The long awaited Starbase update is here!
The new Constructor queuing system means you'll never need to track upgrade modules again. We've also completely reworked the Shipyard ship list to make it easier to find the right ship for the right job. Also, we've added the ability to inspect an enemy fleet and get prediction of the fight's outcome. The ship component system is getting balancing change. Finally, we've improved the diplomacy trading system.
Please check out our Dev Journal to learn more about the 1.7 update.
https://forums.galciv3.com/477007/page/1/#3632209
Overview
Reduced Starbase micromanagementStarbases now queue upgrade modules directly from Shipyards. Ordered Constructors automatically travel to the Starbase and upgrade it. Constructors are ordered from the Shipyard that can deliver the upgrade in the shortest amount of time.
Improved Ship ListIntroducing new Ship List sorting and grouping options to make it easier to find the ships you want. Mark your "favorite" ships to make them easy to find in every game.
Improved Starbase WindowWe've updated the Starbase Window to better present information about the installed modules and the Starbase's effects. The window also displays more detailed Starbase statistics. These changes will aid you in managing the Starbase and empire.
Battle AssessmentKnow what you are getting into! Hovering over an enemy fleet now displays an estimation of whether or not your fleet will be victorious. This same information is displayed prior to starting a battle.
Ship Component Mass ChangesComponent mass now scales based on the ship's hull size (e.g. you need bigger engines to move a bigger ship). The changes shouldn't affect average players but are important to address some late-game exploits. Although this change won't impact the standard ship designs, existing custom ship designs may need to be revised to work with the new system.
Diplomacy UpdatesYour friends are more likely to give you a better deal! Diplomacy trade values now scale based on your relationship with other factions and the game difficulty.
Planetary Alert SystemPlanetary growth stalled? We added new alerts on the planet window to warn you if your influence, population, or approval are holding back your colony from its full potential.
Third Party App Block OptionWe added a game option that blocks 3rd party applications from hooking into the game's graphics process and crashing the game. Blocking is enabled by default. If you'd like to capture in game video, you will have to disable this game option.
Change Log
Starbases
Ship List Screen
Starbase Screen
Battle Assessment
Hovering over an enemy fleet displays an estimation of whether or not your currently selected fleet will be victorious. This same information is displayed prior to starting a battle.
Shipyard Auto-Idle
Added Shipyard auto-idle function that replaces the old "shutdown". If the Automatic Idle checkbox is selected, the Shipyard will shutdown if it has no ships to produce. Adding a ship will automatically resume production.
Diplomacy
We have improved the balance of the diplomacy system to make it more fun and less exploitable.
Planetary Alert System
Added alerts added to influence, population, and approval statistics if one of these attributes is at risk. The Alert tooltip includes information on how to address the problem.
Gameplay Changes
Interface
Bug Fixes
There's a bug right now that prevents you from selecting overcapacity designs. We're working on a fix.
Any chance of a new build this week?
Overall looks like nice improvements.
Although I'm very concerned about the mass scaling since that has decreased my enjoyment of every other game that put it in. Ok sure bigger engines needed to move the larger ships does make sense but more mass for the exact same weapons, sensors, fighter bays, etc doesn't so much and just gets frustrating.
However that is still theory for me since I have uninstalled Galciv3 until a smegging next / prev hotkey for planets, starbases and shipyards is added. That is a basic UI requirement for a game like this and I can't believe it wasn't there from beta 1. If 1.7 was that addition and only that I'd call it an awesome if ridiculously overdue patch.
I hope to come back in 1.8 with the right changes but I'm done putting time and money into a game I can't enjoy in its entirety offline and every turn the UI detracts so much from a game that could be so great.
1.7 is not out yet. It is still in neta.
Now that starbase management is a little less tedious (a lot should still be done, like managing multiple starbase at a time, a build all modules button, using game-wide constructor blueprint) - I played through an immense universe and notice all tasks slow down a lot as the empire grows, even tasks like adding an improvment to a planet or adding a module to a starbase. The game still doesn't feel fun, but rather tedious, as the empire grows - the slow down, the going through 150 starbase to add a new module type (which now will upgrade automatically, but the initial add of each type seems to be manual), Also managing planets and not being able to select a group of planets and do an operation on them (like change to research focus) is annoying and hotkeys for cycling through and adding things are missing.
The speed slowdown as empire grows, practically renders the game unplayable in the later stages.
I hope stardock will begin to focus more on play-ability of the game, I was an elite founder and thus will get all future extensions, but it doesn't seem like the core issues of the games are being addressed between releases,
Kenneth, I'm with you man. The issues you describe are much less problematic on small maps. As you like to play the largest of maps and the average person plays a small map, you are in the minority of the playerbase thus your concerns and wishes are of lower priority. It may sound like I'm being unhelpfully sarcastic and antagonistic toward the devs here, but I'm actually just paraphrasing their own words. Sorry man, this game just wasn't designed for the largest of galaxies.
Bumping for new patch...
Man! This list looks quite nice indeed. I only got to spend a little time with it last night (worked 13 hours and was just too beat...) but what I saw was good. Reading these notes today I'm really excited to check out some of these new changes! Good job guys!!
I think the racial trait observant is broken now.if I have no observant at all for sensors at normalMy starting ships have a sensor range of 2 for colony3 for scout5 for survey shipIf I have observant at +25% sensors.My initial starting ships have a sensor range of 2 for colony3 for scout5 for survey ship
This is still happening on the latest build, sorry
Also still getting a lot of lag with build que's adding/removing buildings on planets changing ques on star bases, changing ques on ship yards on large games... This has gotten very easy to notice in 1.7 since the addition of the extra build ques. There hasn't been much talk about it and, I hope is being looked into. This has nothing to do with turn time but, game response while changing things during the players turn.
Not sure if this has already been mentioned or not but in the Ship Designer, the tooltip for Sensor Range does not display any information when hovered over. It DOES go up as various things that effect Sensor Power are added to a ship. But the breakdown of what is affecting Sensor Range is completely blank.
I have a screenshot showing this in action:
This is more feedback than anything else, but The Scout Mega Event now looks to be very under powered for the Benevolent and Pragmatic choices. Unless I am very much mistaken, those two choices now only add one unit of "sensor power" and two units of "sensor power" respectively. This isn't very much at all in the grand scheme of things with the new sensor power structure.
Looking into components, the Pragmatic choice seems to be the same as exactly one Navigational Sensor while the Benevolent choice is half of that.
Now I realize that one "free" Navigational Sensor on all ships isn't nothing. But in the old system this event gave increased the sensor range by 1 for Benevolent choice and 3 for the Pragmatic choice.
Perhaps the sensor power choices could be bumped up to give them a bit more oomph under the new system.
REALLY noticing this one. It is making things much more painful for me, and that's probably a good thing.
First off, this patch (the opt-in beta) has been a massive improvement on reducing the monotony of starbase construction when playing large maps. However there are still some painful things to manually do that I would greatly appreciate being fixed. Massive improvements to gameplay and reducing clicks would be:
Option in main menu to re-enable "upgrade starbase" being present before "end turn" when a constructor is stationed at a starbase with free modules as was the case in 1.6. I understand why it was removed but why wouldn't it be up to the user whether to have it enabled or not?
Option to update ALL starbases to a new constructor type. Changing 70+ starbases to the new design manually is a painful waste of time.
Option to update ALL starbases to toggle auto-upgrade modules. I would like this setting off at the beginning and on later in the game.
Option to blacklist a starbase from providing constructors for starbases that are set to automatic. For example, I want my starbase with the Hyperion logistics system to be infinitely building combat ships but constructors will take priority over an infinite ship (which I think is a good thing) and therefore it would be nice to have a tick that I could check to opt-out.
Lastly, this has bothered me since I started playing the game:
Option to set defaults for planets. i.e. I want all planets to default to "Auto-upgrade improvements" OFF. It is kind of annoying to have to do it for every planet when it should be easy enough to set a global update in govern.
There is also a bug where the outcome of a battle that is watched is NOT the outcome that you saw. I will win soundly and then the animation will play and suddenly I will have lost. I have experienced this a lot if the outcome was "unclear" or lower towards my favor.
Noticed the Temple of Enlightenment (Ideology Building) is finally RESEARCH based, instead of approval!
I am not a politician and I approve this message.
A bug in constructor Upgrade costs for used constructorsIf I upgrade a single new constructor to a new double constructor it costs 188 creditsIf I upgrade a single new constructor to a new triple constructor it costs 331 creditsIf I upgrade a used double constructor 1 constructor left to a full double constructor it costs 58 creditsIf i upgrade a used triple constructor 1 constructor left to a full triple constructor it costs 61 credits.This is a major bug the upgrade costs of used constructors should match the costs of a new single to a appropriate double or triple.This bug allows me to create over 40 starbases on the 2nd hardest level before the compute can create 5 or 6 ...it completely unbalances the game.Since this patch is all about starbases this is a simple fix to make, otherwise I have no need to ever use the fancy features you added for starbase maintenance
Thanks for update #3!
Huzzah!
Uhh, wow This might prove painful for starbase spammers like myself.
Wow, very nice work StarDock!
Would you suggest we start a new game... or should these changes update into games started in update 1 or 2?
Question: Does the handy -20% maintenance costs race bonus also cover starbases also since maintenance for starbase modules has been added?If not that would be a good thing to add to it in the next patch?
As general rule, you should restart to get the latest changes. However, the update shouldn't break existing games.
Thanks for the update. I keep seeing this issue with the Snathi when going to the UP:
It does not look like that is happening. I'll add it to the bug list.
Thanks for adding that to the bug list !
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