Galactic Civilizations III

Galactic Civilizations III

View Stats:
IslandDog May 16, 2015 @ 12:51pm
Galactic Civilizations III - Patch 1.01 Changelog
–RELEASED 05/21/2015–

The first post-launch patch for Galactic Civilizations III is live, bringing custom faction support to multiplayer, adding several Steam achievements, and fixing high-priority bugs.

The upcoming 1.1 patch, due out in the coming weeks, will add Steam Workshop support among other things.

See below for the full patch notes, and thanks for your support!


Enabled Custom Factions in multiplayer (with fixed to make this stable)

Added new Steam achievements for:

Survey an anomaly in a dust cloud/nebula
Declare war before you have Universal Translator
Destroying an enemy Faction
Using a Worm Hole
As the Iconian's take back Iconia (Yor's starting homeworld) from the Yor
Control all relics on the map
Collect 15 Anomalies in a game
As Yor destroy the Iconian faction
Have 12 or more Trade Routes
Use Core Disruption invasion 10 times in one game
Be at war with 5 different factions at the same time
Win a battle
Destroy more than 15 enemy ships in a battle
Destroy more than 7 pirate bases
Unlock all the Benevolent ideology traits
Unlock all the Malevolent ideology traits
Unlock all the Pragmatic ideology traits


Fixed the malevolent Mining Accident colonization event choice (it was giving +50% growth instead of -50%)

Fixed a bad adjacency bonus on the Preparedness Center (it was giving +95% resistance for each level!?!)

Fixed a crash if you hover over a out of bounds tile while using the teleport cheat

Fixed the "Win the Campaign" cheat

Fixed an issue causing ships to go off the screen in the battle viewer

Upgraded the version of Miles (the sound system) to fix sound issues and memory leaks

Many multiplayer fixes around lobby's and restored sessions

Fixed an issue where mutiple simotaneous invasions would show the wrong info in the results window

Fixed a crash when attacking a planet with two fleets in the same action

Fixed a crash if a transport tried to invade a planet at the same time that it was joinign a fleet

Fixed a crash if you fought 2 battles against one defender with spawned fighters and canceled the first battle in the same turn

Fixed an issue that would cause you to not be given ships by ideological events and anomaly's if you obsoleted those ship designs in your ship lists

Fixed an issue where the planet keeps spinning in the battle viewer even if the simulation is paused

Fixed an issue where the old minimap border stuck around if you started a game within a game (only noticeable if you changed map sizes between those 2 games)

Fixed lots of typos

Didn't add any new typos!

Fixed an issue with ridiculously wide monitors (we were scoffing at the 3000 x 1080 resolution until we got a monitor to test it on, it looks pretty awesome)

Fixed an issue where you could build infinite resource requiring ships by using continuously build (When a ship is set to continuously build in a shipyard, and it requires a specific resource, it now checks if the player has enough of that resource before building. If not, it gets removed from the shipyard's queue and sends an Alert/Notification to the player to let them know)

Fixed a crash when going from the campaign to a multiplayer game

Fixed a stuck turn when the Ai invades 2 planets at the same time

Fixed weekly treaty income not showing up in the production sub wnd

Fixed an issue allowing the player to get peace with the AI in scenarios (like the campaign) where peace isn't allowed

Fixed the jitterbug (ie: ships wiggle when moving on large maps)

Fixed the Kinetic Accelerator to correctly boost the range of Kinetic weapons

Fixed the Quantum Leap ideological trait (it wasn't applying its +5 research per colony bonus)


Canceling a rush will now refund the player the cost of rushing the item and re-enable the Buy button.


General AI strategy improvements

Reduced bonuses given to the AI due to the AI being smarter


Removed some release level debug

Major late game turn time improvement on large maps (from the AI calculating paths across the entire map for pirates)

Last edited by IslandDog; May 21, 2015 @ 12:13pm
< >
Showing 1-15 of 116 comments
runifoc May 16, 2015 @ 12:57pm 
Great! When will it get released?
Redneck Philosopher May 16, 2015 @ 12:58pm 
What about fixes for the wide empire morale hit that doesn't scale?
Nastytang May 16, 2015 @ 12:58pm 
Didn't add any new typos!....................... Are You Sure ?? LOL
Bruce Vinrock May 16, 2015 @ 1:02pm 
move it.... i wanna play that thing.... :-)
Draginol  [developer] May 16, 2015 @ 1:05pm 
I suspect there will be an opt-in of this on Monday.
Army Pea May 16, 2015 @ 2:03pm 
Good to hear the AI has more strategic options verse mass bonuses.
In my first "gifted difficulty" game today , I was shocked at how behind I was by turn 5O.
I did have some bad luck with some colonies and a Yor neighbor.
That being said I was 5/5th on every demographic and was never able to recover.
Draginol  [developer] May 16, 2015 @ 2:36pm 
Yea, with each update, I'm slowly toning down what the AI gets at the tougher difficulties as it plays we (it and I) get better at the game.
144hz Intrepidy May 16, 2015 @ 3:17pm 
Many multiplayer fixes around lobby's and restored sessions

Thank jebus.
sethgaines May 16, 2015 @ 3:27pm 
The large empire morale hit is crippling. It needs to be toned way down. I have 10 colonies, all with small population, and it's already getting almost unplayable.
sethgaines May 16, 2015 @ 3:54pm 
I noticed the fix for not getting ships from events. Does this also fix the fact that the Precursor Ship (that you just ruined the planet to get), is a useless piece of junk that can't even take on pirates?
sethgaines May 16, 2015 @ 4:16pm 
Yes, I'm sure that someone can crunch the numbers and come up with the planet limit. Even if you assume they all have starbases helping, and even if you assume that every tile is occupied by a morale improvement, there's still no way you can colonize much of an insane map.

Here's an idea: If they don't want to tone it down too much, give us a new technology path of hyperspace communications or somesuch that would allow you to govern your vast empire more effectively. Each level could reduce the penalty by, say 25%, but the percentages would be compounding so you would never completely eliminate it.
Argenteus May 16, 2015 @ 4:43pm 
Originally posted by sethgaines:
The large empire morale hit is crippling. It needs to be toned way down. I have 10 colonies, all with small population, and it's already getting almost unplayable.

so that explains why everything went down the tubes for me in a match i was playing...
Icemania May 16, 2015 @ 6:03pm 
Originally posted by Draginol:
Yea, with each update, I'm slowly toning down what the AI gets at the tougher difficulties as it plays we (it and I) get better at the game.
Cheers Frogboy. Your ongoing efforts with the AI are appreciated. From what I've seen you've duly delivered on your promise of an AI which is at Grade C at release. I look forward to getting outplayed by the AI in the future.

With achievements how about some difficulty based ones? Endless Space had a good one, win at max difficulty using a custom faction with lots of negative traits i.e. using a custom underpowered race etc.
Last edited by Icemania; May 16, 2015 @ 6:15pm
I also agree that the large empire penalty is ridiculous and should be toned down.
< >
Showing 1-15 of 116 comments
Per page: 15 30 50

Date Posted: May 16, 2015 @ 12:51pm
Posts: 116