Galactic Civilization III:Crusade Patch #1 v2.1.3 Opt-in
*** Opt-in updated 5/10/2017 ***
Hello,
We are very pleased with the reception Crusade has received so far! Glad you like it!
We have also received a ton of feedback and, unfortunately, cases where the data from the base game crept into Crusade.
To enable the patch, please do the following:
Select Galactic Civilizations III in your Steam Library list
- Right-click and select Properties
- Select the BETAS tab
- From the dropdown, select "opt-in update v2.13 Crusade Preview" and click Close (if you don't see this option, restart Steam)
- Steam should pull down the changed files; if you ever want to go back, do the same as above but select default
Please note: The opt-in is an early preview of the next update and you might experience bugs or other issues. We encourage players who try the opt-in to report any issues to the support forum or via support ticket so we can address them.
Note: I've re-organized the patch notes to make them easier to read.
==Update 5/11 ==
We released a patch today that has everything here minus the tech tree changes and Ludicrous map sizes. Saves from the opt-in will not work in the live build (and vice-versa). We'll be adding the larger map sizes in a future patch.
== Life destroying map size changes (new 5/10) ==
- Map sizes made bigger:
- Tiny: 18 to 20 hex sectors
- Small: 32 to 36 hex sectors
- Medium: 40 to 50 hex sectors
- Large: 75 to 90 hex sectors
- Huge: 95 to 120 hex sectors
- Immense: 240 to 250 hex sectors
- Excessive: 290 to 300 hex sectors
- Insane renamed to Ludicrous
- Ludicrous: 380 (insane) to 500 (twice the size)
- MAX_SECTORS_PER_MAP_X / Y increased from 48 to 64 to support new map size
- Map system saves updated to support new map size so we don't break saves (so yea, you can keep playing)
== AI updates ==
- Deciding "ships to build" moved into the planning phase so that it can better keep track of its ship inventory
- If Minor races get ahold of a ship (like constructors via ideology) they now will do something with them [hat tip: GalCiv Discord https://discord.gg/JN2XH6A)
- AI less inclined to build war support vessels
- Only expansive civilizations will try the colony rush strategy now. [hattip: GalCiv forums]
- AI players that are at war with everyone won't bother to build freighters [hat tip: GalCiv Discord team: https://discord.gg/JN2XH6A)
- Fixed a bug that was introduced in GalCiv 1.9 to improve multiplayer where credit transfers are sent as a message. This caused the AI to not be properly charged for rushing ships. This issue is in GalCiv 2.x and will be back ported. Only noticeable on abundant planets with abundant habitable planets on very large galaxies.
- AI prioritizes getting resources for its starbases over economic ones early game.
- Better Spy handling
- Broad, overall improvements to AI for dealing with player threats, creating bigger fleets, etc.
- AI will not try to recruit various citizen types until much later in the game
- AI does more evaluation on its economic status when determining whether to train a citizen as an Entrepreneur
- Trade: The AI does not add any more offers if the offering party doesn't have the credits/resources to back it up.
- Increased odds of AI building transports, training generals.
- AI builds resource improvements better
== Hull Changes ==
- Tiny Hulls:
- Cost reduced from 11 to 10
- Logistics reduced from 2 to 1
- Small:
- Logistics reduced from 3 to 2
- Medium:
- Cost increased from 56 to 60
- Large:
- Cost increased from 128 to 150
- Logistics increased from 7 to 10
- Huge:
- Logistics increased from 10 to 12
- Cost increased from 432 to 500
- Starbase: HP reduced from 100 to 50
== Balance ==
- Took away the Leader's +1 to raw production on every planet [hattip: GalCiv Forums]
- Hull Reinforcement ship module HP boost reduced from 20 to 5 [Stop Brad's cheese tactics]
- Scavenger Mission moved from Colonial Engineering tech to Interstellar Survey [hattip: GalCiv forums]
- Military Academy cost reduced from 200 to 75
- Matrix Improvements (synthetic tech) removed, population increases moved to tech.
- Xenophobic race ability now provides 100% boost to social and research on a planet but a 75% penalty to ship production.
- Wealthy ability provides +1 to raw production on every world in addition to the money it provides
- Starbase cultural forum influence increased from 0.5 to 2
- Starbase Information Hub increased from 1 to 4 influence per turn
- Starbase Interstellar change influence increased from 1.5 to 6 influence per turn
- Starbase interstellar embassy increased from 2 to 8 influence per turn
- Central Bank improvement now doubles colony wealth and increases +1 gold per turn for each level and also now provides a +2 neighbor bonus.
- Reduced improvement maintenance.
- Galactic wonders now generally provided an adjacency bonus.
- Sneaky no longer gives you a spy turn 1, gives you espionage tech
- Drengin forced to be Merciless (they have an image to uphold)
- Commander now increases the logistics cap of a specific fleet
- Synthetics granted trade techs
- Mo money from missions
- Gave certain wonders back to Amphibian races
- Market Center provides 5% more of a wealth bonus for lever level (up from 1%)
- Other wealth based improvements now match market center bonus levels.
- Recruit citizen project and similar ones are given a secondary type to allow the AI to better identify them
- Conqueror Ability provides +1 to military construction and a 100% to legion quality. No longer gives invasion tech.
- First level Xeno farm is allowed for aquatic factions again.
== Performance ==
- AI calculates its stats during its own threaded turn rather than in a single update all players thread
- Lots of late game performance improvements (hat tip: ZINGO! https://discord.gg/JN2XH6A)
- Influence calculations moved to a background thread to keep the game from getting "jerky" on large maps late game.
- Diplomacy updates now handled as a threaded job.
== Visuals ==
- Cosmetic texture updates
- Invasion screen prettier
- Ongoing galactic events made less verbose
- Improved alignment for tooltips
- Removed duplicate ability names in the Civ. Builder
- Reduced administration alert priority to Medium (from High) to reduce spam.
- Polish pass on colony ship animations
- Remove redundant screen title on the Multiplayer setup screen.
- Fix missing tooltip description on the Worker Recall Production.
- Trades no longer (incorrectly) display have negative credits
- Improved FOW Border for both appearance and perf.
- Updated several screens from the old style to Crusade Style.
- Fixed mislabeled Resource names
- Fixed bad alignment for ideology Tooltip stats.
- Updated credits tooltip in resource bar to be more informative
- Torians and Arceans factions don't show twice If you own Crusades, but not Mercenaries,
- Changed tooltip for starbase upgrading to be more clear.
- Fix the Constructor tool tip to be accurate.
- Fixed the Quick Research Window to avoid text overlapping
- Sylne UP portrait is no longer squashed
- Implementation for minor player text tooltips.
- Added a strategic icon for the Mission ships
- Updated text for various techs.
== GOG ==
- Lots of GOG prep stuff for GOG Galaxy
== Tech Changes ==
- Significant layout change to the tech trees to make them not be so wide. [hat tip: AngryJoe]
- Planetology now provides a +1 to raw production to all planets. [hat tip: Crusader team]
- Hive technologies are now given to Time Traveler trait [hat tip: Steam forums]
- Removed Spark of Life techs as they are redundant with Propagation (should have already been hidden but base game data interference)
- Large scale building cost increased from 539 to 640
- Invasion tech now rewards player with 10 free legions upon completion [hat tip: AngryJoe]
- Xeno Archeology moved to the Culture tree
- Govern tree label renamed to Culture tree
- Path of Shadows provides a 10% boost to all planet influence
- Shadow Enforces provides a 10% boost to all planet morale
- Military Academy cost reduced from 200 to 75
- Matrix Improvements (synthetic tech) removed, population increases moved to tech.
== Flavor ==
- Updated text for various techs.
- Lots of new insults
== Bugs ==
- Changed tooltip for starbase upgrading to be more clear.
- Crash fixes
- Upgrading a Transport no longer consume legions
- Deleting a ship design template from the main menu ship designer no longer kills the game
- Fixed the discrepancy between the net income tooltip and the govern stats.
- Fix a crash that occurs when Steamworks is installing mods at the same time as the user is in the custom civilization builder.
- Particles are now get properly cleaned up after battles. This was leading to late game lag after several battles.
- The first upload for ship style sets will no longer give an error.
- Upgrading ships to the same type will no longer kill admins/legions.
- Legions are not longer lost when upgrading to a new transport
- Logistics cap is now on a per-fleet basis instead of on-the-player so we can increase it for the commanders.
- Now when you place a legion, you see the particles for the legion show up immediately.
- When you add or remove legions, you see the particles change to indicate a smaller or larger swarm
- Fixed a problem with Information Warfare that would heavily favor the invader.
- Fix for AI simulated invasions (for choosing tactics) not taking into account force surrenders and planet killers
- Several stuck turns fixes
- Fixed error where the AI was still ignoring resource costs in improvements
- Added sanity checks where the AI tries to pick a improvement even if it didn't have an improvement to queue
== Multiplayer ==
- AI is now properly charged for rushing ships.
- Using Steam invite will no longer crash the game.
- Continued work to reduce the amount of data going back between players so we can have custom designed races in. (almost there)
- Faster game start up
== Updates (5/10) ==
-
Increased map sizes
-
More crash fixes
-
Resource Bar Arrows no longer Scroll in the wrong direction
-
AI can no longer sneak invisible techs from the trade window which were throwing off the overall evaluation.
-
Added tooltips to the Invasion Viewer window
-
Updated "Word on the Street" graphics
-
Fix for the workshop race condition crash between validation and updating workshop UI.
-
Updated planet graphics
-
Fixed problems with growing the Yor population.
-
Fix for deleting factions with ship style sets for subbed workshop items (it wasn't removing all the files so it was complaining for a set you can't use because it should have been deleted)
-
Fixed issue where super long ship names were clipping to two lines in the fleet details window callouts.
-
Clicking the "Lost Unit" notification will now take the player to the Unit Manager -> Transfer screen and select the last lost unit in the list.
-
You can no longer steal spies from dead civilizations.
-
Added tooltips to the Advantage Values in the Invasion Viewer window
-
Some lopsided Invasions were incorrectly being previewed as being "evenly matched"