Galactic Civilizations III

Galactic Civilizations III

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private1028 Mar 16, 2019 @ 9:26pm
"Too many idle Administrators. Move some to planets" message
What is this problem that keeps me from training new administrators? I train 10 and that's it ... once they are used up my game ends because I have no more administrators. Is this a bug? I haven't any clue why this issue happens. 157 turns into my game and POOF its game over again ... again ... every time. The only way to keep playing my game at this point is a resources cheat. Why? Happens every game ...
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Showing 1-15 of 23 comments
private1028 Mar 16, 2019 @ 10:08pm 
According to what I found in the forums I have to promote administrators. This gives me 5 admin points at the cost of resources. I find this frustrating because the memory usage for the game is just too high. I have a 8 core rig with 16GB of ram. I choose large or gigantic maps with around 6 civs that is spread out to manage memory usage. This leaves me too far away from the other civs to reach them until I have advanced my tech and culture to build starbases without maintenance costs. I have 6 other civs in my map (gigantic) but I can only reach 4 of them. The other 2 are lost for gameplay. To reach these 4 civs I must build star bases only to find I hit this ceiling with administrators. I think it would be better to remove them as a game feature then to jump through all these hoops. They cripple large and above maps and long games because the player hits a memory wall way too early. I was excited when the new DLC virtually eliminated 2 minute waits for building a single starbase module. There just isn't enough memory at 16GB to play a decent game on a large or gigantic map - the recommendations are way too high to even be real.
private1028 Mar 16, 2019 @ 10:23pm 
So after investigating the forum and trying to promote administrators I discovered they have no category and are just mixed in with leaders - which I can't promote. So now I finally figured out that after training 10 administrators I must immediately go into the citizens summary tab and promote them into the dead pool. This seems like a work around until the devs actually fix this.

I can't imagine an actual civ that requires killing administrators to grow the civ. Why even have them at all?
Last edited by private1028; Mar 16, 2019 @ 10:25pm
starship_trooper Mar 17, 2019 @ 12:58am 
There is no need to flood the galaxy with your starbases. To reach far away civs, you can also build sensor ships with extremely high range and send them where you suspect yet undiscovered civs to be (building Eyes of the Universe will even reveal their homeworld locations to you). Life support modules are there for a reason. You establish contact with another civ as soon as you meet their ships somewhere.

The administrator system is fine as it is IMO and does not need 'fixing'. It restricts expansion a bit and requires you to make strategic choices (should I train a scientist to boost my research or should I train an administrator to build more starbases?)

You should not take the 'dead pool' (or 'fallen citizens') literally. The game clearly states that when you promote an administrator to minister, he is still part of your administration. Just not in his original job.
Horemvore Mar 17, 2019 @ 3:37am 
1. Its working as intended.
2. Stardock do not really care about large maps. (If they did certain mechanics/features would scale with map size).
private1028 Mar 17, 2019 @ 7:58am 
Originally posted by starship_trooper:
There is no need to flood the galaxy with your starbases. To reach far away civs, you can also build sensor ships with extremely high range and send them where you suspect yet undiscovered civs to be (building Eyes of the Universe will even reveal their homeworld locations to you). Life support modules are there for a reason. You establish contact with another civ as soon as you meet their ships somewhere.

The administrator system is fine as it is IMO and does not need 'fixing'. It restricts expansion a bit and requires you to make strategic choices (should I train a scientist to boost my research or should I train an administrator to build more starbases?)

You should not take the 'dead pool' (or 'fallen citizens') literally. The game clearly states that when you promote an administrator to minister, he is still part of your administration. Just not in his original job.


The underlying issue is memory management. At 16GB if there are too many objects the ability to play degrades significantly. I tend toward larger maps with fewer habitable planets to keep play moving. The administrator issue has been around for quit some time. I just never discovered where they were located until now. I would like to see a better promotion system. Training leaders never set well with me. I think leaders should only come from promotions. Maybe even promoting citizens to administrators and then administrators to leaders so they can be experienced. Having administrators and leaders at level 1 forever doesn't fit a meritocracy paradigm. The game looks like they were planning on doing more with administrators but never got around to it. Anyway. I'm glad I finally discovered this because now I don't need the resources cheat to work around it. It would help to put administrators in their own tab so players can actually find them. It literally took me years to discover because I had so many and never used the summary tab.

Back to memory. Using life support to extend range is a cheap fix that requires redesigning every single ship. When civs are more than 300 hexes everything has to be fit into a huge hull. Can't even trade. More objects in a smaller map doesn't play well either. It all comes down to how well the game does memory management. GalCiv3 has improved this quit a bit but I still can't get more than 200 turns out of the game. It starts to take too long to execute player actions. I'm not interested in waiting 20 minutes for the next turn.
Last edited by private1028; Mar 17, 2019 @ 8:01am
starship_trooper Mar 17, 2019 @ 9:34am 
Originally posted by private1028:
Using life support to extend range is a cheap fix that requires redesigning every single ship. When civs are more than 300 hexes everything has to be fit into a huge hull.

Hell, no!

All you need is a constructor with high range that can reach that far away civ and build a starbase (any will do) near their planets. Then they are in range and you can send your freighter there. ONE starbase. The fact that you could train no more admins tells me that you already built dozens of them.

The game gives you all the tools required to even stage an attack on a civ on the other side of the galaxy, you just have to use them. It requires preparation and effort (as it should), but it is very doable, WITHOUT rebuilding your fleet.

And I still don't understand what all this has to do with your memory issues.
private1028 Mar 18, 2019 @ 10:54am 
Originally posted by starship_trooper:
Originally posted by private1028:
Using life support to extend range is a cheap fix that requires redesigning every single ship. When civs are more than 300 hexes everything has to be fit into a huge hull.

Hell, no!

All you need is a constructor with high range that can reach that far away civ and build a starbase (any will do) near their planets. Then they are in range and you can send your freighter there. ONE starbase. The fact that you could train no more admins tells me that you already built dozens of them.

The game gives you all the tools required to even stage an attack on a civ on the other side of the galaxy, you just have to use them. It requires preparation and effort (as it should), but it is very doable, WITHOUT rebuilding your fleet.

And I still don't understand what all this has to do with your memory issues.


Hey! What a great idea! I didn't know that. Only 1 starbase has to be built near the capital and I can trade with it? That is awesome! I've lowered my map size down 1 from gigantic and it plays pretty good. I went up from around 150 turns per game to 260 before it starts to chunk. I modded my civs so they can just add the extra point to upgrade regular starbases to get the same bonuses as a military starbase. That eliminates a lot of starbases and gives me extra turns. No matter what I do the civs go crazy building starbases and ships everywhere so I always run out of memory. There are a lot of issues with the game I think will never be fixed because it's really Brad's hobby more than a finished product. When he passes this game will go the way of Tolkien.

I don't play my games to win. I play to build beautiful architectures and wonderful civs. I use teams to keep my civs from fighting each other. The problem is this ends with my civs flooding the map with lots of 3d models. Starbases and ships are the absolute worse because every upgrade adds a 3d model. I try to limit how many get built. Using resources is a backdoor mechanism for limiting 3d models. By adding the extra talent to every civ I can get the same function from a planet with a ring of 6 starbases as I get from a planet with a ring of economic starbases inside a ring of military starbases. Plus they changed military bases so players only upgrade range once whereas economic range is still up gradable twice to 11 hexes(?). Of course commanders are broken so I can't assign them to fleets because no matter the logistics available they always say no room now. Might be an issue with the hypergates? My goal is to have a game last 1000 turns.

When memory is low turns start to take progressively longer and longer to complete turns. Probably because data gets forced into the windows swap file and must be written onto the harddrive. Unless you have a flashdrive this takes about 1000x longer then writing ram. Back when GalCiv3 first came out a typical game for me lasted 100 turns. That's because at around 150 turns it took 20 minutes for me to end a turn. That's a memory management issue. I have the same hardware and OS as then. Game play has just gotten better. I credit Brad's devs for doing this. My current game I'm abandoning has 167 turns and I am experiencing a notable lag - about 20 to 30 seconds per action. Experience with this lag has shown me that the time lag will increase exponentially because more data is going to my swap file (virtual memory). I probably have only about 5 or so turns before it hits 20 minutes per action.
Last edited by private1028; Mar 18, 2019 @ 11:04am
private1028 Mar 18, 2019 @ 11:06am 
Originally posted by Horemvore:
1. Its working as intended.
2. Stardock do not really care about large maps. (If they did certain mechanics/features would scale with map size).

I don't see any reason why your opinion is more important then my own. You are welcome too it. Just don't try and force it down my throat and we will be fine.
starship_trooper Mar 18, 2019 @ 12:45pm 
Originally posted by private1028:
Hey! What a great idea! I didn't know that. Only 1 starbase has to be built near the capital and I can trade with it? That is awesome!

Yes. You do not need to connect your areas of influence. Ship range is calculated from any hex you control on the map.

Originally posted by private1028:
Plus they changed military bases so players only upgrade range once whereas economic range is still up gradable twice to 11 hexes(?).

From what I have seen so far, they just removed one of the techs that gave +2 to starbase range. Thus, the maximum starbase range seems to be 12 now (5 base, +2 from tech, +2 from pragmatic ideology trait, +2 from Traders ability, +1 from Vigilant ability). This applies to any type of starbase, AFAIK. There is at least one merc in the pool that doubles starbase range, but only for one starbase ofc.

Originally posted by private1028:
Of course commanders are broken so I can't assign them to fleets because no matter the logistics available they always say no room now. Might be an issue with the hypergates?

This seems weird, I never had any issues with Commanders.

Originally posted by private1028:
When memory is low turns start to take progressively longer and longer to complete turns. Probably because data gets forced into the windows swap file and must be written onto the harddrive. Unless you have a flashdrive this takes about 1000x longer then writing ram. Back when GalCiv3 first came out a typical game for me lasted 100 turns. That's because at around 150 turns it took 20 minutes for me to end a turn.

When you spend so much time on a game, don't you think it's worth getting an SSD and another 16 GB of RAM just for it?
private1028 Mar 18, 2019 @ 3:19pm 
[When you spend so much time on a game, don't you think it's worth getting an SSD and another 16 GB of RAM just for it? [/quote]

If I had the cash I would have spent it years ago. Still the game seems very much improved. Now I just have to find a way to fix my game after my SuperAntiSpyware updated Direct Download and corrupted my game. I can't build colony ships anymore. So I saved my game and now I will try fixing my file allocation table with AVG and see if I can recover my lost build. Otherwise this play through is dead. Anti-malware programs are essential but it gets irritating when the application just steals memory from my game. I have game mode turned on but Superantispyware has a bad habit of just ignoring my user settings. I complain and they fix it for a week or two and then its back again right after the next update/download. Microsoft is even worse. I have to keep updates turned off or it will simply crash my game to desktop for an update. Direct download sounded cool when they first introduced it too but the way these companies abuse it? It's not valuable when it is debased so much.

Case in point:

I tried to use my game controller from my XBOX 360 on my PC and Microsoft update tried to force XBOX 360 OS software onto my 8 core PC. After it recovered my OS (3 hours later) I have about 12 updates that constantly fail. I keep updates disabled under administrative tools because the Microsoft server will constantly try to install these updates which fail and then get reinstalled. I can't prove it but it feels deliberate. I think they may have done this because I tried to port my XBOX controller to my PC and the update server identified the controller's MAC address as XBOX. Anyway I do a manual update once a week now and then turn it off or else it constantly tries to download these same failed updates and reboot and download and reboot ... ad nauseam. Just for good measure, if I don't disable updates under administrative tools Microsoft will automatically turn it on and force the updates.

If this was a virus from my XBOX 360 controller I will be so p@$$ because none of my antivirus software catches this...
Last edited by private1028; Mar 18, 2019 @ 3:25pm
private1028 Mar 18, 2019 @ 4:11pm 
Looks like I'm screwed. It's turn 112 and I can no longer build colony M-5 ships or Freighter M-4 ships. I can't even select them in the ship builder now. My AVG found and repaired 4 registry items but no luck. Loading a prior save just reproduces the problem.

My game appears to have been killed by my Superantispyware update which completely ignored my game mode setting. Time to start over.
Airmaster Mar 18, 2019 @ 5:21pm 
Originally posted by private1028:
Originally posted by Horemvore:
1. Its working as intended.
2. Stardock do not really care about large maps. (If they did certain mechanics/features would scale with map size).

I don't see any reason why your opinion is more important then my own. You are welcome too it. Just don't try and force it down my throat and we will be fine.

Horemvore wasn't giving you his opinion. He stated facts. It is you who took it the wrong way and copped an attitude.

Again it works as it is supposed to work and the devs really do not give a rats butt about large map size because if they did particular game play features and mechanics would properly work without the need to keep nerfing large map scale.

Every ten turns you get a new citizen. You need to promote them later to make room in the pool for more. Unless you promote and which actually retires them ( doesn't kill them ) then it will fill the pool and not allow you to assign more citizens to admins.
Last edited by Airmaster; Mar 18, 2019 @ 5:29pm
private1028 Mar 19, 2019 @ 4:29am 
{\quote]
Horemvore wasn't giving you his opinion. He stated facts. It is you who took it the wrong way and copped an attitude.

Again it works as it is supposed to work and the devs really do not give a rats butt about large map size because if they did particular game play features and mechanics would properly work without the need to keep nerfing large map scale.

Every ten turns you get a new citizen. You need to promote them later to make room in the pool for more. Unless you promote and which actually retires them ( doesn't kill them ) then it will fill the pool and not allow you to assign more citizens to admins. [/quote]

Thanks.Now I know and have adjusted my playing. My game play throughs usually have 2-3 hundred civs so I never actually tried walking through and check each civ individually. Guess that's my problem. I have much respect for your models as well. Each is a beautiful work of art. I may never actually get a Deep Space 9 look but thanks to you I come close. I used to play Star Trek back when it was just a game board and I love the art work. Of course that was long after the movie series ended. I love to recreate the Star Trek universe in my game. Sorry I took Horemvore wrong. My bag.

Thanks for everything you do. I'm not having good luck with any of my STEAM models yet. Only one or 2 subscriptions just showed up yesterday. I wonder what gives? Did the recent STEAM update mess up the WORKSHOP?
Horemvore Mar 19, 2019 @ 8:49am 
Originally posted by private1028:
Originally posted by Horemvore:
1. Its working as intended.
2. Stardock do not really care about large maps. (If they did certain mechanics/features would scale with map size).

I don't see any reason why your opinion is more important then my own. You are welcome too it. Just don't try and force it down my throat and we will be fine.

WTF? I gave no opinion dude, stated 2 facts. But whatever.
private1028 Mar 19, 2019 @ 10:34am 
Originally posted by starship_trooper:
Originally posted by private1028:
Using life support to extend range is a cheap fix that requires redesigning every single ship. When civs are more than 300 hexes everything has to be fit into a huge hull.

Hell, no!

All you need is a constructor with high range that can reach that far away civ and build a starbase (any will do) near their planets. Then they are in range and you can send your freighter there. ONE starbase. The fact that you could train no more admins tells me that you already built dozens of them.

The game gives you all the tools required to even stage an attack on a civ on the other side of the galaxy, you just have to use them. It requires preparation and effort (as it should), but it is very doable, WITHOUT rebuilding your fleet.

And I still don't understand what all this has to do with your memory issues.


I tried this but it doesn't work reliably. The civs eventually demand that I destroy the starbase. It turns out that if I take a cargo hull and load it with only life support at the beginning of the game - maybe 1 engine - and set it to explore eventually it finds other civs. Then they show up in my diplomacy and I can buy a starbase from them. Then I can send a freighter to trade and I don't have to mess with the remove it or else demand.

Thanks for the help.
Last edited by private1028; Mar 19, 2019 @ 10:35am
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Date Posted: Mar 16, 2019 @ 9:26pm
Posts: 23