For those of you not familiar with Galactic Civilizations III a quick recap. GalCiv III is a game where you choose an interstellar civilization to lead in the 23rd century. One of these includes Earth in the year 2250. What sets it apart is the scale and modability of it. You can literally build up your own galaxy to play in. When people say it’s the ultimate sand box game, they mean it.
The game supports over a hundred different civilizations playing simultaneously on a vast scale all while starting out with just a home world. And there are already thousands of custom made civilizations and ships available to download right from within the game.
As others have pointed out, space is big. It’s really…really big. It’s so big it’s as if it has some sort of inferiority complex about itself and it’s just screaming “Hey! You! Look how BIG I am!” So when writing a game that is part strategy game and part simulation, you have some unique challenges.
For example, how do you write a computer AI that provides a challenge to players without making it cheat like crazy? When GalCiv III shipped, the AI was “pretty good” but it didn’t take long for expert players to find ways to crush it.
So how did we solve it? Data mining.
We started looking at how these experts were playing the game. Sure, stalking YouTube players may seem wrong but then again, people openly posting their strategies are fair game right? And with GalCiv III being a 64-bit multi-core game, we can toss a lot of computing power at the problem. So we did.
For those looking for a new DLC to go along with 1.4, I’m afraid there isn’t any this time. All our budget went into this free update. We hope you like it!
The AI wasn’t the only thing we worked on of course. The multiplayer community of GalCiv III continues to grow and we’ve put in a lot of work to make that a much better experience since the game does lend itself to multi-day sessions of MP (though I wish more people would play the Arena maps but I digress).
Nothing exciting, I just love the idea of starting in our home solar system.
Much better chicks to get information on your world.
Emphasize the production of a planet or turn it over to the AI to manage (with an all-new, written from scratch planetary governor AI)
The Ship designer remains one of the coolest features of GalCiv III. Remember: The AI will use your ship designs when you play against them. Also, these cool ship designs are available via Steam Workshop so you can import them into your game (or print them to your 3D printer).
Player designed ships leads to some interesting battles..(yes, that’s a space hair dryer)
Players can share their designs online for epic…Lonestar fun…
You can also zoom out to see your custom made galaxy fighting it out
Import alien races created by the community into your game for massive galaxy wide diplomacy, trade and warfare
Summary The AI Strikes Back! The AI now does a much better job of building its planets and managing its economy. Player Governors are likewise better at building planets and the new Spending Foci allow you to manage planetary production.
AI + The AI does a much better job at building worlds + Added AI governors to better manage starbase construction + Improved budget management + Improved constructor movement logic
Governors + Player governors do a much better job of building planets + Added spending foci to the planetary screen. This allows players to shift their planetary production between manufacturing, research, or wealth. + Added a Balanced Governor type that builds worlds that are balanced between manufacturing, research, and wealth spending.
Change Log AI Changes + AI creates specialized planets instead of generic worlds. + AI prioritizes building starbases around planets instead of strictly claiming resources. + If the AI determines that it is overspending and cannot support the fleet size, it will aggressively decommission ships. Older ships are decommissioned first. + Improved AI and Governor planetary project (e.g. Economic Stimulus, Cultural Festival, etc.) selection + After conquering a planet, AI will pick Governors based on the existing improvements. + AI now picks Governors based on planet bonuses. + AI now uses spending foci. + AI tech Governor now has a better tech order provided. + AI will no longer overbuild starbases and it only builds what it wants to build. + Add Governors for the AI to manage Starbases. +Tweaked the AI War strategy to focus a bit more on Research. + Improved Constructor movement logic: - Constructors will no longer get stuck in a logic loop when entering dangerous areas. - Fixed weird edge cases regarding constructor building rings and resource capturing.
+ 10/27 Made the AI research weapons better by increasing the priority of all weapons types slightly to work better with tech governors. + 10/27 Added multiple new AI prototype blueprints and designs such that the AI is now much better at using Resources to kill you. + 10/27 AI ships now patrol their territory if they do not have a specific target. + 10/27 AI now use shipyards and planets as rally points. + 10/27 Adjusted levels at which the AI will start decommissioning ships + 10/27 Fixed a bug where the AI was being notified that a ship has stationed in a fleet when it wasn't. + 10/27 Weak ships will fall back to starbases. + 10/27 The AI will now prefer to build up transport fleets before building attack fleets. This will make AI invasion fleets stronger and invasions easier for the AI.
Governors + Added spending percentages to the manufacturing, research, and wealth tooltips. For the manufacturing tooltip, also added social and military percentage information. This help clarifies the effects of the new spending foci + Added spending focus to the planetary screen. This allows players shift their planetary production to manufacturing, research, or wealth. Choosing a focus diverts 25% of the planetary production to that area. + Added a "Direct Control" governor that allows players to manually place planetary improvements (similar to the old "remove governor" button) + Added a Balanced Governor that builds worlds that are balanced between manufacturing, research, and wealth spending.
Gameplay + Added new Military Subsidies Planetary project that funnels excess social manufacturing production into a sponsored shipyard. + Created new Moral Allowance planetary project that funnels social manufacturing production into boasting the planet's morale. + 10/27 Lowered tech weights on some defense techs. + 10/27 Drengin are now able to build Approval starbase modules. + 10/27 Tweaked the common medium habitable planet from 25 to 22 + 10/27 Increased the priority of life support on most blueprints. + 10/27 Lowered mass of several components slightly
Diplomacy Polish + In the trade window, added the relations slider underneath the Leader's name + Diplomacy Trade screen: added confirmation before declaring war + Added mouse tooltip to the "speak to" button if the opponent wasn't available for trade + Add an "available to talk" icon to faction power list on the main screen + Trade screen: collapsed ships stay collapsed each time between screen transitions + Trade offers should properly consider the credit value of a stack of items. + The cancel button in the "Home Star System Window" now works properly
UI / Graphics + Minimap no longers shows ZOC influence under fog of war + Added gel background to the Load Map screen and fixed some text overlap issues +Search results in Research Technologies are are now flushed between games + Added new tooltips for faction power list + Fixed an issue where the production wheel does not always update the values on the screen when previewing new values on the wheel. + Revised the Collect Gameplay Data tooltip text to make it clearer what it's doing. + Removed the "Quick Move" game options screen as it didn't do anything. + The rename object dialog did not have a message or icon. Fixed it so it looks a little better. + Fix line artifacts on the Research screens + Fix Medium UI sizing issues in the Relic list. + Fix issue where Approval stat on planet list entries was popping out of grid in Medium UI. + Fixed lines on medium UI in the battle report entry. + 10/19: Clicking on sorting icons in the main UI again will reverse the sorting order + 10/27 Cleaned up the Relationship `sliders on the Interaction and Diplomacy windows. + 10/27 Added new diplomacy icons for war and ally + 10/27 Cleaned up unused assets + 10/27 Re-work icons on for Planetary Governors. + 10/27 Added "Low Res Textures" option to improve performance. + 10/27 Setting up lean textures for dread lords texture set to improve their appearance
Balance + Reduced decommission idle time from 30 to 10. + Lower Manufacturing planet requirement to class 7 + Updated planetary projects. Boost birthing subsidies to 10% from 5% + New Military Subsidies project, (Requires feedback work) + Adjusted Life Support modules to be cheaper in general and scale better with advancement. + Nerfed Factories slightly. + Balance Drengin, and Yor manufacturing and Research improvements, to better balance against Terran improvements + Lowered Tech inflation exponent slightly + Rebalanced Starbase modules, primarily boosting bonuses + Increased the influence generated by starbase modules + Techs will now increase in cost in late game
MP + Fixed several desync issues + Addressed issues that made the Host seem unresponsive. + New Lobby messages will appear on new lines. Messages were sometimes bunching up. + Added a Cancel button to the loading screen for multiplayer games. + If either player has the universal translator, then they can now speak to one another and trade. + Fixed a bug where the middle "For" section on the trade screen would appear when a trade is canceled. + Fixed a case where the "start button" was appeared disable when it was not. + In some circumstances, the game was incorrectly sending multiple match reports for the same game. + If a peer exited the game or lobby, the host was not always getting the disconnection request. + Restored game: Fixed a problem where a player's faction was changed to Terran. + Restored game: Joining the lobby will no longer occasion create an extra slot. + Fixed a case where starting a multiplayer game would have visual gaps in the player list + The game can now load player created Gigantic maps in multiplayer. + Added support for private multiplayer games + Host can now set the number of human players in the lobby. + 10/19: Fixed a multiplayer crash when attempting to de-select a spending focus + 10/27 The fixed a bug introduced in the previous opt-in that prevented players from choosing different factions in multiplayer.
Bugs + Fixed a startup crash caused by system variables. + Medium UI: In the Tech Tree screen, the player was in the "Age of Expansion" but is seeing a yellow bar as if they were in the "Age of War". + "Wish upon a Relic" Mega Event no longer spawns hordes of pirates. + Fix an issue that was stopping the Drengin from getting Tech and Manufacturing Capitals. + Fixing crash when removing a custom part from ship design if the custom part does not exist on the local machine. The most cost + The Dread Lords were unable to build fighters for the orbital defenses. However, the game thought there should be fighters and prevented players from invading. + Some Dread Lord controlled planets could not be invaded if the Dread Lords built an Orbital Defines Platform. That defense would try to generate fighters that the Dread Lords could not build so the battle would never start. The Dread Lords can now build the fighters and their planets can be invaded. + Fix missing Icon on Hull Mastery Specialization. + If the logo for a custom faction is not found, use the "random faction" logo is used as a fallback inside of entire texture atlas. + Fixed a bad prerequisite for Yor Lossless life support technology that was causing an infinite loop. + Added a check for "Windows\system32" in the environmental path variables at the start of the game. Some users are missing this in their path and the game would crash on start. + The "Wish upon a Relic" Mega Event was incorrectly spawning pirates in addition to the Relic. + Fix issue that was stopping Drengin from getting the Tech and Manufacturing Capitals. + Fixing crash when removing custom part from ship design if the custom part does not exist on the local machine + Fix missing Icon on Hull Mastery Specialization. + Fixed bug when loading a game with custom factions and the faction logo image was not found locally on the machine that loaded the saved game. It would not display the strategic icon properly and render the entire icon atlas. If a cust logo is not found, the "random faction" logo is used as a fallback. + Ship movement debuffs are no longer clipped in tooltip + Fixed the number suffixes for the End Game ranking. + The first planet in custom made maps are now the player's homeworld. + Planetary screen wasn't displaying the proper number of Manufacturing, Research, and Income icons. + The Register and Free DLC buttons now become disabled (with a tooltip) the same way the Multiplayer button does, so if the internet or Steam cut out while the game is running there won't be any confusion about the state of those buttons. + Added missing component icons + Prevented a crash with wonders and players with custom data. + Fix bad thumbnails on some Drengin Ships + Removed the spending wheel from the Govern Planet screen. Use the focus buttons to adjust spending levels instead. + Fixed several stuck turn problems + Added next and previous arrows to the shipyards window. + Adjusted the height of the Map Editor description box to allow more room + Shipyard: Improved "required resources" tooltip Buy button to be more informative and friendly to the player + Starbase list now only displays filters that are needed. That is, don't show a "mining" filter unless you have a mining starbase. + Planet lists will now properly sort at the beginning of each turn + Fixed a problem that made the game unstable if you had hundreds of ships. + Typos + Pressing T while the input box does not have focus will now hide the chat window. + Rally point and Fleet numbers will no longer appear on top of the UI. + When choose a Civilization, the the factions appear in the following order: default factions, DLC factions next, and custom factions last. + The game now verifies if the user is logged on to Steam when attempting to show/hide the DLC Available button. + Fixed a crash when a dead AI is the last player in the turn list + 10/19: Renamed the improvement "Moral Allowance" to "Morale Allowance" + 10/19: Human player can longer initiate trade before other player has universal translator + 10/19: Getting or setting player stats will now not work if the user isn't logged in to Steam + 10/19: Updated registration UI and text. + 10/19: Fixed startup crash with generation of the texture atlas. As a result of this fix: - Atlas files are now in the steam game folder - Modders: Atlas files can be generated by adding /atlasgen to startup command line. This puts the atlas files in the "my games/galciv3" folder. The game will now check the "my games/galciv3" folder first, and fall back to game dir if not found. + 10/19: Updated batch files to prevent a crash with systems with specific path variable settings.
+ 10/27 Starbases no longer give +100% to beam weapons. + 10/27 On the Planetary Governors screen, the auto-terraform is no longer disabled the first time the screen is opened.
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I simly don't understand the thought process behind Government update aka game destruction. Nobody asked for this! Whenever you consider to change core game function you should think about this:
1) You DON'T repair what is not broken.
2) You also don't change things without even asking how community will react about this huge change.
3) Games are about playing with "things". Why on earth you take away from us option to do something. Add stuff? Sure go for it but DO NOT take away what was already working very well. What retarded thought process was there to destroy entire empire production management??? There are many people like me who like the option to play around (you see, play, having fun!) and get the best out of every planet. We love to make planets our way and serving our needs of situation. Sometimes I want one planet being a giant factory and why not? Am I not the supreme ruler of my race? I want planet to have insane production and I see nothing wrong with it. Is it against logic? Totally not. On other hand I cant see a simple reason why I should be forced into building certain planets because of some implemented cap or impossibility to do proper management.
4) If you want this game to be easier to play for lazy people (and this game is certainly not for those, come on, we love insane galaxies, xy races, turns that take forever, not a click machine) just give them some EXTRA other ways to easy manage while not being so effective.
5) If you want to add something useful for us micromanagement lovers add 100% focus button and make planetary projects to work even when planet is set to 100% research or income. Other way I have to put every income and research planet on 99% having that 1% going production so reserach/income project gives the benefit into the needed area.
This game is otherwise awesome, I play it with my brother a lot. Now we refuse to play this because it turned our current game into lost cause, with our planets being totally useless. I also refurse to play any other map till this thing is restored or just quit playing this game. It is huge impact, even more that you can imagine. It is like with terraforming. We loved to make awesome planets in the endgame. You took it away from us. Mod community does great work with repairing mistakes but those don't work in multiplayer. Please allow mods in multiplayer so we can at least play this game the way we want by the help of our modders.
The update seems to work incompletely with saved games from previous versions.
..sure you need to start a new game for that... another lazy bug from Stardock.....that updates cannot be implemented for already existing games...
First of all, a big THANK YOU for all the effort the dev team is putting into evolving the game. Regardless of what people think about specific topics (there will always be someone unhappy of the changes), Stardock deserves a praise for being open and listening to the community's feedback.
I personally do not at all miss the wheel: it always felt too gamey and an easy exploit to beat the AI. When I tried playing with the wheel stuck to 33/33/33, I had the best game yet, a game where I actually had to think and plan ahead carefully if I did not want to succumb. A game about choices, instead of sliders and wheels.
Regardless of the fate of the wheel, good job SD on all the improvements in this patch!
With regard to the wheel changes, I think the split between those who like the change versus those who don't is correlated with'size of the map they prefer to play. The bigger the map the more the changes may suit your gameplay. Personally, Im not liking the changes, I mostly play(ed) smaller maps where the first 10-20 turns are pretty crucial and its really hard to play them efficiently now. Really think there at least needs to be a way to put a planet on 100% social manufacturing independent of empire settings for new colonies but whatever.
I am not sure how the idea to remove the wheel came about but it seemed be slightly driven by forum feedback, which i think is a dangerous method of gathering data as its way too easy to be overly influenced by a vocal minority. Maybe the game should include some sort of survey mechanism to accurately poll the full customer base on big changes.
I have tried to play two games on 1.4 and havent made it past turn 12, the gameplay in the initial phase just feels so wrong(unfun) now.
Really if I want to keep playing have have to treat it as an entirely new game almost maybe drop the difficulty and up the mapsize also. Its hard to though because i feel like something has been taken away. I just wanted better strategic decisions from the AI really everything else was fine.
Anyway cant really complain enjoyed 600+ hours of gameplay so got my money worth, just abit of a shame.
maybe ill give it another go but looks like installing windows 10 might have been bad idea as it one 1.4 game froze in the middle of the run not even on the end turn button like it used too,
I'm personally glad the wheel is gone too. It gave too much control over the econ and would have mandated massive increases in prices (manufacturing, tech, and maint) to balance the game out (producing a ship a turn at your major worlds quickly becomes tedious IMO).
For those say 'just ignore the wheel if you don't want to use it' - well, that would have been impossible if they properly rebalanced the game to account for the control the wheel allows. There is no good way to balance the game for both allowing that type of all or none freedom and not allowing it. And honestly once you knew how to play the 'wheel' pretty much came down to just 100% in whatever that planet was built for...yippee..lots of 'strategic choice' there anyways. Nope, I don't miss it.
What I DO miss is the Military/Econ slider per planet. I can achieve the exact same thing by connected/disconnecting the shipyards so why not allow it to be done on the planetary UI anyways? That's the thing that puzzles me. If they want to disallow the specialization then fine, but as it stands they haven't done that, they've only made it more tedious to change around.
I play always long games on insane maps with nearly everything on rare/occasional. For me the new button system works well since now i don't feel compelled to tweak every planet every turn anymore.
Just put in an option to play with or without wheel, only modding it back in wouldn't do the job for al those players playing strictly vanilla.
I just logged into my game where I control upwards of 60 planets. At least half of them were carefully microed for maximum efficiency. Now my main research planet (my capital) just dropped from 1500 research a turn to 700. And gives me some prod and money.
I'm devastated by this update. Please, please bring back the planet spending wheel, or at least an option for it.
I will not be able to continue my saved game like this, and to be honest, I'm thoroughly put off from starting a new one. This just seriously ruined my weekend.
I think those who are trying to continue their old saves with the new patch will find the pill harder to swallow, especially for us planet microers
My last game had evolved into a tedious war of attrition and I am actually glad that 1.4 gave me an excuse to start over
One other point:
On fully developed, specialized planets for research or wealth with no nearby shipyard one can only choose one of the projects (with fixed, very small bonus percentages). But the bonuses they give are ridiculously small. Why not give a bonus with a percantage equivalent to the manufacturing output? That's still fairly small on specialized planets, but it feels more logical and it would not feel like such a waste of resources.
Sounds good, but as I mentioned above, the 'wheel' leads to a lot more production, research, and income since it's a no-brainer to fill a planet with the appropriate building and then mash the slider to 100% in that direction. To compensate, costs and bonuses would have to change (and were already changing little by little because production and research were off the scale). So if they adjust the econ to account for the wheel, NOT using it would result in an unplayable game.
In the end, they have to pick a system and stick with it. If the wheel comes back as an option, we will essentially have two groups of people playing a VERY different game leading to severe balance issues as time goes on.
Lol... the Game is in this stadium a Beta.... and your Arguments are too.. I don´t know what this will have with the computer maybe you can explicate it better... but with the user ...maybe because he is not satisfied with the result of this software as it is . By the way i wanna ask you only a question... when you are satisfied, wtf are you doing then everytime here in the forum ? When I will be it... i never will spend my time here... i will enjoy the Game then... So for sure i cannot explain your satisfy over this software when your losing your time here.....but for sure i must accept that in this universe are a lot of anomalies.... pk back to topic.... For me is not relevant this wheel update.. because i never use it... I like to play the game with all details. I don´t need governeurs maybe only for buildings update but nothing more. When not i go play something else ..I have on the Market a lot of variety.... for something else... indeed i like the micromanagement... sure i must agree when it is better for the AI and the AI works better without this wheel.. then for sure its better what they did.. but this is not my dissapointment about this game... my arguments you can read here: https://forums.galciv3.com/472460/page/1/#3595617and pls read them carefully and think then before you answer.. I will not start any game on godlike or everything else because i already posted you my arguments from testing it. And when i want to play Counter Strike then i go play Counter Strike and kill everything for that i dont need to buy GC3...for that i don´t need a a multiplayer... it is ridiculous....... I wait for the update ...and soon pls or i want my money back because i feel ripped of from Stardock with this software what they sell as GC3...it is a beta.. Diplomacy is working ? Diplomacy against AI is zero.... read the Arguments in the post i have linked you in this thread... and a update will come in months ? Sure i cannot agree with that until then i will play something else... but also i not pay for something i not play...so bring it out soon or return the money... and go then sell or program out what you want and wherever you want....The Dissapointment on Diplomacy is that it takes lesser time to do it and update it (from Stardock) before i go explain it here again what the problem is (read the post) It is a 5 Minutes job for a experienced game developer do implement it... And they was not capable to spend the time on this update from release on six months ago...and need again 6 months to edit 3 xml´s...(where a speaking about porting a already existing diplomacy status from gc2...not think about a new one...)What are they doing ? spending the time on the pool and said that they are working as game designers ? or developers ? Sorry for that i don´t pay...Think about this before you write your next post It is a bad joke.... nothing more....
I work 7-5 Mon through Friday at a computer so i have time to come here and see whats up...
You sound bitter. I have FAR more hours played in this game the you and Ill bet that. There is not a single game on the market at this time that even comes close to GCIII in ai, diplomacy or empire building.
Seriously the game is very good. That is my opinion and clearly you disagree. I have heard your type of arguments before. I am upset, I am playing a beta...waaaaah..I want my money back.....
whatever dude.... I have been here a long time and will continue to support Stardock and help others.
You can keep on complaining.
While I've no sympathy for Caesar1978's melodramatic nonsense, this may have slightly overstepped the line between 'being supportive' and 'Apple-style reality-distortion field fanboism' Especially in the case of diplo, which is presently incomplete, buggy and basically identical to almost every 4X since 2003. Tone it down a tad, eh?
Frankly, it's a shame that the triumphant improvements in the AI from this patch (and there are some really neat improvements in this patch, including tackling the Travelling Salesman problem, which is likely a first for a 4X game) have been overshadowed by the wheel's removal.
Hmmm
I just started playing the game again and they go and change it. I can see now that being a Founder was a huge mistake and, as usual, I'm not supposed to complain; as it's just a game.
Granted I hated the pie wheel; as I would've preferred simply typing in the percentages. But, I did like the ability to control each planet individually. Ahh, but we have to please the AI (and especially they AI's gods -- the programmers).
That's okay! it resolves the issue of whether to spend any funds on a second copy of the game. It's just a game after all... But as long as the programmers are still busy adding this and taking away that... Well it's just not a game worth my time.
The good news is: I won't be trying to teach my wife how to play now (which is why I was about to purchase that second copy). Shame on me for even thinking that was a possibility.
Yep, there's nothing like being #Stardocked !!! Kinda gets one #Steamed !!!
But that's the way it is.
SK
One thing I'd be interested to know, actually.
From the guys who want the wheel back - how many different positions did you ever actually set it on?
Because, basically, I'd only ever use 100% econ, 100% manu or 100% research. The reason I don't really mind the focuses is because I just modded them to be the ones I used anyway. Would the focuses still be such a disappointment if they were set to 100% rather than 60/20/20?
I just came here to laugh at all of the whiners and man was it worth it!
Oh yeah I also wanted to say, great work, Stardock!!
Nasselus, that is my point.
There has really been no significant improvement in any game regarding diplomacy. Ill tone it down. Its all good. However my point still stands. The fact that there really is no improvement in (any) game on how a 4x does diplomo, GCIII still stands out among them.
Well... no, it doesn't. It doesn't stand out from all the other games with near-identical diplo systems. Pretty much by definition.
GC3 has got a lot of potential, and is shaping up to be a very good game indeed; within 6 months I'd guess it'll be a must-have 4X for any serious gamer. But as yet, it's not head-and-shoulders better than every other 4X in the market in any real way aside from sheer scale (and even that's arguable, given that several mechanics don't work well on the bigger maps). And certainly, diplo is one area where GC3 currently lacks basic functions like being able to demand and threaten, along with not really working very well generally. Even if those missing standard features are added, it'll only be a fairly average diplo system; unadventurous but competent is the end goal, and it's honestly not there yet.
Caesar1978 is beyond hyperbolic about his grievances and some of what he says is simply untrue, but joining him in hyperbole will just reduce the conversation to two people spouting demonstrably untrue statements at each other on the internet.
..That comes from that because you not play something else...its the only possible explicationor .... and also you have not play GC2... There was the options included...and sry i dont want to made you here a endless list with games that are at this moment better then this BETA....
Sry..4x Beta .... for what you have payed.... but when you are happy is everything ok.. but only for you remember and RESPECT that .....
Sry... stay here and support them when you have time for that ...That is true then what your girlfriend says...'Apple-style reality-distortion field fanboism'.... but it is meant to you not to me...
and sry.. I will no spend any Ttme or money in this now.... Maybe i come back in 4-5 years..then its not a beta anymore... and the developers found the 5 minutes to invest in 3 xml´s file to update the diplomacy on the same level as in GC2, at least ... That they doesn´t have until now from release ....To speak here about improvement its something to high for them..
and @naselus .. Im happy you find out where the line is to be overstepped... What you think then about Stardock´s line ? That is not overstepped to bring that what they call GC3 out and that they want to be payed for it ? This Line is ok and not overstepped right ? common guys... chill out.. and come back from the Drugs Cloud... That is more then overstepped...sure i will agree with you... when we 3 are all in a BETa programm for GC3 and that time was the only thing we invested until now in this software... but to be a founder of that and payed it for that is the Line that is overstepped for me...
.. as a customer who pays for it i feel very ripped off... not hyperbolic naselus... but as a Beta Tester... you have right.. the only problem is that im not a BETA Tester...i don´t have the time for that.. and when i pay for something it should not be a WISH that i expect that should work and i can enjoy it for what i pay...it a very simple rule... that works for everything on a free market...
Who needs the wheel when you can have infinite money
Well not really infinite because that shit is overflowing like a bucket under a waterfall
I'll make a bug report later, need to sleep now.
I'm not entirely sure that all the words you use mean what you think they do. Or that your approach to punctuation is an effective one for English, as it makes your posts read like a bad novelist's impersonation of someone on morphine. I suggest you stop using '...' all the time, because unless you know what you're doing it gives the reader the impression that you keep falling asleep halfway through a sentence.
But the 'this is a beta' stuff is hyperbolic nonsense. The game is in fairly reasonable shape. It's not perfect world that Larsenex sometimes paints it as when he gets carried away, and there's serious issues that need to be addressed, but it's also not the doom-and-gloom picture you're attempting to paint, either. Comparisons with GC2 + expansions are ridiculous; a game which had 5 years of time sunk into writing it (plus two sizable infusions of extra funding via the expansion packs) is obviously going to have more features than one that has not had those things. A game is not 'incomplete' because it does not contain all the features of a different game, even if they happen to belong to the same IP.
This does cut the other way, of course, and I'd hope that SD don't intend to meddle with core features too much again. Changing the wheel was always going to cause an outcry, and probably should have happened in the actual beta stages rather than a patch several months after release, if it had to happen at all. Balance changes are part and parcel of the patch process of any game, but a major reduction in the player's ability to control his empire is not something that can be quietly added in without anyone noticing.
"Drengin are now able to build Approval starbase modules."
Oddly specific.
Is this now part of their tech tree?
Would really like to have the colony-level production wheel back please.
Where the heck did the planetary focus wheel thing go?!?! Seriously? The focus buttons I don't mind - they reduce # of clicks. But you're telling me all this planetary specialization stuff is - for all intents and purposes - just gone? Or dumbed down beyond recognition? I get it that people think the wheel encourages micromanagement. Yeah, and I for one don't mind. I like it. You don't have to do that if you don't want to. Flexibility is good. Power to shape your game is good.
What the heck? I can't believe you just RUINED GC3 with this update. Updates are supposed to be GOOD. To fix things, not BREAK them. This just ruined my weekend. I can't believe it.
https://forums.galciv3.com/472815/page/1/#replies
The wheel will be back as a toggle-able option. You will have to muck about in a text file to do it, but it'll be relatively straight forward.
Yeah playing through a game now, it's frustrating because I can't even set the social/military production percentage on a colony. So once I've filled up all tiles, 50% of my manufacturing is being wasted when I want to focus that planet on ship building.
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