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

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 #26 Top

Quoting Horemvore, reply 18

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)

 
End of Horemvore's quote
Can you mod this.

Reply #27 Top

Oh I guess I should submit it as a typo then. :(

Reply #28 Top

Does the new opt in handle games in progress or shall we fire up a new game to enjoy?

 

Luceo Non Uro

Reply #29 Top

My experience with it was that it handled a 2.2 saved game ok, but that new features would only be available on a new 2.2.1 game.

Reply #30 Top

Quoting Publius, reply 29

My experience with it was that it handled a 2.2 saved game ok, but that new features would only be available on a new 2.2.1 game.
End of Publius's quote

As far as I know the XML set at game start is completely integrated into the save game, so saved games cannot profit from XML changes. That's the reason I have not ended a single game yet (apart from only playing ludicrous maps ... ;))

Reply #31 Top
    • Changed most galactic events to only occur ONCE rather than once for each player. This should also eliminate the Pirate spam.
End of quote

Hm, I got the event "Trade Secrets" now for the third time in my 2.2.1 game I started two days ago. Or wasn't that change in then?

Reply #32 Top

So having played a nonsilicon race I am left wondering if maybe the Silicon races don't deserve the adjacency bonus. That food of 3 to have a city is a real cost. Two tiles to make a single city with just the initial farms. 5 Durathium is pricy at start but its a one time payment and it is hardly crippling. Could it be that also giving them an adjacency bonus might be too good?

Reply #34 Top

There are still many sorts needed for lists.

One (of many) that is particularly needed is the sorting of the lists in a ship's goto lists and the addition of uncolonized  planets to the goto list with sorts for planet quality and distance from the selected ship. Currently the attempt to decide which planet (in the larger galaxy sizes) to send a colony ship is clumsy, error prone, and time consuming.