v2.0 adds new Starbase Administrators, Improves Diplomacy, updates Ship Builder UI, and More
v2.0 Changelog:
Administrators
Diplomacy
Balance
UI Improvements / Bug Fixes
Any ETA on the GOG release of 2.0?
I do not like the cap on starbases at all.
So much in fact that after a year of playing GalCiv3 exclusively I am going to move to Civilization 6.
I do not like the starbase spam,
I do not like it, Sam-I-Am!
I will not spam them in a boat,
I will not spam them with a goat.
I do not like it, Sam-I-am!
(still waiting patiently for GOG to release 2.0. *pout*)
I play usually gigantic maps and think the admins available (plus researchable) are fine.
It's a good addition in general. Now on to crusade...
... so my brother and I bought all our missing DLCs with Update 2.0AND just found out, that not all of them could be used for MP, even still no mod support for MP !
NO that isn't good , that is even a jokePlease more care for MP possibilities ...
AT LEAST FOR the new Gal CIV : Crusaders
1.) ALLOW Mods for MP Games, at the moment we copy everything into the original game and it works technical. Make it like in Civ VI , it really should the problem of the PLAYERS if their mod workes for MP or not
2.) ONLY the HOST needs the DLCs / ADD ONs etc. that the game works
3.) An Option that Tech Trading only gets you a RESEARCH BONUS for that part (like +20% faster research if you have traded it)and keep that, that you only could trade parts, you only have researched WITHOUT research help
4.) NO TRADING of specialization research. You can only find them on planets or in artifacts. Or when you are lucky through conquer from research stations or spying !
Really hope that you try to improve the game, as that CIV VI is still a joke, special that Computer Opponents ...
Wish you luck and success with CRUSADER !
Really hate the starbase administrators!! I want to be able to turn off this feature. I play on the immense map. I use a lot of starbases. This sucks!!
Even I love them, I want an OPTION with: Disable - normal - fewer - rare
I need them, as without Administrators I have the urge to build 5-8 starbases around one Planet and that ruins the whole gameplay, it is even terrible, because after a time I have hundred of constructors building starbases
Im glad the spam is gone. This makes me think I might actually come back and try GalCivIII now. 2.0 is not the large expansion brad has been talking about is it? When does that come out?
2.0 is not an expansion but a patch. These patches are bigger than what they did in two for most of them.
Afaik there's no official (or even inofficial) ETA yet. I only remember a Frogboy comment from end 2016 that it is to ca. 75 % done. So hopefully not long anymore...
I'm a big fan of insane maps. Been playing now for 540 hours according to Steam . Anyway, playing synthetic and maxing out at 80 admins. It does feel very low - have 38 planets at moment, and feels like a serious impediment to gameplay. You want to mine to get those attack busting resources - and at end game I want LOTS of Thulium, anti-matter, etc (I'm a fan of the eXterminate part). At the same time you want to rev up your manufacturing and research. Playing tight clusters I need a few bases for gap bridging, and when I pick a fight I want some military bases for support and economic bases to create a manufacturing beachhead. So I'm finding I'm sacrificing research and manufacturing (and those nice popularity starbase add-ons) to get some military momentum. It can't be sustained. I'm running out of bases to help consolidate my advances and I chew up my manufacturing - ship building - ability if I decommission home territory bases to free up admins. It also imposes a gameplay mindset at outset...so, I better ignore those ascension crystals/relics as I can't afford to be study those 100 turns from now if I want the manufacturing to fight someone.
You could always Mod them out or have a Mod that allows you to increase them.
For instance you could have a colony unique building that trains a new administrator every 5 turns or adds X amount towards a new administrator.
Edit:
There isn't a AdministratorPerTurn EffectType, which is a shame, but you could have the second option.
I play the Immense map and this new Starbase Administrator SUCKS!!! It literally brings my expansion to a halt!! I HATE and DESPISE this feature. You could have put in a way to disable it! Fix this, now!!!
Sorry you feel this way. We have been discussing the need to reduce constructor spam on the forums for years. This feature was sorely needed to and really is not a barrier to expansion by any means.
I am sure you can find the xml and simply mod how many you want per map. Done and Done.
IMHO you should mod the maps anyway. They do not transition smoothly in terms of features. For example, two maps have the same starting number of administrators. I changed these first thing...
doesn't it give you about 80 administrators? I never build 80 SB's personally
How do I edit the xml files? Which xml file do I edit. I'll need some detailed instructions, please. The live stream on twitch went a long way toward easing my nerd rage. Thanks for that, btw!
THE HARD WAY
1) Make a copy of the "Example Mod" folder in the Mod folder of your My Games Folder (where your Factions are). Rename this copy "Fixing Maps," or whatever.
2) Copy this file:
MapSizeDefs.xml
from C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game to the Game folder in your Fixing Map mod folder. Do not change the name, do not erase the old one.
3) Open the COPY of MapSizeDefs in your Fixing Maps Folder with a text editor (notepad), and find the lines that say:
<BaseAdministrationPoints>4</BaseAdministrationPoints>
There will be one for each <MapSize> entry (and thus, one per map size). You can change these values as you desire. Save your changes.
4) Load GalCiv3, go to Options, and enable mods, restart.
5) When the game loads the next time, it SHOULD use the administrators you asked for.
THE EASIER WAY
Do everything above, but on step 3, just comment out the lines so they won't be read at all:
<!-- <BaseAdministrationPoints>4</BaseAdministrationPoints> -->
If you remove all of the "<BaseAdministrationPoints>" entries, the system will actually revert to using NO ADMINISTRATORS AT ALL. I found that out the embarrassing way.
Thank you! I'll do this, tomorrow!
I also hate the new admin requirement for starbases! Please make that optional it really ruins the game for me! I guess I will not update the game above 1.9 and will definitely buy no more DLCs or games from you until you fix that!I always play huge or insanly big galaxies and like to have 2 or in a few cases even 3 economy star bases for some systems with 2 or 3 good planets. I need more starbases for mining resources and a few more for boosting culture in border regions, mining relics, etc., etc....
Starbases always play a big role in my strategy and you should not tell your players how to play their games. Therefore PLEASE make the admins for starbaeses optional!
This didn't work for me. Trying it out broke the game, sigh.
I also would like admins to be optional.
It seems that the community is of diverging minds on Administrators. The solution is at least a switch on/off. I personally hate the new admin feature, hate the "new" game and regret updating it. I at least have time for other things now.
You can mod out the Administrators entirely if you wish as in post #19.
I'm sure if you asked nicely, someone will create a Mod for you that does what you want.
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