adjacency text to say Adjacency Bonus.
- Changed short name for Torian to Torians.
- Fix for bad grid lines on some Nvidia cards. Doesn't fix all cases, yet. But hey, we got some perf as well.
- Administrator points granted from the Colonizers ability are now properly displayed.
- Fixed some cases where Legion count wasn't being updated correctly.
- Don't refund legions after invasions for whole ships that weren't destroyed.
- You can no longer view non-selectable ships in the fleet details window by going next/prev.
- Fixed a logistics problem that prevented the ships from not always merging to a commander's fleet
- "Destroying Galaxy" loading shows up when exiting to the main menu.
- Tech victory alerts will no longer show up before the age of ascension.
- Removed duplicate resource window in the ship designer window
- Ship missions now show the proper completion time in the queue
- Metaverse: Tutorial Factions and New Factions now show their proper names
- Mercenary entries with large resource costs no longer get split into two lines
- MP: Players are no longer double-charged for mercenary resources.
- Fixed typos.
- Updated privateer promotion description to be more accurate.
- Adjusted ideology improvement descriptions to better reflect their bonuses.
- Fixed bad descriptions of several ideology improvements.
- Asking someone to declare an embargo or to declare war now longer destroys the universe.
- Removed a ghost ship from shipping crate
Galactic Civilization III "Base Game" v2.3 Changes
AI
- Player objects calculations moved into the AI thread (performance)
- Fixed bug that caused AI to potentially get "free credits" due to messaging being disabled
- Pirate AI is more aggressive.
- AI better at defending planets (Crusade tech)
- AI targeting system updated to near Crusade level
- AI keeps track of its fleet inventory, this is used to make better decisions on what to Build
- AI more aggressive in using transports
- Lots and lots of improvements to the AI's ability to target enemies intelligently
- Smarter AI behavior when it comes to asking for money and such
- AI smarter about what ships it wants to build and when
- Much better AI trading system for putting together deals
- AI trading changed to be a vector so that it can offer multiple trade offers (Crusade feature)
- AI evaluates its money much better
- AI much stingier on ship Trading
- AI much smarter about declaring war on players when someone tries to bribe them to
- AI much better about going to war against those who are at war with its ally
- AI more reactive to parking fleets near its territory
- AI war mongering set up
- Smart auto credit bidder added to the trade window to make trading easier.
- Greater variance in flavor text in conversations
Gameplay
- Increased the amount of stars, planets and habitable planets when common is chosen
- Planetary Improvement cost generally made higher.
- Production points on colonies and capital planet default to a higher value
- Reduced manufacturing cost but increased mass of special components so that the ramp up time isn't so severe.
- Added new "Complete Tech" event.
Bugs
-
Various crash issues fixed that were due to custom ship designs / ship mods
-
Lots and lots of potential crash issues resolved due to better checking of custom/mod data
-
Crash fixes from Crusade.
-
Brought over Crusade optimization for stat updating while unit moving.
Patch Galactic Civilization III: Crusade 2.21 (09 June 2017)
-
The offline installers will be available on Monday June 12th 2017. Apologies for any inconvenience caused.
-
New improvement: Galactic Mainframe. Can't be built on one's homeworld. Acts as a hub for other research buildings.
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Deep core mine base social production increased from 1 to 3, provides a universal manufacturing bonus to adjacent tiles.
-
Various reclassifications of improvements for the AI
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Hyperspace project provides a +3 to neighboring research
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Brindle's Observatory adjacency research bonus increased from 2 to 3
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Kimberley's Refuge is now indestructible, provides +3 to the neighboring population.
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City population cap reduced from 16 to 9.
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City food cost increased from 2 to 3.
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Cities provide +2 level bonuses to Research, Manufacturing, Wealth and Influence improvements!
-
Colonial hospital is now indestructible
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Colonial hospital population growth increased to 0.1 flat per turn
-
The GIA provides a +1 influence adjacency bonus
-
Consulate now provides a flat +1 influence per turn bonus
-
Consulate goes up by +1 influence per turn for every other influence improvement that is adjacent
-
Various higher level influence buildings receive the same benefit as the Consulate plus keep their existing benefits
-
Changed most galactic events to only occur ONCE rather than once for each player. This should also eliminate the Pirate spam.
Patch Galactic Civilization III: Crusade 2.20 (25th May 2017)
For the full changelog, please visit:
https://forums.galciv3.com/483089/Galactic-Civilization-IIICrusade-v22-Opt-in-519
Patch Galactic Civilization III: Crusade 2.13
AI updates
- Deciding "ships to build" moved into the planning phase so that it can better keep track of its ship inventory
- If Minor races get ahold of a ship (like constructors via ideology) they now will do something with them [hat tip: GalCiv Discord https://discord.gg/JN2XH6A)
- AI less inclined to build war support vessels
- Only expansive civilizations will try the colony rush strategy now. [hattip: GalCiv forums]
- AI players that are at war with everyone won't bother to build freighters [hat tip: GalCiv Discord team: https://discord.gg/JN2XH6A)
- Fixed a bug that was introduced in GalCiv 1.9 to improve multiplayer where credit transfers are sent as a message. This caused the AI to not be properly charged for rushing ships.
- AI prioritizes getting resources for its starbases over economic ones early game.
- Better Spy handling
- Broad, overall improvements to AI for dealing with player threats, creating bigger fleets, etc.
- AI will not try to recruit various citizen types until much later in the game
- AI does more evaluation on its economic status when determining whether to train a citizen as an Entrepreneur
- Trade: The AI does not add any more offers if the offering party doesn't have the credits/resources to back it up.
- Increased odds of AI building transports, training generals.
- AI builds resource improvements better
Hull Changes
- Tiny Hulls:
- Cost reduced from 11 to 10
- Logistics reduced from 2 to 1
- Small:
- Logistics reduced from 3 to 2
- Medium:
- Cost increased from 56 to 60
- Large:
- Cost increased from 128 to 150
- Logistics increased from 7 to 10
- Huge:
- Cost increased from 432 to 500
- Logistics increased from 10 to 12
- Starbase: HP reduced from 100 to 50
Balance
- Took away the Leader's +1 to raw production on every planet [hattip: GalCiv Forums]
- Hull Reinforcement ship module HP boost reduced from 20 to 5 [Stop Brad's cheese tactics]
- Scavenger Mission moved from Colonial Engineering tech to Interstellar Survey [hattip: GalCiv forums]
- Military Academy cost reduced from 200 to 75
- Xenophobic race ability now provides 100% boost to social and research on a planet but a 75% penalty to ship production.
- Synthetics granted trade techs
- Wealthy ability provides +1 to raw production on every world in addition to the money it provides
- Starbase cultural forum influence increased from 0.5 to 2
- Starbase Information Hub increased from 1 to 4 influence per turn
- Starbase Interstellar change influence increased from 1.5 to 6 influence per turn
- Starbase interstellar embassy increased from 2 to 8 influence per turn
- Central Bank improvement now doubles colony wealth and increases +1 gold per turn for each level
- Market Center provides 5% more of a wealth bonus per level (up from 1%)
- Other wealth based improvements now match market center bonus levels.
- Reduced improvement maintenance.
- Galactic wonders now generally provided an improvement bonus.
- Sneaky no longer gives you a spy turn 1, gives you espionage tech
- Drengin forced to be Merciless (they have an image to uphold)
- Commander now increases the logistics cap of a specific fleet
- Mo money from missions
- Recruit citizen project and similar ones are given a secondary type to allow the AI to better identify them
- Conqueror Ability provides +1 to shipyard construction and a 100% to legion quality. No longer gives invasion tech.
- First level Xeno farm is allowed for aquatic factions again.
- The Research Institute improvement now gives 7.5% bonus, not 75%
Performance
- AI calculates its stats during its own threaded turn rather than in a single update all players thread
- Lots of late game performance improvements (hat tip: ZINGO! https://discord.gg/JN2XH6A)
- Influence calculations moved to a background thread to keep the game from getting "jerky" on large maps late game.
- Diplomacy updates now handled as a threaded job.
Visuals
- Cosmetic texture updates
- Invasion screen prettier
- Improved alignment for tooltips
- Removed duplicate ability names in the Civ. Builder
- Reduced administration alert priority to Medium (from High) to reduce spam.
- Polish pass on colony ship animations
- Remove redundant screen title on the Multiplayer setup screen.
- Fix missing tooltip description on the Worker Recall Production.
- Trades no longer (incorrectly) display have negative credits
- Improved FOW Border for both appearance and perf.
- Updated several screens from the old style to Crusade Style.
- Fixed mislabeled Resource names
- Fixed bad alignment for ideology Tooltip stats.
- Updated credits tooltip in resource bar to be more informative
- Torians and Arceans factions don't show twice If you own Crusades, but not Mercenaries.
- Changed tooltip for starbase upgrading to be more clear.
- Fix the Constructor tool tip to be accurate.
- Fixed the Quick Research Window to avoid text overlapping
- Sylne UP portrait is no longer squashed
- Implementation for minor player text tooltips.
- Added a strategic icon for the Mission ships
- Updated text for various techs.
- Several improvements now have improved icons
- Fixed small break in between the tech tree entries on Normal and Medium UI sizes
Flavor-
Bugs
- Changed tooltip for starbase upgrading to be more clear.
- Crash fixes
- Upgrading a Transport no longer consume legions
- Deleting a ship design template from the main menu ship designer no longer kills the game
- Fixed the discrepancy between the net income tooltip and the govern stats.
- Particles are now get properly cleaned up after battles. This was leading to late game lag after several battles.
- The first upload for ship style sets will no longer give an error.
- Upgrading ships to the same type will no longer kill admins/legions.
- Legions are not longer lost when upgrading to a new transport
- Logistics cap is now on a per-fleet basis instead of on-the-player so we can increase it for the commanders.
- Now when you place a legion, you see the particles for the legion show up immediately.
- When you add or remove legions, you see the particles change to indicate a smaller or larger swarm
- Fixed a problem with Information Warfare that would heavily favor the invader.
- Fix for AI simulated invasions (for choosing tactics) not taking into account force surrenders and planet killers
- Several stuck turns fixes
- Fixed error where the AI was still ignoring resource costs in improvements
- Added sanity checks where the AI tries to pick a improvement even if it didn't have an improvement to queue
- More crash fixes
- Resource Bar Arrows no longer Scroll in the wrong direction
- AI can no longer sneak invisible techs from the trade window which were throwing off the overall evaluation.
- Added tooltips to the Invasion Viewer window
- Updated "Word on the Street" graphics
- Fix for the workshop race condition crash between validation and updating workshop UI.
- Updated planet graphics
- Fixed problems with growing the Yor population.
- Fix for deleting factions with ship style sets for subbed workshop items (it wasn't removing all the files so it was complaining for a set you can't use because it should have been deleted)
- Fixed issue where super long ship names were clipping to two lines in the fleet details window callouts.
- Clicking the "Lost Unit" notification will now take the player to the Unit Manager -> Transfer screen and select the last lost unit in the list.
- You can no longer steal spies from dead civilizations.
- Spies placed on buildings no longer disappear when loading a save game.
- Added tooltips to the Advantage Values in the Invasion Viewer window
- Some lopsided Invasions were incorrectly being previewed as being "evenly matched.
- First pass at re-balancing campaigns.
- Mecenaries: Ysengard's tooltip now properly reflects its ability.
- Lost Treasures: Food improvements are now working correctly
Multiplayer
Patch 1.90 (14th December 2016) [English, German, French only/ Russian Coming Soon]
IMPORTANT NOTICE
Внимание: русскоязычная версия обновления 1.90 содержит критическую ошибку, которая предотвращает создание новой игры. В настоящее время мы работаем с издателем, чтобы решить эту проблему. Мы рекомендуем откат до версии 1.83 или переход на другой язык. Мы приносим извинения за любые доставленные неудобства и благодарим вас за терпение.
Please note: The Russian Language version of the 1.90 update contains a critical bug that prevents a new game being created. We are currently working with the Publisher to resolve the issue. We advise rolling back to version 1.83 or changing to another language. We apologise for any inconvenience caused and thank you for your patience as we work to resolve this issue.
Capstone Techs (added 12/1)
- In the Age of Ascension, players can now research that provide large, temporary empire-wide bonuses. These techs can be researched repeatedly with stacking bonuses.
Optimization
- Memory: introduced new texture compression for planetary and ship textures to greatly reduce memory usage and dramatically improve startup times.
- Removed legacy stopwatch code from the sound system
- Moved old profiling junk
- Reduced CPU usage of the particles and main graphics threads
- Removed redundant debug output
- Multithreaded the texture loading at the start of game to improve performance.
AI
- AI builds scout ships later in the game to keep exploring very large galaxies
- Dramatically reduced AI >normal economic bonuses (no longer needs them)
- Re-designed the way the AI expands into the galaxy with colony ships so that its expansion no longer stalls on large maps
- Dramatically reduced the amount of time an AI will interact with a player if they are not within ship range
- AI doesn't try to bribe other players to go to war unless they and the other players have a decent military already
- AI will no longer give tech gifts to players with a different ideology (i.e. no more Drengin giving you tech if you're a nice person)
- AI now scales the number of similar ship projects based on number of colonies rather than a flat number
- AI pumps up colony ship production priority if there are a lot of nice planets laying around
- AI pumps out fewer Constructors in general
- Re-designed the way the AI determines which planets should get a shipyard to be more (way more) intelligent
- Updated AI's handling of adjacency bonuses to be more intelligent
- AI values planet quality more when picking planets to colonize
- AI somewhat more heuristic on tech research
- AI somewhat quicker to war
- Auto Surveying Survey Ships will now survey extra anomalies if the ship has extra movement points.
Balance
- [updated 12/12] Made low level factories cheaper, provide smaller bonuses.
- [updated 12/12] Reduced the size of maps while keeping the same number of objects, effectively increasing the galactic density.
- [updated 12/12] Increased the zoom distance.
- [updated 12/12] Lowered diplomacy bonus of the Diplomacy Techs.
- [updated 12/5] Diplomacy tech effect to Diplomacy ability increased from 0.5 to 1
- [updated 12/5]Influence MinToClaim increased from 0.33 to 8
- [updated 12/5] Influence Radius root reduced from 3.25 (^0.325) to square root (^0.5)
- [updated 12/5] Eliminated the Influence Bell Curve target divisor.
- [updated 12/5] Influence fall off is increased from -0.3 to –10
- [updated 12/5] Capital Influence per turn increased from 1.5 to 3
- [updated 12/5] Colony Influence per turn reduced from 2 to 1
- [updated 12/5] Removed the faction ability bonus from the Diplomatic Office
- [updated 12/5] Removed all faction ability bonuses from starbase modules
- [updated 12/5] AI is much MUCH smarter about detecting cultural flipping strategies
- [updated 12/5] AI is much better about detecting fast alliance strategies
- [updated 12/5] Colonies now instantly update when you rush build to show the effect of the new building.
- [updated 12/1] Adjusted tech cost to increase per tech age
- [updated 12/1] New capstone technologies that can be researched repeatedly for galaxy wide bonuses
- [updated 12/1] Minor races will now establish trade routes.
- [updated 12/1] Tweaked influence such that growth is now slower in general, but influence improvements and modules are now much more powerful.
- [updated 12/1] Increased starbase spacing by to 3, from 2, until we get the new Administration cost stat implemented.
- [updated 12/1] Adjusted intensity on several strategic map icons and the grid.
- Starbase minimum distance reduced from 5 to 3 tiles.
- AI tends to focus more on tech (generally) than previously.
- AI will build survey ships late ingame.
- AI provided with a much wider variety of ship designs to choose from with the various strategies.
- AI weights units much more closely than previously in order to not make one virtually impossible to build.
- Opposing culture diplomatic penalty reduced from 1.25 to 1.1 if AI is benevolent.
- Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is merciless.
- Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is cruel.
- Close to victory diplomatic penalties increased from 1 to 5.
- Ripe for conquest diplomacy penalty reduced from 0.75 to 0.1 if AI is benevolent.
- Ripe for conquest diplomacy penalty increased from 0.75 to 1.25 if AI is aggressive.
- Minimum planet class to be a manufacturing world reduced from 7 to 4.
- Max number of colony ships the AI will construct at once increased from 2 to 3.
- Max slider focus reduced from 95% to 75% (to deal with coercion penalty).
- Coercion forgiveness eliminated (there is always some coercion if you move off from center).
- Maximum coercion reduced from 50% to 35%.
- Colony Capital production points reduced from 5 to 1.
- CivilizationCapital production points reduced from 5 to 1.
- Influence Radius root increased from 1.75 to 4 (i.e. influence ZOC will start out much much smaller now).
- Tech inflation penalty significantly reduced.
- Penalty for switching a constructor to a colony ship increased from 50% to 75% (yea, you know who you are).
- Pirates moved further away from starting location.
- Increased the variance for the various settings (minors, pirates, etc.).
- Modified the governor script to provide a bit more flexibility based on planet bonuses when building improvements.
- Colony capital maintenance eliminated.
- Colony capital hub provides a 2 (was 1) level bonus to adjacent buildings if they are population or manufacturing or research.
- Civ capital hub provides a 3 level bonus (was 1).
- Reduced maint. slightly on research buildings.
- Rare habitable planets decreased from 30% to 25%.
- Nebula and black holes and anomalies made much less common on all settings.
- Occasional planet frequency amount doubled from 1X to 2X.
- Common stars modifier increased from 0.9 to 1.
- Common planet frequency amount increased from 0.75X to 3X (this also fixes a bug where common was less than occasional).
- Abundant stars increased from 1X to 1.5X.
- Planet Frequency increased from 0.25X to 3.5X (also fixes bug).
- Tiny map base objects increased from 32 to 120 (i.e. tiny maps will be a lot more filled).
- Small map base object count increased from 64 to 150.
- Medium map Base object count increased from 110 to 200.
- Large map base object count increased from 155 to 300 (i.e. over twice as many stars/planets/etc. in a particular size).
- Huge map base object count increased from 250 to 350.
- INSANE map object count INCREASED from 1200 to 1400!
- Sensor cost components reduced slightly.
- Cargo module cost reduced from 27 to 10 (cheaper colony ships – but remember, planets now rely more on population for their production).
- Tiny hull cost reduced from 11 to 10.
- Small hull cost reduced from 25 to 20.
- Medium hull HP increased from 100 to 120.
- Large hull cost increased from 128 to 300.
- Large hull HP increased from 250 to 600.
- Large hull storage increased from 100 to 120.
- Large hull logistics cost increased from 7 to 10.
- Huge hull cost increased from 432 to 500.
- Huge hull HP increased from 500 to 800.
- Huge hull storage increased from 250 to 300.
- Huge hull logistics increased from 10 to 16.
- Cargo hull cost reduced from 42 to 24.
- Cargo hull HP reduced from 10 to 1.
- Cargo hull logistics increased from 5 to 6.
Improvements/Bugs Fixes
- [updated 12/12] Stuck Turn fix involving battle system in multiplayer
- [updated 12/12]Increase the opacity of the alpha on the un-owned grid
- [updated 12/12]Escape key now prompts the user if they are designing a ship, instead of instantly leaving the view.
- [updated 12/12]Added an option skip the upgrade notification on the starbases window.
- [updated 12/12]Fix some bad prerequisites some hidden minor race tech tree.
- [updated 12/12]Fix bad tech description for Technological Outreach tech, in the Torian Tech Tree.
- [updated 12/12]Added check in Galactic Events that prevent random crashes with event that pops up twice.
- [updated 12/12]Fix bad prerequisite for Xeno Geology in the Arcean techtree.
- [updated 12/12]Fix bad prerequisite for Drengin Manufacturing Stimulus.
- [updated 12/12]Fixed a major late-game memory leak
- [updated 12/12]Removed normal map corrections and Lean Maps from game as they didn't look good and were taking up too much space.
- [updated 12/12]Fixed false positive on culture flipping penalty in diplomacy window
- [updated 12/12]Fixed bad normal map for merc textures.
- [updated 12/12]Fixed issue in Krynn tech tree causing the Coordination Temple to be hidden.
- [updated 12/12]Fixed some issues that were causing some of the techs at end of the tree to have the wrong cost calculated.
- [updated 12/12]Fix text wrapping on starbase window
- [updated 12/12] Fix for capstone alerts showing up for non-local player and for tech victory alerts showing up for non-tech victory items
- [updated 12/12] When vram is maxed out, the game will no longer generate a massive log file.
- [updated 12/1] Increased the halo size on non-colonized planets
- Added author fields for maps, factions and ships.
- Starbases will now notify the you that they need to be upgraded after being initially built.
- Fixed double counting of trade routes for AI diplomacy purposes.
- Fixed late game crashes related to textures on large maps.
- Fixed an infrequent crash on loading large maps.
- Fixed bug that could cause the AI to see tiles in the opposite map position of where they were exploring.
- Fixed a bug that could cause the AI to reduce the priority weighting on colony ship production based on the # of targetable planets.
- If a player faction is set to random in the prefs.inifile, the quick-start tooltip will no longer display an invalid faction.
- Fixed an issue where if you changed the planetary spending wheel, the displayed. manufacturing time for improvements wasn't being updated at the same time.
- Clicking available projects tabs no longer resets the improvement cursor.
- Add ESC to close Ship Designer and Diplomacy screens.
- Starbases no longer incorrectly show the upgrade option when none avail.
- Fixed a crash related to the AI defying the UP.
Patch 1.83 (28 October 2016)
New hotkeys
Shipyards
- Arrow left / right --------Next / previous Shipyards
- Shift left/ right ----------Next / previous IDLE Shipyard
- R --------------------------Rush buy
- DELETE -----------------Cancel building selected Ship
Starbases
- Arrow left / right--------Next/ previous Starbase
- Shift left/right------------Next/ previous Starbase that has an available module
Ship designer
- Spacebar-----------------Hotkey to toggle the visual display of anchor points on and off.
Planet Screen
- Arrow left / right --------Next / previous colony
- Shift left/right -----------Next / previous IDLE colony
- R --------------------------Rush improvement
- U ---------------------------Upgrade selected Improvement
- DELETE ------------------Destroy selected Improvement
- DELETE ------------------Cancel building selected Improvement.
Strategic Map
- C-----------------------------Center map on the selected object
- Ctl+S------------------------Save game
- R ----------------------------Rush buy on the selected Ship or Improvement
- U-----------------------------Upgrade the selected Ship
- DELETE--------------------Decommission the selected Ship or Fleet
Gameplay
- Planets with the manufacturing slider set to 100% Military will no longer be considered idle.
- Stationed ships now are properly having their maintenance cost reduced by 50%
- Manufacturing points now being properly updated after reordering shipyard queue
- If AI is significantly stronger than you, it will no longer accept bad peace treaty offers from you.
MP
- Jumping through a wormhole will no longer cause a desync
- The AI can no longer decommission ships during battles. This would cause lots of weird issues, including desyncs and crashes in MP.
- Battle preview window no longer causes a desync.
UI
- Updated appearance of keyboard input window.
- Added new keyboard shortcuts suggested by our fans.
- Command Window: Added cost and turn information for upgrading ships.
- Metaverse button is now disabled if there's no internet connection
Sound
- Ship sounds will no longer disappear in the middle of the turn.
- Added new ship sounds
- Shipyard are no longer missing ambient sounds
- Fixed a problem where the "turn" button sound didn't play after a battle.
Bugs
- Starting the Altarian Prophecy Campaign no longer triggers the "For Arcea" Achievement.
- Fixed typos
- Altarian Prophecy: One of the mission rewards was not properly giving the ideology bonus
- Added a sanity check that makes sure we add in a valid waypoint in for our travel to prevent a stuck turn.
- Fixed a problem where a destination tile was invalid when loading a save game.
- If more than one freighters are completed on the same turn, the popup dialog for the second one was sometimes getting lost, causing a stuck turn.
- This same fix will unstick save games with this issue.
- Fixed a stuck turn where a ship is trying to leave a station the same turn that its faction surrenders.
- The "Speak to" button will no longer be disabled in MP for the rest of the turn after trading with the AI
- Fixed a case where the hotkey tooltip wasn't getting cleared.
- Fixed a crash in the event processing
Patch 1.82 (24th August 2016)
- This update is required in order to access the Altarian Prophecy DLC.
Overview
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UI Stability improvements: We've increased the number of UI widgets by 4x. Extreme games (e.g large maps, hundreds of fleets, etc.) will be now be more stable. We have also fixed numerous issues with the new notification system.
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Gameplay: We've fixed a ship trading exploit and several gameplay bugs. In addition, we have made some treaties free for alliance members.
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Rise of the Terrans DLC: Updated campaign to use a new United Earth "classic" ship style that better represents ships of that galactic era. As part of that change, you now can select United Terrans ship style for your custom races and choose from over twenty new "classic" ship parts for your ship designs.
Change Log
- Increased the number of UI widgets by 4x. Extreme games (e.g large maps, hundreds of fleets, etc.) will be now be more stable.
- Removed a previous change to the autosave system from 1.81 that was causing crashes and corrupting save games in multiplayer.
- Stray particle effects from battles were traveling across the galaxy before timing out. This appeared to be a stuck turn. This should no longer happen.
- Adjusted AI evaluation of the "Open Borders" and "Non-Aggression Pact" treaties such that these treaties are free for alliance members.
- The "ignore defense" ability (from tech such as "Shield Punch") were not properly applying their damage. This has been fixed.
- Gave Pirate faction traits user-friendly names since they are showing up in some campaign diplomacy reports.
- Ships with "One-Per-Player" components are no longer tradable. This prevents an exploit that allowed players to get around the "One-Per-Player" restriction. These ships are disabled on the trade screen and include a tooltip explaining that they cannot be traded.
- The shipyard button "continue making this design until further notice" wasn't checking prereqs when deciding if it should be enabled for a build queue entry.
- Notifications no longer interfere with game inputs on the left side of the screen.
- Notifications are now refreshed only at the start of the game and start of a new turn. This prevents creates gaps in the list in the mid-turn.
- When adding a ship to the build queue, the list will automatically scroll to the bottom.
Clicking on shipyards in the Shipyard List now centers the camera on it and select it.
- Fixed staked ship bar scaling issues for normal and medium UI
- Renamed generic tech tree to "Generic Tech Tree". It was mislabeled as "Terran Tech Tree".
- Unowned asteroid fields now say "nearest owned planet" rather than "assigned planet" in their tooltip and selection context.
- Fixed a crash caused by alerts that have no tooltip.
- Added tooltip to Ship Level entry when viewing single ships on the Fleet Details Window.
- Fixed bug where a player who dies in a mp game but stays around to watch the other players play would send an invalid match report.
Mercenaries:
- Added warning if building a starbase upgrade will consume a constructor with mercenary components on it.
- Building a starbase using the Mercenary ship "The Crux" now provides the correct influence bonus.
DLC
- Rise of the Terrans: Updated United Terrans to use a "classic" ship style that better represents ships of that galactic era.
- Rise of the Terrans: Added United Terrans ship style.
- Rise of the Terrans: Added over twenty "classic" ship parts.
- Rise of the Terrans: Fixed assorted typos.
- Rise of the Terrans: fixed bad Xendar homeworld name in diplomatic report screen.
- Lost Treasures: Fixed a misleading bonus description with the Atomic Polarizer event.
- Lost Treasures: Fix incorrect description on the Elemental Extractor Lost Treasure event.
Patch 1.81 (28th July 2016)
-
Warning: this update is for the English & French versions only. If this patch is used on either the German or Russian version of the game then the game will be in English or French if the French patch is used. The German & Russian versions of Galactic Civilizations III will be updated ASAP.
-
This update is required in order to access the Lost Treasures DLC.
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Improved level loading time
-
Updated notification system. Notifications now appear on the left-hand side of the screen rather than the tab on the right. - Notifications can be filtered based on priority or turned off in the game options menu.
-
Ai is more likely to engage you multiple times in a single turn.
-
Fixed occasionally blank battle prediction text on the Battle Preview window.
-
Fixed an issue preventing Malevolent "Eager" traits bonus from show up in tooltips.
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Make the "Can not afford" and "Can afford" colors on tier 1 mercenaries more distinct.
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Replaced "Tariff Stations" tech specialization with "Trade Tariffs" in all tech trees.
-
Fixed issue preventing Assault Carriers from using High Capacity Carrier Modula.
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Fixing a case where sometimes a player is blocked from attacking an asteroid it had previously attacked and blown up.
-
Added collapse and expand buttons to each header in the campaigns/scenarios list, to allow collapse scenarios for that campaign. This will allow us to add more campaigns in the future.
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Built units now start with full movement points.
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Mining colonies being attacked or culture flipped now give an alert instead of displaying the battle confirmation dialog.
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The rebellion status of a planet is now properly cleared upon successful invasion
-
Fixed a save crash in multiplayer.
-
Fixed several bugs that would make the audio stop playing in mid-game.
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Fixed a rare infinite loop while looking for patrol tile when the ship has no battle rating power.
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Fixed an a infinite tooltip loop.
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Custom maps now properly randomize anomalies if the option is checked.
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Added "Planets Annexed" to match reports
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"Random" opponents can be assigned to teams.
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Ship descriptions now remove multiple spaces
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The email address entry field now gets keyboard focus when the Registration dialog is opened.
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Updated the Mercenary ship "The Wraith" to make it clear it gives a fleet-wide buff to repair.
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Updated Mercenary ship "The Willow" to have a Jamming of 75% from 50% to match its description. Also changed the tooltip from Evasion to Jamming.
Patch 1.80 Hotfix 2 (01st July 2016)
- Fixed a problem where certain combinations of game events and settings would cause slowdowns and stuck turns (looking at you, space pirates!)
- This same fix also improves general performance on large maps with lots of factions, stars, etc.
- Fixed a space monster stuck turn issue in the Rise of the Terran campaign.
- Addressed a data problem that sometimes prevented the first mission of the Rise of the Terran campaign from starting correctly.
Patch 1.80 hotfix (22nd June 2016)
- Fixed a problem with interceptors that prevented battles from completing and causing a stuck turn.
- Address an issue where a specific set of galaxy options that would produce an early game stuck turn
- The map editor's mini-map is no longer missing.
- Fixed a case that allowed machines to select unsupported graphic options resulting in either black screen or a crash.
Patch 1.80 (22nd June 2016)
Asteroid Mining
- Asteroids within your ZOC can be mined. Each Mining base costs 500 credits and takes 3 turns to build.
- Mined Asteroids will provide a raw production bonus to the nearest planet. The bonus is reduced by distance. You can reassign the receiving planet.
- If the ZOC changes, the Mining Base will be automatically flipped.
- Mining Base can be attacked and blown up by enemy fleets.
- Mined Asteroid map icons are tinted to their faction's color.
- Colonies can be decommissioned for scorched earth tactics
- You can rename Mining Bases by clicking on their name in the context panel
- Asteriod Mining Bases do not require a starbase.
- Note: The Asteroid Mining feature will require starting a new game.
Star Information Window
- You can now click on a star to see colonizable worlds within that solar system.
- Clicking on one of the planets will select it on the strategic map.
- Click on a star's name to rename it.
Uncolonized Planet List
- The Colonies list now has two sections: Colonized and Uncolonized Planets. Uncolonized Planets lists out the planets you've discovered but haven't colonized yet. Both sections are collapsible and are independently sorted.
Ship Leveling
- Ships gain experience through winning battles and surveying anomalies. This experience translates into a ship level.
- Ships gain additional HP as they level up.
- Mercenary ships gain additional bonuses.
Improved Multiplayer experience
- Refactored movement and events systems to reduce the number of stuck turns and desyncs during multiplayer. These changes should have no gameplay effects.
Increased the movement speed of ships only in multiplayer.
Gameplay
- Diplomacy Statistic bonus increased from 2 to 3
- Conquest Victory Goal is not active until after turn and the player has a reasonable military
- Easy target modifier now takes trade routes into effect and reduces the impact accordingly if the player is trading with them
- Ships In ZOC diplomatic modifier takes into account how many ships are in the ZOC . If it's just 1, it tends to let that slide.
- Added recommended player counts to each galaxy size. When you choose a galaxy size, you can choose to automatically add the recommended number of players to the game.
- Specialized techs now have star icon next to them to make them stand out relative to normal techs
- Updated Durantium Refinery and Thulium Data Archive to do Flat points.
- Added new Promethion Reserve improvement that provides credits per turn.
Bug Fixes
- Fixed a potential issue when setting a destination for a fleet that can move and immediately hitting 'end turn'
- Iconian Defenders will no longer respawn after being attacked by a faction with the "Scavenge" ability.
- Prevented a crash if a mod tries to reference a missing sound file
- Right-aligned the values for the lobby details section to account for differences in length of the titles for various languages.
- Planets can be renamed again
- The Lobby Window was being hidden unnecessarily when clicking the Invite Friends button. It now stays visible in the background.
- Fixed various places where long names (planet, shipyard, or starbase) would break out of their frames.
- Fixed issue that prevented allies from using the "declare war on" offer during trade.
- Fixed crashes caused by canceling a starbase modules.
- Fixing an issue where canceling mining starbase modules on a starbase with claimed resources caused the starbase to remove the queued modules incorrectly.
- Fixing a tooltip where it would say you can't build you because the module is claimed by another starbase, when in fact it was claimed by the current starbase and the warning is in error.
- Fixed typos in the description for the "Precious Metals" planet feature
- Logistics now shown with decimal values. Previously, value was being rounded in the UI and which in some cases, made it appear that a fleet had room for another ship.
- Re-implemented the round robin colonization event mechanism to be simpler and also functional. This should fix problems with colony events not firing after the list is exhausted.
Patch 1.71 (17th May 2016)
Performance improvements
- Optimized animation system to better handle larger numbers of fleets
- Removed the old logging functions to reduce memory and CPU usage
- Fixed a memory leak related to the shipyards and other graphics that mostly impacted larger maps.
- Removed some redundant game checks that were slowing down the frame rate in some circumstances.
- General improvements to make the game cleanup more stable and to prevent hard-to-reproduce crashes.
Gameplay
- Influence Victory now has an additional requirement: You must be at peace with all of the major races for 10 turns to earn Influence Victory.
- Added an alert for when another faction is close to Influence victory.
- Rebalanced the "Life Support" mass-to-range ratios.
- "Exploration Treaty" now requires the later Alliance Tech. Also increased the relations level required to get it.
- The "Exploration Treaty" is now limited to one per faction
- Tweaked "Open Borders" relations values.
- "Open Borders Treaty" and "Exploration Treaty" can no longer be traded with minors as they are of little value to the minors.
- Balanced the Culture Flip diplomacy modifiers to be less punishing.
- Balance pass on all Production Point modifying improvements. Changed all production point adjacency bonus to affect manufacturing.
Starbases
- In the Sponsor Screen, the "Set For All Starbases" button will apply the current settings ( constructor, auto upgrade, and manually manage) to all Starbases.
- Fixed an issue that was preventing the Iridium faction from building Influence Starbase modules.
- Renamed all instances of "Manufacturing per turn" to "Sponsor Manufacturing"
- Changed the starbase sponsor lines only point to shipyards and constructors that currently have modules requested for the starbase.
- Added a tooltip to the spinner that is set on startup and when the spinner is changed.
- Fixed a problem where the "set for all" buttons weren't working correctly.
UI
- Replaced Shipyard's "auto-idling" function with a simpler "do not notify." If the shipyard has nothing in its queue, regardless of the state of the notifications for the shipyard, it's manufacturing use will not be taken from the planet.
- Fixed various issues long planet names getting clipped
- The game now displays the name of the current faction who is currently moving.
- Fixed instances where the Battle Prediction were incorrectly flipped.
- The "red alert" notification for population cap will now only appear if the population is actually fully, matching the tooltip description.
- Unavailable treaties should appear in the trade list, but should gray out with a helpful tooltip.
- Map Editor: Fixed line breaks for Precursor Anomaly header and random Precursor Anomaly entries
- Map Editor: Changed all of the random Anomaly entries to be lowercase and colored yellow to make them stand out a little better and to decrease their overall width.
- Disabling the Gel UI option will now make the background black instead of transparent. This will improve the readability of many of the tooltips.
- Tech tree will no longer occasionally have gray paths instead of colored, the first time you open it. The issue used to happen if you had previously researched the first or second specialization and not opened the tech tree.
- When clicking the next/back arrows in the Trade screen, it will now switch between any factions you can trade with and keep you on that screen (instead of taking you back to the initial conversation screen).
- Players are now warned if local resources/relics are already claimed by another starbase they own if they attempt to build an "Archeology Lab" or "Mining Ring".
- Ships that have the "One Per Player" component requirement are now disabled instead of hidden in the shipyard.
- The tooltip for those ships with a that have the "One Per Player" component now display a warning when a ship has been built with that component, to notify the player that they can only build one.
MP Lobby improvements
- When joining a multiplayer lobby (or someone joins a lobby you're already in) and the game starts sending custom factions from player to player, a "Loading Factions" message will appear and prevent players from interacting with the lobby until loading is complete."
- Player names are now colored the same as their faction's color
- Fixed an issue where the "Loading Custom Factions" text would appear when a player joins a restored session.
- The game host can now edit a lobby's map and gameplay settings while in the lobby.
- Single and multiplayer game and galaxy settings are now independent. That is, the game will remember separate galaxy size setting for single and multiplayer games.
- When Ready in the lobby, you can no longer change your faction or team.
- When Ready in the lobby, clicking the Ready button again will unready you.
- Fixed the player names sometimes appearing as white in the chat window in the lobby.
- Increased the scroll speed of the player list in the lobby.
- Disabled the mouse wheel behavior for the "AI Intelligence" and "Team" spinners, so it doesn't stop the scrolling behavior of the list.
Bugs
- The hull mass scale modifier will not longer reduce the effectiveness of hull-mass tech improvements.
- If Ascension or Research victory conditions are turned off, the AI will no longer suspect that you are pursuing these victory conditions and penalize you in Diplomacy.
- Added a minimum tactical speed to all ships. This prevents battles lasting forever because the ships were getting -100% tactical speed from stacking Starbases effects.
- Campaign now contain the Basic Constructor.
- Fixed the missing Starbase range buff on the military ring.
- Factions relations will no longer modify Peace Treaty trade values
- The Mercenary "Dr. Jondi Ians" now provides the intended double bonus to Precursor Studies instead of triple.
- Fixed an issue with the Diplomatic Trade Offer Value Multiplier was not always working correctly.
- Added a warning message Starbase Archaeology modules if the nearby Relic is already tapped.
- Trading planets will not longer break the planet scroll list
- Fixing a stuck turn caused by giving a fleet a battle order and then order it to do something else before the battle had started.
- If an unknown faction captures an Ascension Crystal, the player can longer see the Ascension Crystal's location behind FOW.
- Tactical speed no longer appears as "missing info" in some tooltips
- Changing the AI to wait until all ships are done moving before it starts its move phase.
- Fixed an issue where the shipyard being built when there are no available sponsors prevents the set sponsor window from popping up.
- Games will no longer run out of colonization events.
- Precursor colonization events will no longer appear on non-Precursor Worlds.
Patch 1.70 hotfix (16th May 2016)
- We've added a small hotfix patch for Galactic Civilizations III that fixes a number of small issues found in version 1.70 of the game.
Patch 1.70 (22th April 2016)
Starbase Upgrades
- Starbases can now queue multiple upgrade modules directly from Shipyards. Once built, Constructor modules automatically travel to the Starbase and upgrade it.
- Starbases have Shipyard sponsors. As modules are added to the Starbase queue, Constructors are added to the Shipyard's queue that can deliver the module in the shortest amount of time. By default, all Shipyards sponsor all Starbases. This can be changed on the "Sponsor" screen.
- Starbases can handle constructors with multiple modules.
- Players can choose what Constructor blueprints to use on the "Sponsor" screen.
- Selecting a Starbase on the Galaxy map will draw connection lines to the Starbase's sponsor Shipyards.
- Queued Constructors are treated the same as other Constructors while en route. Diverted, destroyed, or traded Constructors will be re-queued automatically.
- Players can enable Starbases to automatically order available upgrade modules.
- The Shipyard manufacturing queue displays the Constructor's destination and upgrade module type.
- Starbases can still be upgraded by manually built Constructors and specific Mercenaries.
- Queued Constructors have a custom ship design for each faction.
- Added maintenance cost to all starbase modules for all difficulty levels except beginner and normal difficulties.
Ship List Screen
- Ships are organized by type and role.
- New sorting options: size, attack, version and resource cost.
- You can add ships to a "favorites" list that is saved when you exit the Ship List screen. These "favorites" available even if you start a new game.
- Added a prioritize button to move selected ships to the top of the build queue
- Added reverse sorting to the ship design list.
- Newly designed ships (including auto-upgraded ones) are marked as "new" so they are easy to find.
Starbase Screen
- Added more detailed Starbase statistics.
- Modules and their effects are now both visible simultaneously on the main screen.
- Added a build queue for ordering new modules. Build queue items include an estimated time of arrival.
- Added a Sponsor screen to manage what Starbases are building Constructors for that particular Starbase. By default, all Shipyards are sponsoring each Starbase.
- Sponsor screen has a "Set as default Constructor" option which makes the currently selected Constructor the new default Constructor for future Starbases.
Battle Assessment
Hovering over an enemy fleet displays an estimation of whether or not your currently selected fleet will be victorious. This same information is displayed prior to starting a battle.
Shipyard Auto-Idle
Added Shipyard auto-idle function that replaces the old "shutdown". If the Automatic Idle checkbox is selected, the Shipyard will shutdown if it has no ships to produce. Adding a ship will automatically resume production.
Planetary Alert System
Added alerts added to influence, population, and approval statistics if one of these attributes is at risk. The Alert tooltip includes information on how to address the problem.
Diplomacy
We have improved the balance of the diplomacy system to make it more fun and less exploitable.
- Item trade costs are adjusted based on relations and difficulty.
- Culture treaties can no longer be stacked with same faction.
- Added Diplomatic Office and Diplomatic Outpost Starbase modules.
- Updated AI Strategies and Diplomatic Modifiers to better balance AI aggressiveness.
Gameplay changes
- Lowered cost of Celestial Tourism for Krynn to be closer to the average cost.
- Ship component mass now scales based on the ship's hull size.
- Sensors now have a "sensor power" statistic that controls the area scanned. Sensor power has a diminishing returns effect on overall sensor range. Sensor tooltips provide additional feedback on this new system.
- Changed the default Planet Frequency from Abundant to Common
- Increased the Sensor Power of higher level Ship Components and Starbase Modules.
- Limited some ship components to be one player, including the Bane and special Precursor components.
- The Scout ideological Event now uses Sensor % bonus instead of a flat range bonus.
Interface
- Added a "None" option for Govern/Command window for a ship/fleet's destination
- Added "eject all" button for stationed ships in a shipyard, starbase, or planet.
- You can now (again) choose Medium UI scale for 1920x1080 screens.
- Custom scout ship will no longer appear with the Survey Ship icon
- The content of the Mined Resources tooltip will no longer escape its frame.
- Created a new Sensor Range tooltip that shows the Sensor Power, what is affecting the Sensor Power, and how much Sensor Power is required to upgrade the Sensor Range.
- The "Saving Game... Please Wait.." message should no longer get stuck on the screen.
- Fix stretching artifact in the up and down combo box arrows.
- Updated the Ship Designer's resource bar to be vertical to match the strategic map and shipyard. This will also address problems with text in that control from being clipped.
- Updated the Sort order arrows on the Shipyard List
- Fixed a bug that was turning all Status Bars to the Highlight color in Large UI
- The "now building" text now correctly shows the build module for starbase modules in the shipyard context area, the shipyard tooltip, and the shipyard list item in the main game Shipyards list on the right side.
- Fixed an occasional problem with selecting ships when the player had negative resources
- MP: The start button no longer appears over the "Mega Events" drop down menu
- MP: The "Mega Events" listbox is disabled as Mega Events are not allowed in MP.
- MP: Human players now always appear on top in the lobby, whether they are ready, pending, or unclaimed (for restored games).
Bug Fixes
- Outbreak Ideology event now provides the proper research bonus
- Fixed a crash when attempting to loading an old save game pre-Mercenaries and then using the fog-of-war cheat after buying Mercenaries.
- Fixed typos in the Mercenary ship descriptions
- Mercenary ships can no longer be upgraded by stationing them in planets, shipyards, or starbases.
- Fixed lighting issues in the Yor faction leader animation.
- High-end Prototype ship blueprints are now marked as "-R" designs
- Fixed some weird starting perspectives in Battle Viewer
- Fixing a CTD caused by destroying planets.
- Updated the campaigns with text fixes.
- Fixed issue with Gravity Field Generator star base module that was speeding up enemy ships rather than slowing them.
- Fixed bad data on the Precursor Satellite world that was causing the associated events to not work as intended.
- Add new Heavy Survey blueprint to all races
- Fixed numerous crashes on game exit.
- Fighters are no longer missing in Battle Viewer
- Interceptor fighters will no longer appear in the Shipyard List.
- Disabled Colonizing event on the Iconian secondary world to so that the Iconian's system is consistent with other faction starting systems.
- Fixed a case that would cause the starting Battle Viewer camera to be pointing in the wrong direction.
- A faction's power will no longer wrap to zero if the ship power ratings were too high. This was causing really powerful factions to surrender.
- Fixed a problem with Mods with custom ship styles that were causing an infinite loop and crash.
- Fixed a stuck turn when a command tells a ship to eject to the shipyard it's being built at.
- Fixed an issue where a shipyard can station too many ships. This was the source of multiple problems including crashes and odd gameplay behaviors (e.g. creating stacks of mixed player ships and enemies).
- Fixed an issue where ships can eject onto anomalies and nebula when a free tile was available
- Fixed an infinite loop when there are no Shipyards in the empire that can supply module orders.
- Fixed stale battle log data that was causing fighters to be incorrectly spawning either in the battle viewer or on the game map.
- Fixed planets that were turning invisible after fighting off an invasion.
- If a ship joins a fleet on "Guard", the fleet will stay on on "Guard"
Patch 1.61 (08th March 2016)
Gameplay
- The Starbase Military ring and its two upgrades now give a flat bonus.
- All other Starbase military modules still give multipliers but at higher values.
- Reduced the Starbase Range boost given by Military ring by 1.
- Starbase culture bases and modules now generate more influence per turn
- Increased the anomaly counts on mid-range settings.
Bugs
Mercenaries
- Fixed issue with the "The Trireme" not being able to construct a starbase
- The Derr now gives the proper fleet defense bonus
- The Caravan description no longer overstates its Fleet Range ability
- Fixed typos, clarified Mercenary ship descriptions, and clean up some Tech Tree - descriptions.
- Fix several issues with the -L -P -D versions of assorted ships not being named correctly.
- Torians can now build research related starbase modules and run the research planetary project.
- The Arcean Defense module starbase module no longer slows friendly ships.
- Campaign: Set it up so Blessing I trigger will be disabled if Blessing II is colonized first.
- Custom factions with the "amphibious" trait should now get the proper bonuses
- Ships can no longer eject onto tiles occupied by Asteroids.
- Fixed issue with life support and some weapons augments that weren't using the correct manufacturing cost type.
- Re-enabled multiplayer play for people with mismatched DLC in most cases. However, players with Mercenaries can only play against other Mercenary players.
- Unforgiving, Eager, and Abundant traits should properly work again.
- The Altairans can now build the Champion's Temple.
- The Elerium Defense Shields adjacency bonus now works properly.
- Fixed crashes on insane maps with 80+ factions.
- Fixed crash caused by a ship being awarded to a player that had just died or defeated.
- Creating a custom faction after playing the campaign no longer crashes the game.
- Fixed updated descriptions of the Hyperion improvements.
- Fixing a problem where the detailed match results were not always been saved properly
- Fixed an issue where a few of the Altarian ships were using the wrong thumbnails
- Addressed an issue with the AI Surveying guarded anomalies.
- Multiplayer: Addressed some desync issues.
- Ship designer no longer crashes if ship has too many support modules
- Fixed mismatched values in the starbase sensor modules descriptions.
- Reduced the mercenary cost inflation rate
- Fixed a problem with missing colony ships in the Milky Way campaign
UI
Mercenaries:
- Added inverted color swatches for the Arcean and Torians for custom factions
- Desaturated the Torian Continent gradient some, to make Green hexes more visible.
- Fixed rounding issue in the display of Mercenary abilities that caused apparent mismatch between the description and its effects
- Any ship with nebula immunity will not show nebula effects in the tooltip now when in a nebula.
- Fixed font for nebula effects in the Fleet Tooltip.
- The Required Resources will no longer double up/break in the ship designer in Medium UI.
- Increased the available space for the resource number text, in both the main game window and the shipyard window.
- The Cancel Upgrade button would get disabled if you upgrade, then canceled, then upgraded again. This is now resolved.
- Fixed some issues with the relic icons n the resource bar looking bad on medium UI
Patch 1.51 (14th December 2015)
Hotfix - Ingame version will identify as 1.50
- The AI will now upgrade improvements properly
- If you are defeated by an anomaly's defenders you can now try again with a different fleet.
Added French, Russian and German localisation content for Patch 1.5 and Precursor DLC
Patch 1.5 (09th December 2015)
Please note, only English is supported with this patch - other languages will be added as soon as possible
Feature Overview
- Improved Diplomacy. Added new diplomatic interactions including "Leave my territory" and "Demand Tribute."
- Planetary Spending Wheel. The Planetary Spending Wheel is now available again either through the "Bureau of Labor" planetary improvement or through the new civilization ability "Coercive." This new ability replaces the Krynn's "Patriotic" ability (which ignored the large empire penalty) which is longer needed.
- Coercion system. Setting the civilization or planetary spending to overly specialize in one area reduces raw production. Penalty is modest for most spending schemes.
- Removed the large empire penalty. You'll to start a new game to experience this change
- In-Game Metaverse: Clicking on the "Metaverse" button on the main menu will display your gameplay statistics, leaderboard standings, and universal stats via the new "Yor Galactic Report".
Gameplay
- Improved Diplomacy. Added new diplomatic interactions including "Leave my territory" and "Demand tribute." Go to the Diplomacy screen and ask to talk about something else to access the new changes.
- The new "Coercion" faction trait allows the faction to use the planetary spending wheel throughout the empire without building the "Bureau of Labor" Improvement. This new trait replaces the Kyrnn's Patriot trait which is now obsolete.
- New "Bureau of Labor" Improvement unlocks the Planetary Spending Wheel for a specific planet. This improvement is unlocked through the "Interstellar Governance" technology.
- Removed Large Empire Penalty. This makes the Krynn's Patriotic ability (which overrode the penalty) obsolete and the former trait has been replaced by the new Coercion trait. Note: you'll need to start a new game to enjoy this benefit.
- Added Coercion effect to spending wheel. Spending programs that are overly specializes will be not as efficient in overall production.
- Lowered the Capital Production points bonus
- Raised the default Population growth rate from 0.1 to 0.25 per turn
- Reduced the number of tech required for each Age to better reflect the current tech research norms.
- Re-balanced ship upgrade costs
- To make the galaxy feel more alive, the AI will talk more often. We've also increased frequency of minor races.
- AI
- Added bridge building feature to the AI. if the AI can't reach a target world for invasion, the AI will build military starbases to extend its range.
- AI now does a better job of picking weapon and defense techs
- AI chooses better weapons and defense systems for its ship.
Multiplayer
- Fixed a problem with player count was getting messed up after choosing a custom map and then choosing a different map with a different number of players. This would cause problems in lobby and sometimes crash.
- Addressed a problem where the lobby information wasn't always being updated correctly or in a timely manner.
- Fixed a crash caused by entering Snathi Campaign after leaving the MP lobby
- If peer who doesn't have the same DLC as the host leaves the lobby and starts a new lobby, the game no longer crashes.
- The first entry Multiplayer Setup listbox no longer overlaps the header.
- Custom factions now appear correctly after restoring games
- The Auto-upgrade on the Planetary Governor screen will now properly remember its state in multiplayer.
- When a player with a custom factions leaves a game, the custom factions no longer leave the game as well.
- Fixed a race condition that would occasionally cause a custom faction to be eliminated when the game started. If the custom faction was a player, the game would crash.
Graphics / Audio
- Added in-game Metaverse experience. From the main menu, click on Metaverse to see your gameplay statistics, leaderboard standings, and universal stats via the new "Yor Galactic Report".
- Removed legacy DX9 Dependencies in the atlas generation system to improve stability on startup.
- Addressed several crashes related to the Atlas generation system
- Fixed issue with some buttons having a non power of two texture and looking weird on mouse down.
- Updated the Snathi Peace and War music tracks
- Addressed a problem with the battle viewer where the camera didn't always rotate around the correct axis.
Mods
- Changed flavor text definitions so that they can have groups appended to with mods.
- Changed the preclusion rule so that the player can build a single improvement from a set that you've defined.
Ship Designer
- Addressed problems with that made it difficult to attach parts that were scaled or animated in a particular fashion.
- Attached parts are now scaled correctly when attached to scaled groups within Ship Templates
- Fixed issues that made it hard to place parts onto grouped parts in ship designer
UI
- Added tooltips to tile bonuses Planet Window to better explain what they do and help you better plan your world.
- The Design Button (and a few others) no longer displays incorrectly when pressed.
- Rolling over the turn count now displays the current galactic date.
- Changed the Campaign and Scenarios Difficulty from a dropdown to a spinner so that it no longer spills past bottom of screen
- Updated the Treaty Details background image used for highlighting/selecting so it doesn't attempt to upscale an image not meant for that size.
- Added scrollbars to the dropdowns in the custom faction screen so they don't break out of the bounds of the screen.
- The Wealth Summary screen does a better job of prioritize important information by hiding items with a value of zero. .
- Added text to Starbase Module tooltips so that if they are disabled due to another player claiming the resources/relics that module needs, it will show a message notifying the player that the resources/relics are already claimed.
- Galaxy difficulty setting no longer moves to the bottom when changed
- Increased the width of the Large Distances Break tooltip to allow for 3-digit numbers to appear correctly.
- Added a scrollbar to the Load Ship popup window to make it more obvious that you can scroll the planet's list. This also prevents the planet names from being clipped in medium UI.
- Shipyard Next/previous arrows are no longer clipped.
- On the starbase window, if a resource is already claimed it will now grey out the module name instead of allowing you to build it.
Bugs
- Fixed bad xml value that could lead to Antimatter showing up on maps that had Resources set to none.
- If a fleet of freighters arrive at a planet, one freighter establishes the route. The remaining freighters are not longer stationed at the planet.
- Fixing a crash related to pirates building ships
- Fixed a crash that happened right after invading a minor race planet
- When decommissioning a Shipyard, stationed ships are now ejected instead of being destroyed.
- The default custom race images are available again.
- DLC Available Button should appear for any missing DLC, not just the map pack
- Updated the Class Zero Planet feedback to clarify that it can't be colonized.
- Fixed intermittent failure to load campaign saved games that had bad tech tree data.
- Fixed trade exploit for infinite credits
- Fixed a divide by zero crash error that if you restored a very old save game and won the game on the same turn.
Language update (25th November 2015)
- Added Russian installer and manual
- Fixed redistributable issues with Galaxy version
Please note: For the Russian installation, Windows 10 users should run the gc3_font_setup.exe, which is located in the Fonts folder inside the game main game directory. This adds a special Cyrillic font for the game and is for Windows 10 only - the font will be installed automatically during the setup process for Windows 7 and 8 users.