Galactic Civilizations III v3.6 (Released 3/14)

Hello,

We are working on a community-focused update based on your requests.  The following is a preview of some of the changes we have in store.

Some key community reported issues we've addressed:

  • Merging fleets not longer renames them.
  • Custom ships work better with mods
  • Artificial life forms can no longer build farms because robots don't eat food.  
  • Your commonwealth worlds can no longer flip worlds in your empire (because that was treason!).  

Please read below for all of the changes:

Gameplay

  • Nerfed Lossless Life Support module.
  • Fix typos in Lossless Mining module descriptions.
  • Update Tourism bonus for Popular Race trait to be flat 1 and 2% instead of multipliers of 10 and 20%
  • Update united planet tourism board to be flat with a 10% bonus (was a multiplier of 100% which was crazy).  
  • Colonizing the Promethion Refinery precursor world now grants  5 Promethion
  • Set Virtual Vacation to be a player wonder.
  • Change InflunacePerTurn from Multiplier to Flat on the Galactic Showcase.
  • Fixed mismatch of description and text in the Antimatter Weapon Colonizing event.
  • Tweaked pathfinding to not attempt to find a path to the closest node to a blocked destination if the start tile is the closest node.
  • Silicon-based life can terraform and colonize high-level extreme worlds.
  • Synthetic lifeforms: Removed farms, and enabled terraforming Improvements and high-end Extreme world techs.
  • Fix Orphaned Improvements and techs in the Retribution tech tree.
  • Fixed issue with Iridium tech tree failing on Tariff Focus specialization.

UI

  • Changed it so that when you merge a fleet, it will keep a custom name for the resulting fleet. If both fleets being merged have custom names, it keeps the fleet name of the bigger fleet.
  • Adjust Economic Warning Flavor Text to fit with new Conversation popup font size.
  • Fix typo in Precursor Research Node description.
  • Improved the text alignment on the UP Resolutions window

Bugs

  • Fix for custom ship style sets having the wrong strategic icons. They will have to re-save their ship style sets (and change the effect ships classes to what they want along with their text since that is info that is saved off). Prevents them from having to remake the ship style sets and only deal with what was changed.
  • You can no longer assign commanders to planets.
  • Allow ships with one per player components to upgrade to ships with the same components
  • Cleans up code that clears/applies rebellion status to prevent fedge cases where planets can flip when they shouldn't (like when the tile is owned by a commonwealth of the planet owner)
  • Addressed an MP crash related to mismatched DLC
  • Fix for mismatched Strategic Icons on some ship classes
  • Fixed Typos in Plasma Arc event.
  • Fixed issues with administrators not being awarded properly in campaigns.  
  • Fix for ships that were getting pinned under planets
  • Don't crash if a faction is missing some of its data.
  • If you upgrading a ship with a unique design to another design that does not have the unique component, you no longer lose the unique component forever.  
  • Added the Korath staring ship that is required for preview in ship designer mode.

Mod fixes

  • Better support for custom ships created with mods
  • Better support for modded techs that unlock multiple items at once.  

Retribution

  • Fixes issue where Hhypergates didn't fire any shots during battle because they didn't have range.
  • Changed the hHyperlane tooltip to account for the minimum move cost, so it will now show the max bonus as 900% instead of +-100%.
  • Remove extra space in the Korath faction description.
  • Add lossless life support back into the Retribution tech tree.
  • Updated Thalan conversation text to reflect that they bring in multiple ships now in mission 4.
  • Add basic Block hulls to Korath Ship style.





309,918 views 71 replies
Reply #1 Top

Excellent!  Thank you, Paul and Co.

Please don't take this suggestion as ungrateful for all these great updates but please give us the ability to select/remove races from spawning when starting a new game (i.e. Stellaris). Helps a lot for those players who want to keep some level of immersion in their games.

Reply #2 Top

Quoting P-DEXTER, reply 1

Excellent!  Thank you, Paul and Co.

Please don't take this suggestion as ungrateful for all these great updates but please give us the ability to select/remove races from spawning when starting a new game (i.e. Stellaris). Helps a lot for those players who want to keep some level of immersion in their games.

You can already select which opponents appear in a game.

Reply #3 Top

Awesome, thank you.

Reply #4 Top

Quoting Rhonin_the_wizard, reply 2


Quoting P-DEXTER,

Excellent!  Thank you, Paul and Co.

Please don't take this suggestion as ungrateful for all these great updates but please give us the ability to select/remove races from spawning when starting a new game (i.e. Stellaris). Helps a lot for those players who want to keep some level of immersion in their games.



You can already select which opponents appear in a game.

 

You are correct and I am aware of that. I did a poor job of explaining what I mean. I was asking for the ability to select races to not spawn when you select 'random' at the start up screen...keep them from spawning at all.

Sorry for the confusion. :)

Reply #5 Top

My silicon self thanks you for our ability to colonize!

Q about ship upgrades with one per player components.  Does this mean if I obtain a ‘Precursor Boom Cannon’ (not real name!) from an event, and mount it on a ship, I can later upgrade that ship and retain the cannon?

Reply #6 Top

Quoting ManiiNames, reply 5

My silicon self thanks you for our ability to colonize!

Q about ship upgrades with one per player components.  Does this mean if I obtain a ‘Precursor Boom Cannon’ (not real name!) from an event, and mount it on a ship, I can later upgrade that ship and retain the cannon?

Yep!

Reply #7 Top

"Better support for custom ships created with mods"

 

What precisely does this mean? 

Reply #8 Top

Some great fixes here-- thanks!!

Reply #9 Top

what about a fix for regular extreme planets for superior lifeforms aka synthetic, it works for everyone else though, or maybe it's just me? it's still there for carbon and aquatic and now silicon, but still not the machines.... :(

Reply #10 Top

Quoting Jigarothu, reply 9

what about a fix for regular extreme planets for superior lifeforms aka synthetic, it works for everyone else though, or maybe it's just me? it's still there for carbon and aquatic and now silicon, but still not the machines.... :(

My machine empire can colonize and terraform.  You might need to validate your files.

Reply #11 Top

tourism now brings losses instead of profit

 

Reply #12 Top

Serg, this should definitely not be happening. Can you please send in a save of this game?

Is this a new game? or a saved game?
Can you find a planet that is generating tourism and send me a tool screenshot of the tooltip?

Reply #13 Top

I think I see the problem, do you have the Popular race trait set to -1 or -2? 

If you do this and have not other tourism techs or improvement you can actually end up with a - tourism value. 

This should be floored at 0, we will get that fixed, so you will not be able to lose money with that trait. However, keep in mind if a race has that trait they will have to get above a 3% tourism rate before they will actually see any income from it. 

Let me know if this dose does not sound like your problem.

Reply #14 Top

the new game, v 3.6

of course, https://yadi.sk/d/r8RjFtDUAxFw3Q

Reply #15 Top


My machine empire can colonize and terraform.  You might need to validate your files.

 

So you can do extreme planets? I can Terra-form and colonize planets that require atmosphere cleansing but not extreme planets, even though I can research aquatic and frozen, not barren, it's not there. Even after I research, say aquatic, I still can't colonize it, because I don't have access to the tech, I can't trade for it either. I did validate, I either get one file, that needs to be reaquired or two 4 or 5 files that need to be reaquired. I have grm mod, grm terraformer mod, some tweeks to a couple other xml files, will remove them and see if that fixes them.

Reply #16 Top

Quoting Jigarothu, reply 15


So you can do extreme planets?

I stand corrected.  I checked my tech tree closer and you are right.  Extreme Colonization is NOT there.  The two techs normally immediately before and after EC are directly connected.  In my first game with 3.6, I happened to have zero Extreme Planets in range.  I captured a couple from an AI that colonized too close to me. 

It should be an easy fix for Stardock.  This is why they provide preview versions. ;)

Reply #17 Top

that's a relief, I am not crazy, nor did I break the game, yay!

Reply #18 Top

Serg, your save confirms the problem. 

We are going to floor Tourism to 0, so this will be fixed in the next patch, but for now, you will want to avoid using the Unpopular race traits. 

Reply #19 Top

Quoting mormegil, reply 18

We are going to floor Tourism to 0, so this will be fixed in the next patch, but for now, you will want to avoid using the Unpopular race traits.

A nerf too far :D  

Reply #20 Top

Quoting Moser_Alchemist, reply 16

I stand corrected.  I checked my tech tree closer and you are right.  Extreme Colonization is NOT there.  The two techs normally immediately before and after EC are directly connected.  In my first game with 3.6, I happened to have zero Extreme Planets in range.  I captured a couple from an AI that colonized too close to me. 

It should be an easy fix for Stardock.  This is why they provide preview versions.

Ok, so you both are on the opt-in an are seeing this issue then? 

If so, could you:

  • Post some screenshots to help illustrate any items
  • Link to a save game (with any repro steps you think would help) to a cloud service (Google Drive, DropBox, OneDrive, etc).
  • List out the DLC you have installed and any MODs you are using.
  • Any custom races being used (files)?

When you do, we will take a look and thanks for the report.

----------------
Sean Drohan
Stardock Customer Service Manager

Reply #21 Top

mormegil

thank you very much!

Reply #22 Top

In the 3.6 Retribution ImprovementDefs.xml file I see the following as part of the AidResearch improvement:

   <UpgradesFrom>TechnologicalCapital</UpgradesFrom>

I had noticed that I was unable to build the Aid Research project on any world except the one on which I had constructed my tech capital.

Is this a bug?

Reply #23 Top

Definitely a bug. Thanks for the report. 

Reply #24 Top

I've noticed in 3.5 that the food distribution improvement doesn't update to the next better tech.  Bug or intentional?  If a bug, was this fixed in 3.6?

Reply #25 Top

Didn't see this on the fix list.  It was reported in Discord Bug Reports:

Prometheus Stones were removed from the game quite some time ago.  You can only mine Promethion.  It is currently impossible to recharge Kiln of Worlds.