Galactic Civilization III:Crusade v2.21 (Released 6/1)

Galactic Civilization III: Crusade  v2.2.1 (Released 6/1)

Hello,

 We are continuing to balance the game to make it more fun. Please read below for the changes. 

Balance

  • New improvement: Galactic Mainframe. Can't be built on one's homeworld. Acts as a hub for other research buildings.
  • 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
  • Hyperspace project provides a +3 to neighboring research
  • Brindle's Observatory adjacency research bonus increased from 2 to 3
  • Kimberley's Refuge is now indestructible, provides +3 to the neighboring population.
  • City population cap reduced from 16 to 9.
  • City food cost increased from 2 to 3.
  • Cities provide +2 level bonuses to Research, Manufacturing, Wealth and Influence improvements!
  • Colonial hospital is now indestructible
  • 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.
95,088 views 34 replies
Reply #1 Top

looks great

Reply #3 Top

Quoting dappermandan, reply 2

Please fix the oft-mentioned (mostly by graphics/black holes issues soon? :(
End of dappermandan's quote

You cannot predict at ALL when you are going to find and fix a bug.

Reply #4 Top

Ah, good news! I was just going to start a new game this evening, so I'll opt in and try out these new changes.

Reply #5 Top

Why is the colonial hospital indestructable? Pop growth is only needed early in the game until the desired pop is reached.

 

And please add the information in the tooltip, if a building is indestructable.

Reply #6 Top

Colonial hospital population growth increased to 0.1 flat per turn
End of quote
It is also not prevented form building by its upgrades anymore. You can have 3+ growth buildings on the same planet now (each of the upgrades once).

The Xeno Medical Centre is now a downgrade under many circumstances.

Colonial hospital is now indestructible
End of quote
By invasions?

How dare you keep me from commiting war crimes?

@ Galactic Mainframe:

shouldn't this be a colony unique? Moving from one to (potentially) two research worlds doesn't feel like a major improvement.

Reply #7 Top

Pity cos I`m on GOG. I do have a Steam version, but it`s just the base game. Oh well, I`ll wait.

Reply #8 Top

Ooops, nevermind this

Reply #9 Top

I tried this release on a small map yesterday. Some thoughts

  • Adjacency upgrades to early-game wonders + Galactic Mainframe speed up things a lot. (Thanks!!)
  • Deep core mine upgrade + all manufacturing adjacency also makes things faster (Thanks!)
  • Changes to cities. (Population is nerfed so much that this change is secondary. I am building cities more for its adjacency bonus) 
    • Cities for silicon based life does NOT have upgraded adjacency bonus. Is this by design?
  • Consulate upgrade + other influence improvements (Finally this makes influence matter again in the game. Big thanks!!) 

I wish all of these are updated on wiki.galciv3.com 

Generally, thanks for the great work!

Reply #10 Top

i need a setting slower than very slow. 

Reply #11 Top

are the tech tree bugs still there? For example, teching up precursor worlds drastically reduces their production?

Reply #12 Top

Quoting emmagine, reply 11

are the tech tree bugs still there? For example, teching up precursor worlds drastically reduces their production?
End of emmagine's quote


This appears to have been fixed in a previous release..

Reply #13 Top

Quoting admiralWillyWilber, reply 10

i need a setting slower than very slow.
End of admiralWillyWilber's quote
PacingDefs.xml, you are welcome.

It won't do you much good though, because the effects are additive to what citizens and improvements do... a research world with 15 research; +150% from improvements and citizens, goes from 37.5 research to 30 research if you set research to very slow.

edit:
I double-checked. The pacing stat does in fact apply to bonuses given by citizens and xenophobic. But it is still additive with the bonuses from improvements.

I tried to mod to add a different kind of bonus before, but didn't succeed.

Reply #14 Top

I just found out that the Learning Center and its upgrades give a flat +1 research from adjacencies. That is not intended, right? It would be way too powerful.

Reply #15 Top
Quoting Heuristicist, reply 9

Cities for silicon based life does NOT have upgraded adjacency bonus. Is this by design?

End of Heuristicist's quote

I just started a new game and saw the same. I looked that up in ImprovementDefs.xml and see that the Silicons have their own SiliconCity the Durantium cost of which was increased by 1 to 5 and the pop cap of which was decreased to 9. But the new adjacency bonuses of the "normal" city are missing. Is there a reason?

Reply #16 Top

I did not know that Frogboy was not increasing the adjacency bonuses for silicon cities when he was talking about the changes he was making over the weekend.  Sounds like an oversight to me.  Anyway, the Expanded Cities mod has the same adjacency bonuses for carbon and silicon cities.

Reply #17 Top

Quoting Publius, reply 16

Sounds like an oversight to me.
End of Publius's quote

Agreed (based on his thread)   Easy mod to fix

Reply #18 Top

PacingDefs.xml is pretty useless for slowing down the game tbh :)

It should use a similar system to what is located in GalCiv3GlobalDefs.xml for tech inflation. (Which is what you should play with to slow your games down)

 

Reply #19 Top

Quoting lyssailcor, reply 15


Quoting Heuristicist,


Cities for silicon based life does NOT have upgraded adjacency bonus. Is this by design?




I just started a new game and saw the same. I looked that up in ImprovementDefs.xml and see that the Silicons have their own SiliconCity the Durantium cost of which was increased by 1 to 5 and the pop cap of which was decreased to 9. But the new adjacency bonuses of the "normal" city are missing. Is there a reason?

End of lyssailcor's quote

Looking into this...

Reply #20 Top

Well, I have recently decided to absolutely love the Onyx, but started a game on United Earth due to silicon city issues.

I really like the Influence fixes, and the City adjacencies work out nicely as well.

Reply #21 Top

I'm currently addicted to the Oynx as well. Bit sad that I can't feed that addiction with this most recent update. That said I sure love all the improvements we have been getting.

Reply #22 Top

@Jeremy, there is a mod with scaled cities (parallel to the actual city tech) which fix this issue as well.  It works fine, other than all the city tiles appearing at the same tech (and he is working on it, so time will make it better).

 EDIT:  link https://forums.galciv3.com/483401/page/1/#3679967

Reply #23 Top

The Krynn Consulate needs ConversionTech which doesn't exist. I was only able to find KrynnConversionTech.

Reply #24 Top

Is anyone else not seeing the Colonizers trait giving +5 administrators for settling a colony?  Is that intentional or a tooltip bug?

Reply #25 Top

@corgatag

according to the xmls it is 1 admin per colonization. I think that is also the intended value.