For those of you not familiar with Galactic Civilizations III a quick recap. GalCiv III is a game where you choose an interstellar civilization to lead in the 23rd century. One of these includes Earth in the year 2250. What sets it apart is the scale and modability of it. You can literally build up your own galaxy to play in. When people say it’s the ultimate sand box game, they mean it.
The game supports over a hundred different civilizations playing simultaneously on a vast scale all while starting out with just a home world. And there are already thousands of custom made civilizations and ships available to download right from within the game.
As others have pointed out, space is big. It’s really…really big. It’s so big it’s as if it has some sort of inferiority complex about itself and it’s just screaming “Hey! You! Look how BIG I am!” So when writing a game that is part strategy game and part simulation, you have some unique challenges.
For example, how do you write a computer AI that provides a challenge to players without making it cheat like crazy? When GalCiv III shipped, the AI was “pretty good” but it didn’t take long for expert players to find ways to crush it.
So how did we solve it? Data mining.
We started looking at how these experts were playing the game. Sure, stalking YouTube players may seem wrong but then again, people openly posting their strategies are fair game right? And with GalCiv III being a 64-bit multi-core game, we can toss a lot of computing power at the problem. So we did.
For those looking for a new DLC to go along with 1.4, I’m afraid there isn’t any this time. All our budget went into this free update. We hope you like it!
The AI wasn’t the only thing we worked on of course. The multiplayer community of GalCiv III continues to grow and we’ve put in a lot of work to make that a much better experience since the game does lend itself to multi-day sessions of MP (though I wish more people would play the Arena maps but I digress).
Nothing exciting, I just love the idea of starting in our home solar system.
Much better chicks to get information on your world.
Emphasize the production of a planet or turn it over to the AI to manage (with an all-new, written from scratch planetary governor AI)
The Ship designer remains one of the coolest features of GalCiv III. Remember: The AI will use your ship designs when you play against them. Also, these cool ship designs are available via Steam Workshop so you can import them into your game (or print them to your 3D printer).
Player designed ships leads to some interesting battles..(yes, that’s a space hair dryer)
Players can share their designs online for epic…Lonestar fun…
You can also zoom out to see your custom made galaxy fighting it out
Import alien races created by the community into your game for massive galaxy wide diplomacy, trade and warfare
Summary The AI Strikes Back! The AI now does a much better job of building its planets and managing its economy. Player Governors are likewise better at building planets and the new Spending Foci allow you to manage planetary production.
AI + The AI does a much better job at building worlds + Added AI governors to better manage starbase construction + Improved budget management + Improved constructor movement logic
Governors + Player governors do a much better job of building planets + Added spending foci to the planetary screen. This allows players to shift their planetary production between manufacturing, research, or wealth. + Added a Balanced Governor type that builds worlds that are balanced between manufacturing, research, and wealth spending.
Change Log AI Changes + AI creates specialized planets instead of generic worlds. + AI prioritizes building starbases around planets instead of strictly claiming resources. + If the AI determines that it is overspending and cannot support the fleet size, it will aggressively decommission ships. Older ships are decommissioned first. + Improved AI and Governor planetary project (e.g. Economic Stimulus, Cultural Festival, etc.) selection + After conquering a planet, AI will pick Governors based on the existing improvements. + AI now picks Governors based on planet bonuses. + AI now uses spending foci. + AI tech Governor now has a better tech order provided. + AI will no longer overbuild starbases and it only builds what it wants to build. + Add Governors for the AI to manage Starbases. +Tweaked the AI War strategy to focus a bit more on Research. + Improved Constructor movement logic: - Constructors will no longer get stuck in a logic loop when entering dangerous areas. - Fixed weird edge cases regarding constructor building rings and resource capturing.
+ 10/27 Made the AI research weapons better by increasing the priority of all weapons types slightly to work better with tech governors. + 10/27 Added multiple new AI prototype blueprints and designs such that the AI is now much better at using Resources to kill you. + 10/27 AI ships now patrol their territory if they do not have a specific target. + 10/27 AI now use shipyards and planets as rally points. + 10/27 Adjusted levels at which the AI will start decommissioning ships + 10/27 Fixed a bug where the AI was being notified that a ship has stationed in a fleet when it wasn't. + 10/27 Weak ships will fall back to starbases. + 10/27 The AI will now prefer to build up transport fleets before building attack fleets. This will make AI invasion fleets stronger and invasions easier for the AI.
Governors + Added spending percentages to the manufacturing, research, and wealth tooltips. For the manufacturing tooltip, also added social and military percentage information. This help clarifies the effects of the new spending foci + Added spending focus to the planetary screen. This allows players shift their planetary production to manufacturing, research, or wealth. Choosing a focus diverts 25% of the planetary production to that area. + Added a "Direct Control" governor that allows players to manually place planetary improvements (similar to the old "remove governor" button) + Added a Balanced Governor that builds worlds that are balanced between manufacturing, research, and wealth spending.
Gameplay + Added new Military Subsidies Planetary project that funnels excess social manufacturing production into a sponsored shipyard. + Created new Moral Allowance planetary project that funnels social manufacturing production into boasting the planet's morale. + 10/27 Lowered tech weights on some defense techs. + 10/27 Drengin are now able to build Approval starbase modules. + 10/27 Tweaked the common medium habitable planet from 25 to 22 + 10/27 Increased the priority of life support on most blueprints. + 10/27 Lowered mass of several components slightly
Diplomacy Polish + In the trade window, added the relations slider underneath the Leader's name + Diplomacy Trade screen: added confirmation before declaring war + Added mouse tooltip to the "speak to" button if the opponent wasn't available for trade + Add an "available to talk" icon to faction power list on the main screen + Trade screen: collapsed ships stay collapsed each time between screen transitions + Trade offers should properly consider the credit value of a stack of items. + The cancel button in the "Home Star System Window" now works properly
UI / Graphics + Minimap no longers shows ZOC influence under fog of war + Added gel background to the Load Map screen and fixed some text overlap issues +Search results in Research Technologies are are now flushed between games + Added new tooltips for faction power list + Fixed an issue where the production wheel does not always update the values on the screen when previewing new values on the wheel. + Revised the Collect Gameplay Data tooltip text to make it clearer what it's doing. + Removed the "Quick Move" game options screen as it didn't do anything. + The rename object dialog did not have a message or icon. Fixed it so it looks a little better. + Fix line artifacts on the Research screens + Fix Medium UI sizing issues in the Relic list. + Fix issue where Approval stat on planet list entries was popping out of grid in Medium UI. + Fixed lines on medium UI in the battle report entry. + 10/19: Clicking on sorting icons in the main UI again will reverse the sorting order + 10/27 Cleaned up the Relationship `sliders on the Interaction and Diplomacy windows. + 10/27 Added new diplomacy icons for war and ally + 10/27 Cleaned up unused assets + 10/27 Re-work icons on for Planetary Governors. + 10/27 Added "Low Res Textures" option to improve performance. + 10/27 Setting up lean textures for dread lords texture set to improve their appearance
Balance + Reduced decommission idle time from 30 to 10. + Lower Manufacturing planet requirement to class 7 + Updated planetary projects. Boost birthing subsidies to 10% from 5% + New Military Subsidies project, (Requires feedback work) + Adjusted Life Support modules to be cheaper in general and scale better with advancement. + Nerfed Factories slightly. + Balance Drengin, and Yor manufacturing and Research improvements, to better balance against Terran improvements + Lowered Tech inflation exponent slightly + Rebalanced Starbase modules, primarily boosting bonuses + Increased the influence generated by starbase modules + Techs will now increase in cost in late game
MP + Fixed several desync issues + Addressed issues that made the Host seem unresponsive. + New Lobby messages will appear on new lines. Messages were sometimes bunching up. + Added a Cancel button to the loading screen for multiplayer games. + If either player has the universal translator, then they can now speak to one another and trade. + Fixed a bug where the middle "For" section on the trade screen would appear when a trade is canceled. + Fixed a case where the "start button" was appeared disable when it was not. + In some circumstances, the game was incorrectly sending multiple match reports for the same game. + If a peer exited the game or lobby, the host was not always getting the disconnection request. + Restored game: Fixed a problem where a player's faction was changed to Terran. + Restored game: Joining the lobby will no longer occasion create an extra slot. + Fixed a case where starting a multiplayer game would have visual gaps in the player list + The game can now load player created Gigantic maps in multiplayer. + Added support for private multiplayer games + Host can now set the number of human players in the lobby. + 10/19: Fixed a multiplayer crash when attempting to de-select a spending focus + 10/27 The fixed a bug introduced in the previous opt-in that prevented players from choosing different factions in multiplayer.
Bugs + Fixed a startup crash caused by system variables. + Medium UI: In the Tech Tree screen, the player was in the "Age of Expansion" but is seeing a yellow bar as if they were in the "Age of War". + "Wish upon a Relic" Mega Event no longer spawns hordes of pirates. + Fix an issue that was stopping the Drengin from getting Tech and Manufacturing Capitals. + Fixing crash when removing a custom part from ship design if the custom part does not exist on the local machine. The most cost + The Dread Lords were unable to build fighters for the orbital defenses. However, the game thought there should be fighters and prevented players from invading. + Some Dread Lord controlled planets could not be invaded if the Dread Lords built an Orbital Defines Platform. That defense would try to generate fighters that the Dread Lords could not build so the battle would never start. The Dread Lords can now build the fighters and their planets can be invaded. + Fix missing Icon on Hull Mastery Specialization. + If the logo for a custom faction is not found, use the "random faction" logo is used as a fallback inside of entire texture atlas. + Fixed a bad prerequisite for Yor Lossless life support technology that was causing an infinite loop. + Added a check for "Windows\system32" in the environmental path variables at the start of the game. Some users are missing this in their path and the game would crash on start. + The "Wish upon a Relic" Mega Event was incorrectly spawning pirates in addition to the Relic. + Fix issue that was stopping Drengin from getting the Tech and Manufacturing Capitals. + Fixing crash when removing custom part from ship design if the custom part does not exist on the local machine + Fix missing Icon on Hull Mastery Specialization. + Fixed bug when loading a game with custom factions and the faction logo image was not found locally on the machine that loaded the saved game. It would not display the strategic icon properly and render the entire icon atlas. If a cust logo is not found, the "random faction" logo is used as a fallback. + Ship movement debuffs are no longer clipped in tooltip + Fixed the number suffixes for the End Game ranking. + The first planet in custom made maps are now the player's homeworld. + Planetary screen wasn't displaying the proper number of Manufacturing, Research, and Income icons. + The Register and Free DLC buttons now become disabled (with a tooltip) the same way the Multiplayer button does, so if the internet or Steam cut out while the game is running there won't be any confusion about the state of those buttons. + Added missing component icons + Prevented a crash with wonders and players with custom data. + Fix bad thumbnails on some Drengin Ships + Removed the spending wheel from the Govern Planet screen. Use the focus buttons to adjust spending levels instead. + Fixed several stuck turn problems + Added next and previous arrows to the shipyards window. + Adjusted the height of the Map Editor description box to allow more room + Shipyard: Improved "required resources" tooltip Buy button to be more informative and friendly to the player + Starbase list now only displays filters that are needed. That is, don't show a "mining" filter unless you have a mining starbase. + Planet lists will now properly sort at the beginning of each turn + Fixed a problem that made the game unstable if you had hundreds of ships. + Typos + Pressing T while the input box does not have focus will now hide the chat window. + Rally point and Fleet numbers will no longer appear on top of the UI. + When choose a Civilization, the the factions appear in the following order: default factions, DLC factions next, and custom factions last. + The game now verifies if the user is logged on to Steam when attempting to show/hide the DLC Available button. + Fixed a crash when a dead AI is the last player in the turn list + 10/19: Renamed the improvement "Moral Allowance" to "Morale Allowance" + 10/19: Human player can longer initiate trade before other player has universal translator + 10/19: Getting or setting player stats will now not work if the user isn't logged in to Steam + 10/19: Updated registration UI and text. + 10/19: Fixed startup crash with generation of the texture atlas. As a result of this fix: - Atlas files are now in the steam game folder - Modders: Atlas files can be generated by adding /atlasgen to startup command line. This puts the atlas files in the "my games/galciv3" folder. The game will now check the "my games/galciv3" folder first, and fall back to game dir if not found. + 10/19: Updated batch files to prevent a crash with systems with specific path variable settings.
+ 10/27 Starbases no longer give +100% to beam weapons. + 10/27 On the Planetary Governors screen, the auto-terraform is no longer disabled the first time the screen is opened.
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I would like to ask the DEVs for some rationalization of why the production wheel is replaced by limits of 60/20/20.
Two points ---
1. Frogboy advertised the production wheel as brilliant at the time it was introduced.
2. The usual game plan is to make worlds dedicated to one of military, science, or wealth. This 60/20/20 buttons split seems to massively change the game. Hence, I would like to ask the DEVs for some justification of this change.
Let me further say that I have not even tried out 1.4 yet. I have just read these comments. Seeing the 60/20/20 limited instead of 100/0/0 possibility just leaves me completely unenthused to try out 1.4. I feel like there will be a quick fix to this issue in version 1.41, and then I'll get back into the game at that time when 100/0/0 is back. However, if I am missing something about why 60/20/20 could make the game more fun, I would invite the DEVs to provide a rationalization of this to us here in the forums or alternatively through a DEV log. In the meantime, I am off to Civ Earth which is suddenly become enjoyable with Rising Tides DLC.
Good luck to all!
This is AWFUL. I used the planetary governor wheels to get things how I wanted. Now I have huge planets dedicated to production that only use a tiny fraction of it. I can't believe this supposed "update" just completely sucked all the fun out of the game. How do we ask for a refund or roll back the update? If you don't want the wheel, fine, use the buttons instead. But getting rid of it? I just can't believe it.
I'm sure the code can be restored or re-enabled, someone should take the initiative to make a governor wheel mod to appease the masses. I've never been a fan of it but I think the creator of such a mod would have lots of fans.
Yes. Please add the wheel back in. At least have it as an option, at least for single-player games. There's no reason why you shouldn't be able to do that.
Now, if you want to allow us to get our micro-management fix while reducing the administrative burden, implement user-created planet groups that share a production wheel.
Allow the user to create groups--as many as he wants--and sort his planets into these groups manually.
Add a wizard that can be invoked in the middle of a game to sort your planets into logical groups.
Enable the wizard or the user to create a multidimensional array of groups in a logical fashion (Group planets by production type / size / maturity, etc.)
Add a tool to allow the user to draw region and district boundaries so that if he wants one dimension of this array to be geographical, it will be done in a way logical to the user. (This would be useful for managing ships too.)
Or, enable a modder to do this, if you haven't already.
OK. You can repay me for this free advice (lol) by re-instating the production wheel by the weekend. I'll be checking in. But I won't be hitting the "Turn" button on my current game until I get my wheel back.
Thank you for all of the improvements, and for an otherwise very enjoyable game.
Keep up the good work!
This is just terrible. I was so addicted until they removed the planetary wheel UI. Now I just feel like the fun new aspect of the game (planetary focus) is horribly watered down - all those wasted points. I don't feel like playing anymore. Is there a way to revert to the last version? Does anyone know?
Let me give an example of WHY the planetary wheel UI is so important. Imagine you need 141 points to produce a ship, but now you fall slightly short with the new button options. Before, if you had enough production points, you could get there by adjusting the wheel. But now you can't. You have to start destroying improvements and replacing them with factories and wait until you have enough.
OR you have to create multiple slightly tweaked versions of the ship - one for each general world threshold.
Since production points are lost by transporting people off the worlds, this now means that you have to think carefully about whether or not you can afford to. Most of the time you won't know until you load a transport. Then you have to put some back and try again.
Removing the planetary wheel was just a terrible idea.
well why do you need exactly 141 points? if i produce 150 hey now i have 9 points that carry over to the next ship/building if i produce 130 well then it takes 2 turns and on the second turn i have 119 pts that carry over.
this micromanagement you describe is purely created by YOU and not the game you've decided it needs to be built in exactly X turns
Right on
The course of events leading up to and proceeding update.
Finish morning chores. Run to my pc start steam and click play gal civ iii. Update required? "Ooooh sweet i wonder whats new." Watch patriots kill dolphins while update dls. Finished! Click play new game as terrans. Colonize mars click govern planets. Search for 10 minutes clicking on every available option in a futile attempt to find production slider. Alt f4 to read forums. Heartbroken. Sign up to leave this sad comment. Off to play assassins creed syndicate.
So, it seems if you want to produce anything anywhere in your empire you can't have a world wasted as a financial planet because you will never be able to fund it. Make the planetary production wheel optional for people who want to play that way. I suppose I should find a way to uninstall 1.4.
tell ya what, ill talk ro the ream to make it so that modderss can turn on the wheel.
Frogboy proves that he is the Evita Peron of the Stardock team, looking to give his descamisados their wheel.
The buttons don't even seem to work. I loaded a game which had one planet set to 100% research and it was producing 207 research. Clicking "research focus" dropped it down to 90. Unclicking it had no effect.
There's no reason we can't have the buttons AND the wheel. If you love the buttons, then just ignore the wheel.
In a funny way Im kinda starting to like the production focus vs. the wheel. Initially I really missed the wheel. I still kind of do but with the wheel you play OCD style and try to optimize everything. There is something feeling more organic about having to let go of perfection.
( edit: Or maybe it just reminds me of Galciv 2 , haha )
I miss the Military vs. Social production slider on a colony basis more than I miss the colony wheel. I find myself constantly microing all my shipyards with Disable/enable every other turn and it is annoying.
The main point is that, with the wheel, we can gear our focus as precise as we wish. I was trying to give a specific example, but I can speak more broadly if you prefer: How is reducing the number of focus options we have to two (33/33/33 or 60/20/20) an improvement? Specifically, in a game that is largely distinguished from its predecessor by the idea of planetary specialization as a way to achieve dominance?
Please Bring back the Colony management wheel. You have sucked the fun out of the game by removing it. Those who don't want to use the wheel can ignore it. But for those who wants to use it (and I believe there are many), please give them option to do so. Thanks!
I don't miss the wheel and am enjoying the new improvements.
Great update.
And i think the removal of the wheel is a great change, i never used it anyway. Too much micro and boring to boot.
But enabling it through mods might be a good compromise, for those who liked it. Good idea.
That'd be the best of both worlds I think. If you guys let us mod it back in, I'll release a mod which increases costs 30%, turns the wheel back on and makes the AI use 100% offsets for those who want it.
Game is in great shape. It plays very well and is FAR challenging then previous updates. If you used the planetary wheel to beat ai, well your crutch is gone. Now you are pretty much on even footing with the AI.
I found another way to make AI more challenging! Forbid players from changing ships parts templates - allow only cosmetic changes. So you'll be on the same level as AI. Yet another crutch is gone. Yay!
On a serious note, i have nothing against Governors in general - it's critical for huge galaxies with hundreds of habitable planets, even with wheel i rarely min\maxes and specialized all my planets, i tried to build them balanced with some differences based on planetary resources\tile bonuses . But you know, when i first launched GC3, planetary wheel, even if it was not very comfortable from UI standpoint, felt very "natural" (or i should say "in organic") with all other planetary changes like adj. bonuses and buildings bonuses. I thought that effective specialization was intended as main element for winning against high level AI - the game supposed to be played with at least a handful of ultra-specilized planets. Yeah, you could have too much of them, but i thought it was just a quirk of not yet tuned economical system (together with approval, tourism, influence and more) - remember GC2, you too, could have super specialized planets (but in different way) but they could easily murder you economy, so you had to play smart to avoid it. Now, everything is boring for me - why try to squeeze additional % from building placement if it's murdered by wasted production? And what's left if you give planets to Governors to manage?
- Combat? Sorry, but it's boring and ship roles system don't work well, allowing of heavy AI abusing.
- Space Stations? Boring and too generic.
- Diplomacy? Well... Also Not quite working.
Anything else?
In short, after 6 month we have a better AI that was promoted as superb from the start (hint - it wasn't) and a bunch of controversial core gameplay changes. A lot of game aspect are quite bad and un-tuned at all (see approval and economy). And "future vision" posted for GC3, looks like something for complete different game. To me, it feels like Elemental all over, again.
Sorry for negative post. I really wish GC3 to turn out great in the end, but current result is just sub-par and inconsistent for me. IMO.
Are you f'ing kidding me. My production planets have gone from a ship a turn to 7-10 turns. My research planets are helping to build the ships that my production planets were doing. My gold planets are a complete f'ing waste of time. What type of shit game is run by the ai. Whats the point of playing when some retard just decided it wouldn't let me decide how to play it. Lets just put the whole f'ing thing on auto. How do I roll back this piece of shit update.
First of all I am an perfectionist and I like to squeeze every bit out of my planets. And I like to at least have the "option" to micro manage a planet or not.
I can understand that if you play an insane sized map and have like 40 or 50 planets under your command that micro managing them all simply coasts too much time. And that letting the AI manage some of those worlds might get some pressure of your shoulders. And this is especially true for those who play multiplayer battles on a very big map or just don't like micro managing or just don't have the patience to do this.But...What about those who like micromanaging? What about those who are playing tiny, small or medium maps and simply don't have that many planets? Or in the beginning I don't have that many planets eather and micro managing is a good way to squeeze everything out them. I bet there are also a lot of single players who don't have that time pressure of multiplayer battles and actually enjoy the micro managing.If you want to "add" features to your existing content so people have the choise between micro managing or let he AI do it for them is a good thing. But by "replacing" or "removing" current popular features you will push away a part of your player base that liked those features.
What if in the current planetary management system you implement an option that players can change how the AI will behave, how many resources go to where (get the circle slider back or get 3 horizontal sliders from 0 to 100%), and perhaps even add a lot of more options to manage your AI. With the default settings you don't have to micro manage at all, but for those who like to have control or want to squeeze everything out of their planets, they can adjust their planetary management AI or just disable it at all and do this personally. Players can tellt their AI to when you have to build something choose planetary management circle A (and go to 100% manufaturing) and when there is nothing to build choose circle B (and go back to full 100% research). Or what the AI should buld or not to build. I think if you expand this idea even furthere it could become huge.Perhaps it is also an idea for players to create chain commands in their shipyards. Like if I build 10 ships that I can click on every ship I am building and tell them "when you are ready" go to this tile. When ship 2 is ready go to that tile. When you have a full party on that tile then attack that planet. I think that this will make turns a lot smaller in multiplayer. Or tell to repeat an particular option 10 times and then go the next one in place of keep repeating it untill I say stop.
Check the computer or better yet the user. All of the above statements are indeed false. Game is in great shape. It plays very well and is FAR challenging then previous updates. If you used the planetary wheel to beat ai, well your crutch is gone. Now you are pretty much on even footing with the AI. Go start a game on Godlike, and come back here and tell me how awesome-sauce you are at beating the 'crappy ai'...... Diplomacy is working fine. It has a further update coming but will be in the coming months.
Lol... the Game is in this stadium a Beta.... and your Arguments are too.. I don´t know what this will have with the computer maybe you can explicate it better... but with the user ...maybe because he is not satisfied with the result of this software as it is .
By the way i wanna ask you only a question... when you are satisfied, wtf are you doing then everytime here in the forum ? When I will be it... i never will spend my time here... i will enjoy the Game then... So for sure i cannot explain your satisfy over this software when your losing your time here.....but for sure i must accept that in this universe are a lot of anomalies....
pk back to topic.... For me is not relevant this wheel update.. because i never use it... I like to play the game with all details. I don´t need governeurs maybe only for buildings update but nothing more. When not i go play something else ..I have on the Market a lot of variety.... for something else... indeed i like the micromanagement... sure i must agree when it is better for the AI and the AI works better without this wheel.. then for sure its better what they did.. but this is not my dissapointment about this game... my arguments you can read here: https://forums.galciv3.com/472460/page/1/#3595617
and pls read them carefully and think then before you answer..
I will not start any game on godlike or everything else because i already posted you my arguments from testing it. And when i want to play Counter Strike then i go play Counter Strike and kill everything for that i dont need to buy GC3...for that i don´t need a a multiplayer... it is ridiculous....
... I wait for the update ...and soon pls or i want my money back because i feel ripped of from Stardock with this software what they sell as GC3...it is a beta..
Diplomacy is working ? Diplomacy against AI is zero.... read the Arguments in the post i have linked you in this thread... and a update will come in months ? Sure i cannot agree with that until then i will play something else... but also i not pay for something i not play...so bring it out soon or return the money... and go then sell or program out what you want and wherever you want....
The Dissapointment on Diplomacy is that it takes lesser time to do it and update it (from Stardock) before i go explain it here again what the problem is (read the post) It is a 5 Minutes job for a experienced game developer do implement it... And they was not capable to spend the time on this update from release on six months ago...and need again 6 months to edit 3 xml´s...(where a speaking about porting a already existing diplomacy status from gc2...not think about a new one...)
What are they doing ? spending the time on the pool and said that they are working as game designers ? or developers ? Sorry for that i don´t pay...
Think about this before you write your next post
It is a bad joke.... nothing more....
I have a very different viewpoint. Since the first two games were complete pieces of trash, my low expectations for this game have been exceeded. And I think it has gotten better. Much depends on how you want to play it. The manual is incomplete, as it the WIKI. The explanations of the weird combat system and the production tile system are poorly handled, but if you just ignore the details and sort of just play, it is mostly OK. I still DW is a better game, but its AI is totally and completely incompetent, even with mods. At least the GalCiv AI is a little better.
The update seems to work incompletely with saved games from previous versions.
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