Greetings!
We are very pleased with the reception Crusade has received so far! Glad you like it!
We have also received a ton of feedback and, unfortunately, cases where the data from the base game crept into Crusade.
The first update, includes a new map to replace the Insane map size for people who are not just insane but are ludicrously insane.
We expect to release this during the week of May 7th.
[Unreleased]
== Life destroying map size changes ==
Map sizes made bigger:
== AI updates ==
== Recommended Player per map size changes ==
== Hull Changes ==
== Balance ==
== Performance ==
== Visuals ==
== GOG ==
== Tech Changes ==
== Flavor ==
== Bugs ==
== Multiplayer ==
Their game sure bumpy but they also keep fixing it. As much as i hate buggy launch and product, their constant effort to fix and change it kinda nullify that. 4X game is wild and hard. Part of reason why 4X game is very few. Even the giant power like Civilization still unable to get thing right and require 3 bloody expansion to make it good.
Great turn-around!
I'd also like to suggest trade screen issues as a place needing some fixes. At one point one race was willing to offer me everything they owned for one low-level tech. It felt like some negative value getting treated as unsigned somewhere (this came after I removed a tech and money from an offer they were suggesting, fwiw).
I can send you the various changes I have made to buildings related to the Slaver's ability per my question thread:
https://forums.galciv3.com/482895/page/1/#3676071
Several of the tech related questions still needs to be addressed:
3) Why do Starbase Markets (Starbase Module) require AntiMatter (which seems to be most rare standard old space based resource) as well as Promethium)
11) In 2.13 the default Colonization Tech enables a colony unique Data Center research building (really just a renamed Research Lab building - still called Research Laboratory in ImprovementsDefs.XML that gives +7.5% Research Bonus). Should this building be moved to XenoExpoltation which currently enables no buildings.
12) Why were Recreation Center and Orbital Resorts removed from the Starbase Module list ?
16) Confirm that ResearchCoordinationCenter should not be buildable as this Reseach tech seems to be only to enable the Orbital Research Center Starbase Module now ? Confirm that both InnovationComplex and OmegaResearchCenter are removed from the Crusade Tech Tree (seems to be simplify/reduce the research building bonuses available late game) ?
17) Confirm whether Slavers can build the following research tech buildings (if not eliminate the tech tree choices for them): A) DiscoverySphere building (ResearchMatrixTech) B ResearchCloisters building (DeeperKnowledge) C) QuantumResearchFoundation building (QuantumUnderstanding) D) AscensionGate (BeyondMortality)19) There are several errors in the Devout (Kyrnn style) Building definitions that affect its tech tree:
These New buildings don't show on the tech tree because they are is marked for ZealotsAbility (Slavers) instead of thee Devout Ability. ShadowEnforcers - after XenoEconomics - EnforcementTemple colony unique building that adds 25% bonus to its associated colony's economy ShadowTrade (ThePathofShadows) - after Diplomatic Specialization - ShadowTemple colony unique (should be empire unique ??) adds +2 to Empires Diplomacy skill
Is the Devout Influence/Morale Building setup correctly in Crusade? What enables Devout Ability races to be able to build the old version 2.0 Krynn influence building KrynnConsulate - 25% morale and influence bonus on colony it is built on. The building says ConversionTech which is not in the MasterTechDefs.XML file but there is a KyrnnConversionTech (PilgrimageTech) in AgeOfAscension.
Confirm that the KrynniacTemple ( ThePathTech) and its associated upgrades (KrynniacMission (TheCallingTech), KrynniacOrder (TheOrderTech) , and ?? KrynniacOracle (TheWayTech) ?? ) should not be colony unique buildings same as it was previous in 2.0.
Shouldn't the KrynniacOrder (TheOrderTech) empire unique influence building for the Devout Ability be an upgrade from the KrynniacMission (TheCallingTech) building ? Note that this apparent error was carried over from version 2.0.
Confirm that the KrynniacOracle (TheWayTech) colony unique influence building for the Devout Ability is not supposed to be an upgrade from the KrynniacOrder (ThePathTech) building. In version 2.0 it was also a new colony unique bonus building but seems strange that a small colony specific influence bonus building without it being either another colony specific bonus building as upgrade or having an empire wide bonus adding to the effects of the earlier influence buildings in the tech tree?
Shouldn't the KrynniacSanctuary (TheOrderTech) empire unique influence building for the Devout Ability be an upgrade from the KrynniacMinistry (ThePathTech) building ? Note that this apparent error was carried over from version 2.0.
20) Confirm whether BlackMarket - colony unique economic building adding +25% bonus to an associated planet's Economy should be enabled for Slaver or Unrelenting Races. Currently ImprovementsDefs.XML say this is for ZealotsAbility and MasterTechDefs says it is enabled only for UnrelentingAbility. I am assuming that the later is correct and ImprovementsDefs.XML needs to be fixed.
21) Confirm if the FightingPit and its upgrades (Arena, Slaughtertorium, HuntingGrounds) - Slaver specific colony unique moral (entertainment building) should be converted to be colony unique or left as is. It was never confirmed if Fighting Pits should upgraded from Entertainment Centers when the former was researched which is how it is currently configured still.
22) Confirm that the XenoAdaptationTech should enable ExtremeWorldColonization and instead of adding empire wide +1 food / +1 raw production or +10% growth as it used to in 2.0. it looks like in the first Update to Crusade the decision was made to add +1 production to Planetology.
23) The First Crusade Update 2.13 has abandoned several Starbase Research Modules - ZeroGExperimentationModule (2nd after Starbase Laboratory) and OrbitalInstituteModule (4th and last research module) with the compacting of the Research tech tree. I propose moving ZeroGExperimentationModule from StarbaseNetworkingTech to InstitutionalResearch. OrbitalResearchCenterModule will move from at IntegratedResearch to ResearchCenters. OrbitalInstituteModule will move from ResearchCoordination/NeroLinking to IntegratedResearch. While we are compacting the Research Tree - Starbase Laboratory Tech can be eliminated and the Starbase Laboratory Module moved to XXenoExploitationTech or moved to XenoResearch. Data Centers (Research Laboratory moved from Colonization to XenoExploitationTech.
24) Is QuantumResearchFoundation an additional Empire unique research building or an upgrade from ResearchCloisters ? If so the bonuses need to be increased.
Interstellar Tourism is supposed to be a feature of Crusade but it appears that the entire section of the Tech Tree is not available except to races with the Diplomatic Ability (I can see that you can't build improvements if you don't have that racial ability). This needs to be addressed or at least clarified.
I am still trying to figure out all of the changes in the Crusade expansion but seems you are trying to simplify alot of things to appeal to the more causal gamer. Which is not entirely a bad thing in my opinion. However, I am sure there will be a push to "mod" back some features for the more hard core long timer players of the Galactic Civilization series. I am not sure to what degree it is possible now to add back some of the features you have removed. The fight over MapSizes is the first of many changes some will request (this is the easiest of the change request likely to follow). It still seems the random number generator for map creation needs work (changing at least the following XML files - MapSizeDefs.XML - AnomolyDefs.XML and the DLC one for Precursor Anomalies (DLC/DLC4_PrecursorWorlds/Game/DLC4_AnomolyDefs.XML).
will multiplayer in base game be being increased from gigantic to higher maps ?
Can we have a category for administrators that are lost, decommissioned, Kia or whatever rather than having it say they are being used for a nonexistent ship forever? or maybe just remove them from the list and subtract them from the total availabile?
So I've been loving Crusade so far and I've poured a bunch of time into it. Great job with this update. Some thoughts on it:
The changes to the maps are welcome. Ludicrous though... absolutely mental. How hard is the performance impact of it?
AI updates are welcome too. I already tend to get stomped by them when there's mutiple players, but improvements are always great to have. Though last night I did notice something. In my game a lot of AI's had 10k+ in wealth which didn't seem to be going anywhere.
Hull changes. This one is interesting. I agree with everything except star bases. They finally felt to be in a good place to me. It finally took some effort to take them down outside of the late game. I feel like now, it'll be back to them being wet tissue paper again.
Time to crack open another new campaign (I was unprepared for the food mechanic so got trashed!)...
Really love what you guys have done with Crusade from what I've seen of it so far. It feels like the game GC3 was supposed to be more now.
I very much like the new starbase mechanic of Crusade. Always hated clogging up shipyards (this was as true in GC2 as in GC3) that were supposed to be churning out warships or colony ships...
I quite like that resources are generated over time rather than just sort of being there. What would be nice is to know how many turns until your next 1 unit of resource comes in (like, generally it seems to show a decimal point - presumably how many per turn but I'm not sure and I don't know how many turns there have been since that counter started).
Less fond of the food/city mechanic though.
Feels like I'm clogging up tiles with both farms and cities to stop my pops getting annoyed and grow the planet above 4 pop (and if memory serves they'll hate me just as much when they get above a certain pop as per GC2...), which isn't great when I'm already struggling to make any sort of use out of that seemed-good-but-when-I-colonised-it-there-were-only-two-tiles-that-touched-and-the-special-resource-was-positioned-miles-away planet. It's like the game hates to give me adjacency bonuses!
Also is there any reason Xeno Farm doesn't upgrade to Hydroponic Farm? I have to tear one down to get the other, and I bet the next level up from Xeno Farm will need the tile redeveloping...
Also, when do I get my terror star?
Lastly, is there any benefit to the deep core mine that isn't got when you build a space elevator? I read somewhere on the forum that it wasn't worth building both...is one or other semi redundant building?
Probably another bug. Hydroponics is the tier1 farm for aquatics and xeno farm for carbon based. I don't think it is intended you can build both on a race or for them to be displayed both in the tech tree.
You might very well be right. But if you can hold off on building a farm until you can build a hydroponics farm you get the same food output as the xeno farm upgrade without needing any resources. So it's possible that they meant you to have both and have to decide whether to xeno farm now and use resources to upgrade later, or wait until you can get hydro farm. But nobody knows that except the devs.
Yeah that's what I ended up doing in my last little dip-my-toe into the game. Tech tree (and resource cost/building benefit) made me think it was straight upgrade so I was like 'huh?' when it didn't build.
I was playing as the Terran Alliance when this happened by the way. I can't speak for the other human races although my custom carbon-based civ had the same issue - now I think about it, am I right in thinking there should be tech trees for each civ, since the custom didn't get the option to pick which tree I wanted in the same way it would have in GC2.
Tech trees are now generated based on your faction's traits and abilities. There aren't any fixed tech trees per base faction anymore.
So overall is crusade a buy or wait a month or two?
Buy it now, use the time to get accustomed to it (Crusade requires new playing styles) - and in a month in earnest start a ludicrous map which will take your time till well into the next year ...
wait a month or two.
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