Greetings!
We are pleased to let you know about the exciting changes in v3.95 of Galactic Civilizations III.
This is a big one so stand back!
These changes look good.
You might want to look at the Unpopular trait as well as the popular. The Measured, for example, have an Unpopular penalty that is so large that planets with a single tourism improvement don't get any tourism income. You have to build two or more tourism improvements (Import/Export Center, Paxton's Emporium, Port of Call, etc) on the same planet before you can overcome the Unpopular penalty and even start to get any tourism income.
I think I tweaked that but I'll double check. Thanks!
b
Very nice update. Thank you!
I see Unpopular at -0.5% and -1%. Would not -0.3 and -0.6 be more appropriate ?
In my current game (started on 3.9 with all DLCs) I'm playing as The Measured. On one planet where I have Paxton's Emporium and Port of Call, I see each one of those contributing 1.2% (the extra .2% is because The Measured are aquatic), and Unpopular(1) subtracting 1.8%, yielding a net of +0.6%.
Moved "Word on the Street" window to the Govern screen.
Optional please?Prefer immersion to queue size
I think you've missed something, which I think is an error. The Basic Railgun has a kinetic attack of 1 and requires thulium as a resource. However, the Superior Railgun has a kinetic attack of 2 but requires no special resource. Perhaps you got them mixed up? I think it makes more sense to have the Superior Railgun require thulium as a resource.
I fired up the game again this evening and found I had downloaded and installed the update. Until I start a new game I won't see most of the changes, but I have to say I really like the movement of the Word on the Street. While it is fun and nice to see, after a thousand hours playing the game it gets a bit repetitive, and the longer improvement list is going to save me a whole lot of scroll wheel rolling. My right carpal tunnel thanks you.
It's been this way for sometime. Several versions ago. The custom race I use has the maximum unpopular trait and it results in it having to build more than three tourism improvements on one planet in order to gain tourist income. I think this is a pretty good system because there should be consequences for choosing the unpopular trait and it goes without saying that being unpopular would reduce one's tourism income.
Very welcome changes on the FOW and Surrender options.
I found a small problem with this:
It works perfectly under normal conditions. I found a star system with 3 planets to colonize. I managed to colonize all 3 before the shipyard was built. When it was built, all 3 were automatically connected to it. Before this change I had to remember, maybe too many turns later, to manually connect the other planets to the shipyard. Very irritating. This way is much better and much appreciated.
The small problem was in another star system where I colonized one of the 2 planets and built a shipyard for it. The other planet required extreme colonization, which I didn't have. Another race eventually colonized it despite my strong influence in the system. A number of turns later the planet flipped to me.
The small problem was that it didn't automatically connect to the shipyard. I waited two more turns to see if it took a turn or two, but it never connected. It was definitely in the green zone.
It would be nice if whatever was done to make colonized planets automatically connect could be done for flipped planets.
I like all the other changes also. I'm having to adjust to the planet build queue being moved and space rockets being moved, but I am adjusting. I prefer the way they are over the way they were.
Except maybe the flipped planet's morale would be pretty crappy as they got used to their new leader - You - so, once again in the name of immersion, the idea that you have to tell a flipped planet to do der jerbs working on your shipyard makes sense to me.
Or maybe SD could change it so it automatically happens 2-3 Turns after the planet flips.
I found a trade bug. I don't know if it's new, but AI civs will sell the farm for a working hyperspace gate in your territory. I had the idea to give someone else a hypergate so they would connect it to their network and the trade value maxed out. They will literally give every starbase, tech, ship, resource, and coin they have. No colonies at least! Haha.
The space gate trick works well though, not sure if intended. I just build a circle of them by my primary staging point, give them away to other Civs and they hook them to their network givimg me access to the whole map.
This update ruined my game. I've been playing for 80 hours, and I'm nearing an end to victory under the previous game rules. However, now it's all for nothing. As another race now has won through an ascension victory. I'm not locating where I can mod back the old settings for ascension victory so I can finish out this game. Please help...
Or if anyone knows where to mod the amount of ascension points one needs to get to victory as well. Or even an old version of the Crusade xml files that may have it in where I can use it to create a mod file so I may finish the game.
Well crap. I'm sorry to hear that! There's no real way around that I'm afraid. What size map are you playing on?
In my game, Aid Research is only available on planet with Technological Capital. Is this operating correctly?
Yes
It was an excessive map with all core factions (expansions included) with my custom faction as me. I controlled about 70% of the map pushing for victory. The Altarians before I all but destroyed them racked up 11k ascension points and was the only faction to cross the 9k threshold.
Now as soon as I load the map, it goes right to the defeat screen. I can't even attempt to remove that faction from the game by cheating, ect...
okay thanks for the post i got it
Hi,
I'm considering starting a new game after a gap of a couple of months and don't immediately understand what this means.
Obviously if they are transferred then the conqueror gets them whoever it is but what happens if it's off. Do they remain as a conquered nation - so no longer able to win but still there; or are they destroyed or what?
Cheers,
Jon
All their planets, except their home world become class zero planets. You get their home world.
Many thanks,
I thought it meant that - (which I find v irritating - also don't imagine that all aliens would uniformly commit mass suicide) and turned off surrender altogether in case.
I propose it get tweaked so on surrender part of the planets and HW go to you on surrender and the others go rogue.
The percentage would vary depending on relations of the two.
The rogue ones would take time and resources to conquer/flip. In effect slowing you down.
My guess this is more of a response to all the obscure complaints on micromanagement. Micromanagement is caused because of what type of game it is.
The solution that they originally had was comonwealths, then the complaints went away after the game incorporated Commonwealth's.
The solution to this new problem was to make it an option that is on by default. If you shut this option off then we go back to the old surrender mechanic.
There are many great features available to you once you register, including:
Sign in or Create Account