v2.6 Improves Trade Routes, Colony Events, Game Balance, and More!For a detailed list of updates, view the changelog at the bottom of this post.
Crusade Expansion-Only Updates:
Ideology AdjustmentMalevolence is fun! At least, that's what they keep telling us. We've reworked the Malevolent Ideology tree in Crusade to give a general bonus in negotiations rather than focusing on minors.
Starting CitizenOne is the loneliest number, so let's give you a friend! All of your new games will now start with a citizen so you can put them to work right away managing your economy, spying on enemies, or whatever else it is you coerce your friends into doing for you.
New Starship MissionYou'd better "be-leaf" it: a new mission to harvest Aurorus Trees is now available for you to take! You can use what you gather from them to fuel improvements or promotions for your citizens.
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Galactic Civilizations III (Base Game) & Crusade Updates:
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The v2.6 update is ready and waiting for you in your Steam client! If you haven't already joined the Crusade, you can take advantage of the Stardock Community Discount and get 10% off when you buy the expansion direct from us. Also available for purchase on GOG or Steam.
www.galciv3.com | www.galciv3.com/crusade
v2.6 Changelog
Base Game
Gameplay / Balance
UI
Bugs
Crusade
Thank you for offering the option to run 2.33 galciv3classic.
For the Crusade changes, these two bullet points contradict each other. Which is correct?
And, none of the balance/bug issues with the Mercenaries brought up in this thread were fixed: https://forums.galciv3.com/485260/page/1/
Guys, this is low-hanging, low effort, non-controversial, obvious fruit for fixing.
Also, being able to Diff the XML between releases would be sooooooo much simpler if we could have it in a DVCS repository somewhere. It's hard to do it right now by myself, because it's very difficult to figure out which files go expressly with which DLC (checking and unchecking DLC availablity through Steam leaves lots of stuff lying around that's hard to figure out if it's really "deleted").
Not to mention that it would make it a lot easier for folks to submit actual Diff Patches to you, lowering your effort to fix a lot of minor (yet important) stuff. Like Tooltip text. Or the Mercenaries stuff above.
GitHub and Bitbucket both off FREE services to host this for open projects.
Cities cost 1 Promethium. This either completely stops you from building cities or does very little to limit city spam.Cities now give 3 Population Cap +10% Population Cap per Level. This is extremely overpowered. Here are some ideas to balance cities instead of Promethium:City -2 Food 1 Population Cap +0.5 Population Cap/Level Upgrades to MetroplisMetropolis -8 Food 3 Population Cap +0.5 Population Cap/LevelCity -4 Food 1 Population Cap +0.5 Population Cap/LevelMetropolis (Unique) -10 Food +50% Population Cap +10% Population Cap/LevelAlso, make factories better because they're bad.
Who's "they"?
Everything that I've heard, and that I agree with, is that Malevolent was OP already. Or at least the most powerful of the three, even before they buffed it.
Who's "they"?Everything that I've heard, and that I agree with, is that Malevolent was OP already. Or at least the most powerful of the three, even before they buffed it.
I'm not entirely clear on everything that was changed, but it's been my impression that the malevolent ideology picks have been nerfed somewhat (for example the Eager trait now gives +.1 morale for each planet conquered instead of +1, and I think the trait that gave your homeworld +10 raw production has been nerfed too).
What I thought the change log was referring to was the malevolent colonization events being given bigger bonuses.
Edit: Just checked, the Relentless trait now gives +10 all production instead of +10 raw production. So it no longer boosts research and income as well as production.
Their tweet and youtube thumbnail has in bold letters, "Evil is Better". It already was better, so I hope not.
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