We are pleased to unveil the first major update to Galactic Civilizations III: Crusade (Crusade being based on version 2.1 of the base game, we now unveil version 2.2).
Release date: May 24, 2017.
Below is the change log:
New Map Size: Ludicrous
Map sizes made bigger.
== AI ==
== Gameplay ==
== Multiplayer ==
== User Experience ==
== Balance ==
== Performance ==
== Bug Fixing ==
Have fun!
That's cool.
Any chance we will get a numeric indicator on the technology progress bar?
That's cool. Any chance we will get a numeric indicator on the technology progress bar?
Like how many turns left (like what's in the tooltip)?
Fast trait doesn't seem to be working now. My survey ship had 7 moves per turn, not it's starting with only 5.
EDIT: Or not. I took fast off and now it's just starting with 3 moves. What happened?
- all races have access to tourism - synthetics have no popcap branch - quantum and singularity powerplant in age of war - expensive environmental engineering directly after planetology instead of the much cheaper colonial engineering. You could actually merge these two (planetology and colonial engineering) alltogether I think. One has to reach them sooner or later anyways. - discreet ability: unbroken spirit and follow ups are fleet boosters but require invasion tech. - same for time travelers dimensional branches - the lines of splitting branches are really hard to read if they are on an age boundary - atmospheric cleansing seems to lack the bonus allowing settlement on radioactive and toxic planets - I can't seem to like the repair/carrier branch merge. These are two different things. repair is something you are going for if you are taking a lot of damage to your ships hulls, while carriers somewhat prevent the same thing. - one of the governance specializations was formerly called drenginize for slaver races... it was nice fluff - the Thalans have the tech names Amphibious Education, Cities of Learning etc. - snathi are slavers instead of unrelenting?
More general thoughts on changing the techtrees:
I think I figured out what you were trying to do:Since many buildings now need ressources, a player will now just research the stuff he has the ressources now. In this case there is needless complexity in the techtrees. I will have to think some more about this. I wouldn't mind if you could tell me whether I am totally off with this. But if the above holds, I see where you were coming from with the opt in 2.1.3 trees.
I think the presentation in the tech tree viwewer could be improved. look at age of war military for example. You could increase the distance between the invasion, the weapon and the defense branch.
Not sure how you feel about this, but wouldn't archeology be much more fitting as a sidebranch of the research branch?
One place where I could actually imagine improvements by slimming down the tech tree are weapons and defenses. I'm not sure I ever specialized in more than one weapon. I'm not exactly sure what it might look like in the end though.
Exactly, so we don't have to scroll over and hover. When I click on my planets it shows the number of turns until the item is build, it seems the tech progress should be the same.
Yes, what happened? I went straight for drive techs for more movement and we my race choosing its usual Fast+2 my survey ship still didn't move as quickly as the Alterran with only Fast +1.
My survey ship is marked permanently as "Idle Ship". I can't move it anywhere (the game's not telling me I'm unable to move to a certain hex) and obviously the game sees the survey ship as "Idle Ship" so I can't continue.
Does the problem persist after you save, exit the game, and then reload? If so, the developers will want to see the saved game.
I've just exited the game in a huff! Next time, I'll do that. Thanks.
Also, this has only happened once but there's been a colonizable planet I've not been allowed to click on.....
Precursor technology upgrades still reduce raw production to +1.................
Is anybody else getting a prob when making custom ship styles via civ editing *appearance* > *fleets*?
What I mean is the two lists with ships to replace are only displaying ship names now, but not the icons in front of them (just black space there). Which makes it hard to keep track what you already edited and what not, esp. if you're trying things back and forth
But not in the case if Survey (for example) ship destroyed in battle. Is it OK?
To be fair, DreadDendy, you can't say a ship has been decommissioned if it's been destroyed. If it's been decommissioned, that's your decision, if it's been destroyed, that's because your opponent killed it.
Thanks for the update, the espionage bug has been resolved.
.xml says it us +2/+1 now, which I think is good. +4 made many engine techs obsolete for a long time in the game.
Yes but then why in the very early game is the Alterran survey ship moving like it is +2/+4 as previously. Shouldn't the .xml apply to AI's as well?
Wow. Love that production centers for Synthetics is no longer one per colony but did you mean to shift the population cap and morale cap to 100? And remove the pop cap increase techs? 100 seems a bit excessive unless the squishy organics can reach that number as well.
Game came to a screeching halt when trying to move a shipyard. Game was doing fine when I decided to move my shipyard to be more equidistant between two powerful manufacturing planets. When I unanchored it the game started to chug just a bit. When I selected its destination the game went from about 2 to 3 seconds for a turn to go through to upwards of a full minute and a half for each turn and when it was my turn, anything I activated took forever to clear through and respond. Eventually had to ctrl+alt+del the game.
Just going to say that I've unanchored and moved shipyards without any problems in my current 2.14 game. Not saying you're not having an issue that's related to 2.14, just sharing my experience.
My interceptor drones are not working, they are out of range every time during view battle also the mouse over info shown for them is incorrect.
That might explain why the interceptors from the merc Hivebase 1 are not showing up in the battle viewer.
Are the YOR supposed to have 100 max pop, or is that just a crazy display bug?
I saw Frogboy mention it and it sounded intentional. Same with their lack of need for morale buildings.
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