Galactic Civilizations III

Galactic Civilizations III

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P.Shaw  [developer] Jan 18, 2017 @ 9:47am
Galactic Civilizations III v2.0 (Released 1/26)
Hello,
We are happy to share you our next update which is focused on the new Administrator system and improved Diplomacy. Please read below for details.

Starbase Administrators
Starbases are under new management. Each Starbase now requires an Administrator to run it. Your starting number of Administrators is proportional to your galaxy size. You can also research techs in the government tree to train more Administrators. As part of this change, we've greatly decreased the minimum distance between Starbases.

Diplomacy Improvements
We reworked the AI to make it more active and smarter in trading. Be careful you don't loose your shirt while trading!

Change Log
Administrators
  • Starbases now require one "Administrator" to build
  • Number of starting Administrators depends on galaxy size
  • Research certain Government Technologies to increase the number of Administrators
  • Current number of available Administrators can be seen on the resource bar or the starbase list tab.
Diplomacy
  • General pass on conversation weights such that the AI will talk more and offer more interesting trades.
  • AI players who dislike you will charge you more in diplomacy
  • Changed diplomacy attitude label from "allied" to "loves (they're not allied)
  • Changed diplomacy attitude from label "war" to "hates" (they're not at war)
  • AI should be better at focusing on a given weapon or defense tech rather than trying to research multiple paths.
  • AIs will heavily weight their relations with other players based on who is at war with whom and why
  • AIs will tend to come to the aid of their friends even if the enemy is more powerful
  • AI now has the capability of explaining in detail why they rejected (or accepted) a trade offer (though will require translation of new strings)
  • AI will use a redlining system of evaluating proposals such that each sub-AI routine will add marks to the proposal with potential veto power.
  • AI now has the capability of explaining in detail why they rejected (or accepted) a trade offer.
Balance
  • Home planet production points base increased from 1 to 10
  • Significantly reduced starbase spacing radius to 2 tiles, allowing you cluster them closer together.
  • AI is substantially better at evaluating what ship to build, when and where
  • Early game improvements made less expensive
  • Late game improvement benefits reduced slightly
  • Research improvements have been rebalanced.
UI Improvements / Bugs
  • By default, the auto-generated military ships will have their categories folded for easier UI navigation.
  • When a player designs a ship, it will, by default, be added to the favorites
  • Added the currency, morale, population, and turns information to the planet and shipyard window
  • Changed Terran and "space monster" fighters size from small to tiny, matching the sizes for other factions. This change prevents a crash in the ROT campaign
  • Map Editor: Fixed a problem that prevented the Mini-map Preview from working.
  • Replaced Diplomatic Specialization 3 to be "Efficient Administration" on all trees. (Base Game and Campaigns.)
  • Fixed bad Matter Disruption Cost multiplier that was making Matter Disruption 2.6 times more expensive than it should have been.
  • Changed the width of the asteroid tooltip window and "nearest owned planet" value so that the value can no longer overlap
  • Changed the width of the "nearest owned planet" value in the asteroid context window so that the value can no longer overlap
  • Updated map lighting settings to decreased ambient light and increased key light to make the ships look less flat.
  • Mercenaries: Ships that you can't afford are greyed out.
  • Fixed issue where Ancient Kinetic Augmenter had weapon FX even though it is a support module.
  • Removed military ring Starbase range boost now that we have implemented Administrators.
  • Fixed a problem that was causing rebellions in peaceful corners of the galaxy.
Last edited by P.Shaw; Jan 26, 2017 @ 8:01am
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Showing 46-60 of 73 comments
P.Shaw  [developer] Jan 26, 2017 @ 8:15am 
2.0 is now live! Please enjoy and we'd love to hear your feedback.
tearfang Jan 26, 2017 @ 2:08pm 
Nice update!

Thoughts:
Administrators cap:
I could still build ridiculous numbers of starbases early game on a medium map before I capped out, but it did put an early end to the infinite spam which is probably the point. Si I did have to choose between trying to monopolize all the resources on the map vs spamming lots of econ starbases on good systems.

Diplomacy:
Changes are good. I found I was ready to invade before I got everyone on-board when my first non-aggression pact expired. Well actually, a while before the pact expired, so I was quite over-prepared, and annoyed that I’d signed the non-aggression pact delaying my win. Still, I easily friended everyone, so while the changes succeeded in delaying the alliances timeline, the issue of befriending everyone remains. Alliances need to alter enemy AIs forcing them to either form their own counter-balance alliances, or try to join up.

//Mercenaries: Ships that you can't afford are greyed out.// Nice! Another quality of life change that would help a lot is color coding anomalies based on their type. Speaking of anomalies artifacts are way over-powered, halving them to 50% of a tech is probably more appropriate, and still more powerful than other standard anomalies.
Astasia Jan 26, 2017 @ 8:40pm 
Feels like a quick bandaid for a broken system. A somewhat effective bandaid, and a step in the right direction, but I still feel like the entire space station system needs to be scrapped and redesigned.

IE Move the entire system over into the normal ship design system, make the various upgrades into modules you can drag and drop onto a space station design, give it limited capacity that increases with tech, have them built remotely by constructors, and make upgrading them to a new design as simple as ships with an "upgrade all stations of this design" option. IMO

Administrators sounds like a great system to move over to planets though. Not as a hard cap, but something where like every planet after you run out of administrators has drastically reduced income. Still enough to pay for itself and be slightly useful, but not enough to give mindless planet spam quite as much of an advantage.
rog214 Jan 27, 2017 @ 7:31am 
The Good

- Admin system works well. Playing on gigantic with uncommon everything, I rarely ran out of admins, and getting more with tech was easy enough. It makes you focus on better systems and resource nodes, which is what I was doing anyway.

- Ai does build better ships more focused on 1 weapon/defense, and reacts quickly when at war with me to upgrade their ships to counter my weapon choices (just like I do when I encounter a foe).

- Ai trades are more interesting, and it's much harder to farm cash/tech from the Ai than it used to be. You can still do it, but it's not nearly the cakewalk it used to be.

The Bad

- Research rate is still an issue on difficulties above Normal. On Normal, similar size/tech devoted empires have similar amounts of tech to me. Bigger empires have better tech and more of it, again as it should be. But on Genius, empires half the size of mine still have way more techs than they should have, especially with Tech Brokering disabled. I posted a screenshot in another thread of an Ai on turn 38 with 3 planets having 15 techs I don't, several of them being on a level with medium hulls. The +25% research bonus of Genius shouldn't have that much of an impact, but it is compunded by large amounts of AI tech trading with each other, and every Ai's seeming obsession with building labs everywhere.

- The Ai still builds shipyards at planets with very low levels of production, taking literally 25+ (or 40,or 75...) turns to build a ship. I thought that was addressed in 1.9, but I guess it needs another pass...Seems like a waste of admins now as well.

- The Ai still ignores about half of the precursor artifacts it could mine. I find artifacts mid game (turn 150+) routinely unclaimed by the Ai.

The Ugly

- Ai invasion fleets with a speed of 3. Early game, I can see it. Later on when they have access to warp drives and large hulls, c'mon...Building the right ships is great, but if it can't make a fleet properly, it sort of defeats the purpose.

- Fleet up! Ai still stacks large quantities of single ships, having to be killed 1 by 1, which is time consuming, and sort of an Ai nerf. If the Ai ends up with lots of ships in a hex and has the logistics to fleet them up, then do it by default. Again, having the right ships is great but does no good if they can be ganked 1 by 1.

- "AI now has the capability of explaining in detail why they rejected (or accepted) a trade offer." Despite the implication, obviously it's not implemented yet. All it says for now is "your wallet can't meet your promises" or something like that.





Last edited by rog214; Jan 27, 2017 @ 7:33am
Icemania Jan 27, 2017 @ 6:33pm 
Good feedback rog214. I haven't dived in to 2.0 yet, but this should be really used for the devs (that said some represent issues that had been present for a long time but I'll stay hopeful).
veritechfan Jan 28, 2017 @ 1:19pm 
with the last patch all i got was frequent crashes out of the blue.
with 2.0 ive played two games on normal/insane and i get 80% of the map colonized and the other civs just build 4-5 planets then quit.
not much reason to play.
going up a level in difficulty usually means the ai civs just get unreal cheating advances and show up with a million ships before i get anywhere, and im at war with the usual suspects constantly.
wayrethtower Jan 29, 2017 @ 2:30am 
Originally posted by Eboreus:
I still have to play it but I think that things like administrator cap are artificial rules which really don't make any sense. Both GalCiv III and Stellaris feature such rules. Also I don't agree with the recent path of Gal Civ development disencouraging large empires. It would be much better (and much more realistic) to implement all-against-one-coalitions if players start to grow too strong. Also conquering more than a certain percentage of available worlds could be considered a win, so other races join your empire (similar to the old Master of Orion II).

i agree with u totally in another post im arguing the point that starbases are nothing more than really big stationary ships and the only limit placed on # of ships is the REAL factor of affording the maintenance costs. i also said that in the real world small nations survive by making alliances or as u stated coalitions not with some magic man saying everybody can only have this many starbases regardless of what ur treasury says.
sethgaines Jan 29, 2017 @ 12:21pm 
The AI still needs some work on trading. The minors are willing to offer me huge amounts of cash (at least 3.7K) for a Cultural Treaty, even though they produce no culture. They will also offer to buy techs or resources that give them no advantage. A few hundred turns in, they are trying to buy things that give boosts to population growth, even though they have been at their cap for a long time.
P.Shaw  [developer] Jan 30, 2017 @ 6:16am 
Originally posted by veritechfan:
with the last patch all i got was frequent crashes out of the blue.
with 2.0 ive played two games on normal/insane and i get 80% of the map colonized and the other civs just build 4-5 planets then quit.
not much reason to play.
going up a level in difficulty usually means the ai civs just get unreal cheating advances and show up with a million ships before i get anywhere, and im at war with the usual suspects constantly.


I am sorry that you are having trouble with crashing. Can you submit a ticket so that we can help you out?

http://esupport.stardock.com/index.php?/tickets/submit
ertymexx Feb 2, 2017 @ 10:34am 
Stupid question but I gotta ask, does it autoupdate to 2.0 here on Steam? Are these starbase admins "invisble", just a resource? Tried a shortie today, saw no real diffrence at all?
Boogie Dancer Feb 3, 2017 @ 5:42am 
Originally posted by P.Shaw:
Originally posted by Boogie Dancer:
Hello, just to point out that the patch has not solved, two problems already reported, the inability to finish the second mission of the Altar'scampaign, which crashe when I take the last planet Korx and more annoying, space's ships advertised buildable in 18 turns are built in a single turn, usually in the first built dock, which completely fails the game. Thank you for your help and your work.

Can you submit a ticket with the save game so that we can take a look?

http://esupport.stardock.com/index.php?/tickets/submit


Hello, sorry for having put in time to answer you but besides that I speak very badly the English language, I have, moreover, already submitted several tickets and have never found a satisfactory answer to my disappointments. And finally, I found the solution to my problem, finally, I think. Because since I disabled Razer Synapse via the task manager, my "time" concerns have disappeared. Research and ship building are now properly counting, I can no longer build a fleet of admiral vessels in less than 10 laps. Better, the temperature surges of my SLI, during a game, have disappeared. I just have to remake a part in campaign mode to see if the errors suffered are also due to Razer Synapse, unable to finish the second mission of the campaign Altarienne or having won the second mission of the campaign human in one single turn .
Originally posted by ertymexx:
Stupid question but I gotta ask, does it autoupdate to 2.0 here on Steam? Are these starbase admins "invisble", just a resource? Tried a shortie today, saw no real diffrence at all?

Usually it auto-updates, unless you have that turned off (but you would have had to have done that). Should say which version you have on lower right (?) of the main start screen were you load your game.
But I responded actually more about the admins: usually they appear as a resource in the top right of your main screen, top of the list. However I did have a bug once where they did not appear - then it eventually fixed itself. If you do not see them there, look at the Starbase list on the right (where you select planets, ships, shipwards, or starbases) and it should say you are useing x/y starbases (e.g. 10/16). So just an FYI.
upfrontmanager Feb 3, 2017 @ 9:50am 
I am having a problem in getting this to run. It was working on my machine while running WIN7. I recently did a format & a fresh install of WIN10. That occurred at the same time as the recent update, so 2 separate things occurred at the same time. Now the game loads a lot faster, but once in the game the operational latency makes the game impossible to play. Ships can take 3-5 seconds a hex to move. Splash screens for events can take almost a full minute to load. I opened ticket #KCV-697-87034 with Stardock. I ran the tool & mailed in the various files, and was told to update my drivers. I was a bit surprised, because I am a bit smarter than the average bear and I had just updated ALL the machine drivers within the last week. Still, I followed through. I was then instructed to lower graphic settings, which I again did to no success. I aslo changed the swap file to over 4MB. Last night I went hog wild & put in a new Vid card GeForce GTX 1060 6MB, and kicked the RAM to 24 MB (never hurts to upgrade :) ) Game still runs to poorly to play. The mobo has a 1 GB front end interface, and this sucker ran great on WIN7, so I don't think it's hardware. But I can't think of anything else to tinker with. Any suggestions?
runifoc Feb 3, 2017 @ 7:39pm 
Originally posted by upfrontmanager:
I am having a problem in getting this to run. It was working on my machine while running WIN7. I recently did a format & a fresh install of WIN10. ... Game still runs to poorly to play. The mobo has a 1 GB front end interface, and this sucker ran great on WIN7, so I don't think it's hardware. But I can't think of anything else to tinker with. Any suggestions?


1. Open System Configuration (in Win7 it was called MSConfig) and click on the Boot tab then click on Advanced options. Check the box for Number of Processors and below it select the number of virtual processors on your motherboard. By default Windows uses just one processer during bootup. This will direct it to use all of them.

2. Download and install Intel Turbo Boost Max Technology 3.0. You may have to reboot after installing it. Open Turbo Boost and you should see GalCiv3.exe listed. Above the list check both boxes (Enable and Foreground App Has Priority) if they're not already checked. Select GalCiv3.exe from the list then select the uppermost core from the Core List and click Apply. This sets GalCiv3 to use the fastest core when it starts up. Subject to temperature, current and power consumption, Turbo Boost can increase the clock speed of your processors and will track which is the fastest. Note that you cannot use it on AMD motherboards.
upfrontmanager Feb 3, 2017 @ 9:20pm 
OK, I'm mising something. I did update the number of processors ( good to learn!). I D/L turbo Boost, but got the error indicating it's already running. Task Manager does not see it though. The troubleshooting guide says "If Install option is not available in Windows Explorer, go to Device Manager, Locate the device that has Hardware ID INT3510, and Update Driver Software by pointing to this INF"

I looked in device manager and can't find it. I even exploded the entire field & looked everywhere. I am running i7-2600K CPU, so it's compatable, but it won't load.
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Date Posted: Jan 18, 2017 @ 9:47am
Posts: 73