We have an opt-in of GalCiv III v1.9 already out. We continue to update and respond to feedback on it.
Here are some changes I made:
There were some exploits (or ones I would use anyway) that I removed. For instance, if you built enough cultural starbases, you could get an insanely high diplomacy score. Same was true for early game trading and other diplomacy techs.
I also changed it so that you start out with zilch on-map influence on the first turn. It quickly grows but I wanted to be able to convey to players that influence is not a right but something earned. If you don’t build stuff to increase your influence, it won’t grow far.
I fixed a pet peeve of mine. When I build something on a planet, I want to see the stats update right then.
The next thing on my list is the small empire / administrative resource that will control not just how many starbases you have but a lot of other things. I am trying to get that in today.
This is exciting and interesting stuff, the kind of things I wouldn't even dare to predict how much change they imply. It will take me a lot of gameplay to absorb. I am psyched.
I really liked the visual of the initial minimum influence ring. It did indeed make a good narrative point.
I agree wholeheartedly with the pet peeve. Anything I change anywhere should be immediately reflected everywhere. I consider it a simple principle, but implementing that smoothly might be a bit more work than that. So, I appreciate the effort.
And geeky thanx for detailed updates.
Can you take a look on early build orders?
There are two major issues:
1) Shipyards. A freshly founded colony doesn't need a shipyard if has very little manufacturing. Besides, building shipyards via constructors is cheaper.
2) Upgrades. You just don't need a xeno factory if you can do the earliest added tile + solar power plant instead. And yet the AI commits to these horrible inefficiencies, where it upgardes all it's buildings before doing something reasonable.
Apart from this:
ceterum censeo
Thank you Brad for the balance update on the cultural and diplomatic mechanics.
Look forward to the admin resources.
Administration!!
Finally.
Woah! The radical changes keep coming! This is shaping up to be an exciting beta.
These changes are now available on the optin.
Hoah, Frogboy! Keep 'em coming!
You rock, man
1. You know I just realized it feels a bit strange being able to access the bazaar before researching Universal Translator.
2. Even if all manufacturing is set to social a shipyard will still receive 1 manufacturing point if the sponsor planet has distance decay.
Thanks Draginol, pshaw, and other devs! Looking forward to testing out the changes!
Your updates are amazing!
Thank you! I am 280 turn into 1.9 but I did notice the diplomacy thing. I was going to go to war with Drengin but Ill restart a new game.
Engine is much faster.
Turn times are easily 50% faster if not more so.
Ai is colonizing very well. It is going after high quality planets first THEN lower ones. At turn 200 on an insane map We were still in colony rush.
Tech>>>> Research is somewhat broken. I am teching FAR too fast. As I told Horemvore, there is never any need to get the last tier research building in Age of Exploration. It is the building that comes with your tech capital. Once I get this I will NEVER go along that tree again and instead just make research focused planets.
We need a reason to go down this line to get the best techs. Also we need Age of Ascension techs to be 10x more costly then they are now ..AFTER you enter that age though. I was mentioning that you needed the late game research buildings in GCII but its not the case here. All techs are linear in cost and it seems that it should be different
What he said!
I like all the changes that are being made to the game. I really want to play but have not been able to bring myself to really play in a year. Main reason are Starbases or mainly upgrading them. Please all I want is a toggle button of the starbase screen for auto update. I just cannot bring myself click through all those starbases after I research an upgrade. On the maps I play it takes 5-10 minutes every time I get an upgrade. Any chance we can get this? I have tons of free time right now and would love to play.
P.S. I agree with you Brad I just cannot play Civ6 either turn times are a few minutes.
Tech progression is still too fast.
There's just so much that needs to be done still.
RE Civ VI, my turn times are not too bad.
Yes Tech progression is too fast. Can we change so that each progressive tech (half-way) in the age of war is 'exponential' in cost including specializations?
Why half way in Age of War? Mainly as this is around the sweet spot for war to break out. Most of us will all be about equal in tech, Harpoons, Disrupters or Pulse cannons or a combination of two of each.
While waging wars, the majority of your fleets will be these techs. Going thru the effort to get Plasma or Phasors should be a satisfying reward and will likely be a stalemate breaker in wars. Parity would be broken and of course if you are at the receiving end of such you will be more engaged to catch up, or change tactics to win.
Also, can we get a longer gap between Phasors and Doom Rays (actually all the last two end game weapons need more of a space between them.)
Thanks again Frogboy!
Is the admin system in the current opt-in? I'd like to try the game again when that feature is ready.
On the Research...I've posted dream lists before about how the trees should be more inter-connected... Make there be Prerequisites that are outside the direct tech path.Make the focuses actually a genuine focus that branches so if I research say Faster Engines I might get "Plasma Conductor" as a child branch research that gives me a minor reduction in energy consumption (cheaper upkeep on manufacturing)... Currently it is too easy to get all the specializations via trading. I think the specializations should honestly be less common in the tree but have way more depth and lock the other areas.However.... in the short term, why can't we borrow from GCII and split some of the major techs into Tech1 Tech2 Tech3?So rather than getting Phasors and then directly being able to research Doom Ray... why not have Phasor1 which is not as good as Phasor 2 which leads to Phasor 3 which is not really more powerful but is perhaps less expensive or smaller...?It would be a simple way to lengthen the tech tree without simply making it more complex...
do you know, research project (economic project, and etcetera) now can not be canceled? (p.s. already fixed)
and second question - why are you come back a reminder about the construction on the base? There was a case when the constructor arrived, at last his turn got on base, and I could not finish the turn, because I was asked to build something (what I didn't need) and I could not fly with the base, so pity.
What would be nice is "projected" stats update. When "placing" a building you can mouse over it to see IT's stats, but would also like to see planet stats before I build. Possibly next to existing stats (or in mouse/hover).
Is there any way you could make it so that we can queue something to be built on top of tiles we terraform, so that when I queue up a tile to be terraformed I can queue up what I want built on the new tile too.
My guess is that the bazaar guy already has Universal Translator, otherwise, how does he/she expect to do any business.
I'm noticing the AI overreact to influence now. I share no borders with the Altarians, but they are extremely upset because of my influence over them.
Wanted this for a long time too. I second this.
Me too.
Yep, that's what I thought, too. I guess it's less fun to get an acheivement for "Buy a Mercenary before You Have Universal Translator" as opposed to "Declare War Before You Have Universal Translator"...
He looks like a bit of a druggie, actually, so that explains how he knows so many languages - since drugs give you The Secrets Of The Universe apparantly...
If it comes to small wishes for one of the next updates I also have one: in the planet screen display the bonuses and penalties from planet properties (like "thin atmosphere" or "serene") and colonization events at a prominent place so that I can see at one glance for what the planet is suited best (apart from tiles).
If I have a lot of planets I can't remember those values and often have to hover with the mouse over "Manufacturing", "Research", "Net Income" and "Influence" and there search for the respective entries while hoping not to confuse them with entries that come from technologies and buildings, and then hover over the planet property if there is one to see which effects that has, to decide which buildings to erect next ...
And tech progression: yes, much too fast now. Isn't it possible to let the user enter a progression level manually at game start (e. g. as a percentage from "normal" progression with a range from 1% to, say, 300%)?
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