Galactic Civilizations III

Galactic Civilizations III

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Draginol  [developer] Nov 26, 2021 @ 11:33am
GalCiv III v4.5 planning

We are currently working on a what will eventually be called version 4.5.

One of the goals of this update is to make the late game better. This can be mean balance, performance, cheese, etc. We've seen a couple people report stability issues as well.

If you are interested in helping in this process, if you experience gameplay that you think is non-ideal, comment here with a link to your save game with details of what you are seeing (performance, crashing, AI, balance, etc.) and we will make a point to load it up and try it out and see what we can do.

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Showing 1-15 of 221 comments
Jamite Nov 27, 2021 @ 5:14am 
When creating a new civilization for new game. I always wish we could preview what civilization's buildings for planets looks like beforehand, similar to seeing the ships provided by GC3 game.
DeltaOp Nov 30, 2021 @ 8:40pm 
This is likely outside the scope of what your working on but here are my issues.

Workshop/custom races with custom shipsets take a very long time to load when starting a multiplayer game. This does not occur in singleplayer only multiplayer. This happens even host is playing alone, (starting a multiplayer game with AI players and no humans). So it does not appear to be a transfer issue, rather a problem with how the game loads workshop content in multiplayer.

Random map games need empire placement options similar to how stellaris handles spawns. by that i mean settings on how empires are placed in the galaxy, E.g randomised, clustered players, teams spawn close, or distributed players. Galciv just randomly scatters empires anywhere with a small minimum distance between empires, and team settings have no effect on placement, which means on some games you might have may have 80% of your opponents within 3 star systems of you on a huge map.

Galactic marketplace T2 ships Erragis and Gestalt are overpowered and can be unlocked far too early for the amount of HP they have. Rushing these ships and pairing them with a fleet commander lets you roll entire empires with little trouble in the early game.
cayenne_spicy Nov 30, 2021 @ 10:36pm 
I'd like an option in settings to exclude the "names of beta testers" from the random system names. No offense to those beta testers, but one of the reasons I pretty much stopped playing this game was that I'd end up finding some system deep in a big civ's territory named "xChezBurgx" or some similar nonsense. Either that or allow the player in a singleplayer game to change the system name of non-controlled systems. This issue might be one that some players consider pedantic or silly, but for me (and I'm sure I'm not alone) it's just immersion-breaking and strikes me as something which the developers should've filtered out to begin with (such as by telling the beta testers, "you get to name a star system, but it must be an actual reasonable sci-fi system name").
In my current game I have a barren world and researched barren world mastery it seemed to do nothing.

Also I would really really love to play this game with my friend once he finally gets good internet we have logged around 850 hours together in Civ 5 and I could see us logging 850 hours in GCIII together so please do consider making teams start near each other or make it so your teammate is your closest person too you maybe not near that might be problematic. I’ve never played a team game but I hope to play many in the future.

Also my consistent long standing gripe although I haven’t seen much of it lately Carriers need to be endgame ships their value is so astronomical. I don’t use them because they are such straight ♥♥♥♥♥♥♥♥. The only mod I think I would need to download now is the one that makes the AI not research them. Coding them to work like Starcraft interceptors where you have to rebuild them just isn’t worth the coding at this stage in GCIII lifetime but putting them behind massive hulls or at least locked until final age in the tech Tree.

Finally I feel population can be problematic during the early phases of the game and I feel forced to go benevolent.
Jamite Dec 1, 2021 @ 6:33pm 
Will starships designs be transferable to the new version of GC? Would hate to see all the hard work of all creative designs by players to go to waste. Been hearing about GC4 may be coming out soon.
I finished my game today and after burning up the Yor’s fleets they surrendered their worlds to The measured.
Then the measured started to build shipyards at their new worlds but they built multiple shipyards right next to each other. Which is less than ideal.
I mean it appeared to be every one of their new worlds was producing a shipyard even if it was in the same star system.
Airmaster Dec 3, 2021 @ 8:40am 
Originally posted by BillyJoelWilliamson:
I mean it appeared to be every one of their new worlds was producing a shipyard even if it was in the same star system.

This is actually an ideal strategy. Having multiple shipyards means each shipyard can specialize building a specific class ship and not have to switch to building a different ship class every 5 or 10 turns. This also allows the AI to build fleets faster and get them into combat sooner.

This is a strategy a human player would think of and likely would employ so it's nice to see this happening and makes for a more challenging game to keep ahead of your opponents while building ships and getting fleets out to protect your territory, resources and starbases assets.
Last edited by Airmaster; Dec 3, 2021 @ 9:25pm
Hmm I guess I play weird then. My shipyards are almost always fully sponsored and I have few that are highly productive I pump out medium ships in 2 to 3 turns armed to the teeth and just amass kill after kill on the poor AI. I also just produce full battle groups and send them out with a commander.
Also it would be nice to see honorary Stardockian tracking again no matter what DLC or Expansions you are using.
erdrik Dec 5, 2021 @ 5:45pm 
I am constantly annoyed by the fact that I can move my ships between "islands" of range.
Example: There are two colonies 50 hexes apart(Colony A and Colony B), each providing a source of range for ships. There is a Tiny ship with a range of 10 that has been built at Colony A's shipyard. In theory that Tiny ship should NOT be able to travel to the Colony B. And to that point, if I set it's destination into the deep space between the colonies I get a popup saying it can't go there. BUT! if I set it's destination to within the range of Colony B, then it moves there just fine. It happily ignores the gulf of deep space it supposedly shouldn't be able to fly through.

Ideally I would love for ship pathfinding and destination setting to adhere to range limitations BETWEEN 'current position' and 'destination' as well as just destination.

While modding, I can do cool things like this:
<Mod> <EffectType>MovesCap</EffectType> <Scope>ZOC</Scope> <Target> <TargetType>Ship</TargetType> <ShipComponentType>InterstellarDrive</ShipComponentType> </Target> <BonusType>Multiplier</BonusType> <Value>1</Value> </Mod>

Such that, the MovesCap bonus is only applied to ships with an InterstellarDrive and only in the faction's Zone of Control. I would like additional Target and Scope options. Specifically the following:
Scopes - OutsideZOC, OutsideRange
TargetDef - IsOutsideZOC, IsOutsideRange

EDIT: an OnShipMoved "OnEventTypes" option would be nice too.
Last edited by erdrik; Dec 5, 2021 @ 6:20pm
This could just be me being nitpicky but could you add a trigger or condition to bread basket worlds so they at least spawn with a single food.
RemingtonRyder Dec 10, 2021 @ 9:47am 
Something that the AI doesn't seem to realise is that a player with a high military production capability is a bad target for a war declaration. There are times when you might want to declare war anyway, to try to prevent a victory, for example, but mostly if you declare war and then ten turns later the enemy's military strength rises exponentially, then, whoops, now suddenly the tables have turned. About the only thing they can do is hope that the UP votes to halt all ongoing wars.

Perhaps the UP should have special sessions (not limited by the frequency set when the game was started) to determine whether continuing conflict is justified. This would make it more difficult for a warmonger to gobble up their weaker neighbours, but also limit retaliation from a galactic power which suddenly increases its military strength in response to a war declaration as mentioned above.
Tydorius Dec 10, 2021 @ 2:18pm 
Any chance of a fix to the "Wait" bug on turn end? I just bought my wife the game and we're running into a bug that appears to have been an ongoing issue since 2015.

What would be great would be an option to CTRL+Enter or something like that to forcibly end the turn for all human players, to bypass whatever wait functionality is built into the turn cycle.
ashbery76 Dec 13, 2021 @ 10:40am 
One thing I would like to see fixed before this game is done is the side notifications fixed.Half seem to vanish at the turn start.
Last edited by ashbery76; Dec 13, 2021 @ 10:43am
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