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Published on November 29, 2016 By Frogboy In GalCiv III Dev Journals

[[RELEASED]]

 
 
This is an opt-in patch:

To enable the patch, please do the following:

  • Select Galactic Civilization III in your Steam Library list
  • Right-click and select Properties
  • Select the BETAS tab
  • From the dropdown, select opt-in and click Close (if you don't see this option, restart Steam)
  • Steam should pull down the changed files; if you ever want to go back, do the same as above but select default

Please note: The opt-in is an early preview of the next update and you might experience bugs or other issues. We encourage players who try the opt-in to report any issues to the support forum or via support ticket so we can address them.

Optimization

  • Memory: introduced new texture compression for planetary and ship textures to greatly reduce memory usage and dramatically improve startup times.
  • Removed legacy stopwatch code from the sound system
  • Moved old profiling junk
  • Reduced CPU usage of the particles and main graphics threads
  • Removed redundant debug output
  • Multithreaded the texture loading at the start of game to improve performance.

AI

  • AI builds scout ships later in the game to keep exploring very large galaxies
  • Dramatically reduced AI >normal economic bonuses (no longer needs them)
  • Re-designed the way the AI expands into the galaxy with colony ships so that its expansion no longer stalls on large maps
  • Dramatically reduced the amount of time an AI will interact with a player if they are not within ship range
  • AI doesn't try to bribe other players to go to war unless they and the other players have a decent military already
  • AI will no longer give tech gifts to players with a different ideology (i.e. no more Drengin giving you tech if you're a nice person)
  • AI now scales the number of similar ship projects based on number of colonies rather than a flat number
  • AI pumps up colony ship production priority if there are a lot of nice planets laying around
  • AI pumps out fewer Constructors in general
  • Re-designed the way the AI determines which planets should get a shipyard to be more (way more) intelligent
  • Updated AI's handling of adjacency bonuses to be more intelligent
  • AI values planet quality more when picking planets to colonize 
  • AI somewhat more heuristic on tech research
  • AI somewhat quicker to war
  • Auto Surveying Survey Ships will now survey extra anomalies if the ship has extra movement points.

Balance

  • Starbase minimum distance reduced from 5 to 3 tiles.
  • AI tends to focus more on tech (generally) than previously.
  • AI will build survey ships late in game.
  • AI provided with a much wider variety of ship designs to choose from with the various strategies.
  • AI weights units much more closely than previously in order to not make one virtually impossible to build.
  • Opposing culture diplomatic penalty reduced from 1.25 to 1.1 if AI is benevolent.
  • Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is merciless.
  • Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is cruel.
  • Close to victory diplomatic penalties increased from 1 to 5.
  • Ripe for conquest diplomacy penalty reduced from 0.75 to 0.1 if AI is benevolent.
  • Ripe for conquest diplomacy penalty increased from 0.75 to 1.25 if AI is aggressive.
  • Minimum planet class to be a manufacturing world reduced from 7 to 4.
  • Max number of colony ships the AI will construct at once increased from 2 to 3.
  • Max slider focus reduced from 95% to 75% (to deal with coercion penalty).
  • Coercion forgiveness eliminated (there is always some coercion if you move off from center).
  • Maximum coercion reduced from 50% to 35%.
  • Colony Capital production points reduced from 5 to 1.
  • Civilization Capital production points reduced from 5 to 1.
  • Influence Radius root increased from 1.75 to 4 (i.e. influence ZOC will start out much much smaller now).
  • Tech inflation penalty significantly reduced.
  • Penalty for switching a constructor to a colony ship increased from 50% to 75% (yea, you know who you are).
  • Pirates moved further away from starting location.
  • Increased the variance for the various settings (minors, pirates, etc.).
  • Modified the governor script to provide a bit more flexibility based on planet bonuses when building improvements.
  • Colony capital maintenance eliminated.
  • Colony capital hub provides a 2 (was 1) level bonus to adjacent buildings if they are population or manufacturing or research.
  • Civ capital hub provides a 3 level bonus (was 1).
  • Reduced maint. slightly on research buildings.
  • Rare habitable planets decreased from 30% to 25%.
  • Nebula and black holes and anomalies made much less common on all settings.
  • Occasional planet frequency amount doubled from 1X to 2X.
  • Common stars modifier increased from 0.9 to 1.
  • Common planet frequency amount increased from 0.75X to 3X (this also fixes a bug where common was less than occasional).
  • Abundant stars increased from 1X to 1.5X.
  • Planet Frequency increased from 0.25X to 3.5X (also fixes bug).
  • Tiny map base objects increased from 32 to 120 (i.e. tiny maps will be a lot more filled).
  • Small map base object count increased from 64 to 150.
  • Medium map Base object count increased from 110 to 200.
  • Large map base object count increased from 155 to 300 (i.e. over twice as many stars/planets/etc. in a particular size).
  • Huge map base object count increased from 250 to 350.
  • INSANE map object count INCREASED from 1200 to 1400!
  • Sensor cost components reduced slightly.
  • Cargo module cost reduced from 27 to 10 (cheaper colony ships -- but remember, planets now rely more on population for their production).
  • Tiny hull cost reduced from 11 to 10.
  • Small hull cost reduced from 25 to 20.
  • Medium hull HP increased from 100 to 120.
  • Large hull cost increased from 128 to 300.
  • Large hull HP increased from 250 to 600.
  • Large hull storage increased from 100 to 120.
  • Large hull logistics cost increased from 7 to 10.
  • Huge hull cost increased from 432 to 500.
  • Huge hull HP increased from 500 to 800.
  • Huge hull storage increased from 250 to 300.
  • Huge hull logistics increased from 10 to 16.
  • Cargo hull cost reduced from 42 to 24.
  • Cargo hull HP reduced from 10 to 1.
  • Cargo hull logistics increased from 5 to 6.

Improvements/Bugs Fixes

  • Added author fields for maps, factions and ships.
  • Starbases will now notify the you that they need to be upgraded after being initially built.  
  • Fixed double counting of trade routes for AI diplomacy purposes.
  • Fixed late game crashes related to textures on large maps.
  • Fixed an infrequent crash on loading large maps.
  • Fixed bug that could cause the AI to see tiles in the opposite map position of where they were exploring.
  • Fixed a bug that could cause the AI to reduce the priority weighting on colony ship production based on the # of targetable planets.
  • If a player faction is set to random in the prefs.ini file, the quick-start tooltip will no longer display an invalid faction.
  • Fixed an issue where if you changed the planetary spending wheel, the displayed. manufacturing time for improvements wasn't being updated at the same time.
  • Clicking available projects tabs no longer resets the improvement cursor.
  • Add ESC to close Ship Designer and Diplomacy screens.
  • Starbases no longer incorrectly show the upgrade option when none avail.
  • Fixed a crash related to the AI defying the UP.\

If you want to read my Dev Diary full of me complaining and whining and how I worked on the update visit here: http://forums.galciv3.com/480761/ and here: http://forums.galciv3.com/480723 


Comments (Page 2)
on Nov 30, 2016

 

Sorry miscounted - with the two distance extensions the Arcaeans get up to 6 + 12 + 18 = 36 starbases round their main planets - rather than 18 as before.

Cheers,

Jon

 

 

on Nov 30, 2016

Holy cow!!!  The game turns are blindingly faster! So far, so good!  

on Nov 30, 2016

Why this:

 </Stats>
    <LevelEffectStats>
      <EffectType>HitPointsCap</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.05</Value>
    </LevelEffectStats>

to every hull type in ShipHullStatsDefs.xml?

Haven't noticed it before and never saw this change noted anywhere.

???

on Dec 01, 2016

Go4Celerity

Why this:

 </Stats>
    <LevelEffectStats>
      <EffectType>HitPointsCap</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.05</Value>
    </LevelEffectStats>

to every hull type in ShipHullStatsDefs.xml?

Haven't noticed it before and never saw this change noted anywhere.

???

 

thats the 5% HP your ships get for leveling up,

was in the same patch wich introduced the Levels for ships

on Dec 01, 2016

Ed49663

Holy cow!!!  The game turns are blindingly faster! So far, so good!  

Just finished several hours of MP session.  Had some initial issues that may have been my setup, but once we got started the MP turns seemed very fast to me.  Not the waiting for the human part, but everything else.  Cross trading the data for custom factions and such still takes a while, though, especially when each side has over 100 created or downloaded factions.

The AI changes show up in MP and I find them welcome.  Colonizing is definitely a stiffer race than before. They are doing an effective job of boxing one of ua in a corner. Something vicious will have be done about that.

on Dec 01, 2016

 

Hi, 

As of 1.90 if you have a constructor in a starbase which you want to eject then it seems to demand that you upgrade the starbase even if you don't want to. I queued eject but it wouldn't let me proceed until i'd used up a rather useless upgrade.

 

Cheers,

 

Jon

 

 

 

on Dec 01, 2016

My thoughts on 1.9 (in the MP game with erischild)...

  • Loading MP Games...
    • The game load time = about the same little if any difference.
    • MP start up process = same if not longer
    • MP loading factions = appears longer don't exactly no why as nothing changed here.
    • MP map building = same, nothing changed, however does Stardock cap data transfer to 1mbps?  It is getting more common for Internet service to have 2-5 mbps upload and this can be several minutes on larger maps maybe think about changing cap if there is one, could just be one of our connections as well...
  • MP Game Performance.
    • Game is working the processor more evenly and in turn cooler.  My AMD FX processor runs hot normally with the game and I noticed a big change in CPU temp in 1.9.
    • Memory difference noticed.  Don't normally play gigantic maps, usually larger so don't know the draw appears to be about a 10-20% difference, was running about 6.7-9 usage, If I remember correctly for that size map before was around 8.  (mind you that includes Windows overhead).
  • MP Game General Feedback.
    • Area of influence is way cut back, my feeling almost too far, maybe there is a happy medium between what it was and where it's at?  Hard to locate factions on the map especially on larger maps and prior to turn 100.
    • Drengin appear to be overpowered by far they have more planets, more military ships (to be expected), more technology then all other AI and the Human team (us), in fact the Drengin have about double what we and the other AI have.  (Mind you this was 1 game and could just be they got lucky in that game.

Otherwise good job so far... 

on Dec 01, 2016

I've posted some feedback on the steam forum. In my game the Drengin were far and away more powerful than anything else on the map in terms of the faction power number. When I won the game around turn 220 I was second with around 1000, and the Drengin doubling that. I think I may need to play a bit more, as I am not sure if it was luck of the drawn when it came to their spawn, but I personally think galaxy generation could use some tweaks to even out faction balance. I played on loose clusters Huge. as it gives the most even planet spread in my experience, but still leads to the kind of geography that creates islands and dead ends which really hampers other AI from expanding and challenging neighbors. Otherwise, I really like the extra war aggression and how the AI will do better with research and colony expansion -- these were all much needed to make the AI more interesting. 

 

I also agree, that it appears influence has been cut back a bit much -- how could anyone perform a influence victory and strategy focused on planet culture flip?

on Dec 01, 2016

TheFunMachine

I also agree, that it appears influence has been cut back a bit much -- how could anyone perform a influence victory and strategy focused on planet culture flip?

Yes, this is another great point on influence being cut back so far.

on Dec 01, 2016

I find the same thing very annoying.  I usually like keeping my "extra" construction points for the next level of mining, xeno archeology, or economic sector.

on Dec 01, 2016

1.9 Single Player Feedback

  • Existing Game
    • Game Loading about the same, didn't time it but, wasn't quicker by much if any.
    • Memory went from 14.8 GB on my machine down to 13.6 GB (less Windows overhead of about 3.0 GB).
    • CPU usage dropped to about 40% from 65%.
  • New Game
    • Game Loading about the same, same as above.
    • Memory usage (early game was about 8.7 GB, which is about 2 GB less from the start of the above game.  (Again less Windows overhead of about 3.0 GB.)
  • General Observations
    • FOW bug is still present when ships are revealing new previous unexplored map off screen.  It doesn't reveal the FOW, only where the ship started and stopped not the path.
    • Continued issues from the above MP game.
  • General Suggestions
    • Allow the player to select Bazaar Mercenaries prior to game launch, nothing like starting a game and getting several turns in only to want to start over because the Bazaar is useless in your game.
    • Bring back Ctrl+N (load new map.)
on Dec 01, 2016

Frogboy, great patch, overall! I immediately noticed the shorter load times and turn times. Lots of great changes. Below are some constructive criticisms.

Influence victory obsolete--but creates an opportunity: As others have mentioned, I feel that an influence victory is no longer realistic without significant starbase spamming. Played a couple hundred turns on a new game last night and my ZOC around my home planet is minimal (granted, I wasn't focused on influence--and perhaps this would be an opportunity to make the influence victory option obtainable only if focused on by the player (i.e., if influence-generating buildings were strengthened to accomodate for the changes, this could make it impossible to "accidentally" achieve an influence victory and require actual effort, which I'd personally see as a stronger game dynamic)).

Research moves too fast (maybe): Also, research feels incredibly quick--which isn't a big deal to me since this is true across the board. The only issue I have is that all the techs will be researched much more quickly... and something about that feels, well, unsatisfying. I don't think I had a single tech take more than 8 turns (and I had the spending wheel centered).

Coercion a minimal disincentive: And speaking of the spending wheel... I'm not sure what to think of the changes there. The penalty for moving off center seems minimal--by a hundred turns, I'd have to push into manufacturing/research a total of about 90-95% before I was losing money, and even then, coercion was at 12%... if the idea is to disincentivize focusing in on one area of spending, the disincentive isn't strong enough. I'm not sure what the planned direction is for how spending will be handled in the expansion, but I'm still not sold on the model as is.

Resources not balanced: A couple other minor balance issues: by a couple hundred turns on an insane map, I had found several of every resource except thulium and elerium--I had found a single thulium early on and much later found 2 elerium in a nebula. That said, I believe I had nebulas and black holes set to uncommon and asteroids set to rare. Resources were set either to rare or uncommon (I can check if this matters).

AI not colonizing well: So the map I played was insane size with most things set to rare--planets are few and far between. By a couple hundred turns in, I had about 20 planets, but most AI had only a few. I was playing against gifted AI, which pre-patch usually had me doubled in points until later in the game; in this case the 4 AI I had met had half as many points as me, or less. I believe this is almost 100% related to their lack of securing planets.

Fog of war not always removed: Okay, so this has nothing to do with the patch--but it's been a big nuissance (to me at least) for some time. Occassionally, as a ship travels across the galaxy, the fog of war is removed in chunks, leaving seemingly unexplored sections... the sections will be revealed upon reloading the game or upon a ship's sensor range coming into contact with the edge of the explored-but-as-yet-unrevealed section...

on Dec 01, 2016

Seilore

MP map building = same, nothing changed, however does Stardock cap data transfer to 1mbps?  It is getting more common for Internet service to have 2-5 mbps upload and this can be several minutes on larger maps maybe think about changing cap if there is one, could just be one of our connections as well...

We don't limit the transfer rates.  

on Dec 01, 2016



Quoting Seilore,


MP map building = same, nothing changed, however does Stardock cap data transfer to 1mbps?  It is getting more common for Internet service to have 2-5 mbps upload and this can be several minutes on larger maps maybe think about changing cap if there is one, could just be one of our connections as well...




We don't limit the transfer rates.  

Ok I was wrong.  I checked with our engineers and it turns out we limit the download speed to offset problems with dropped packets.   Its something we can revisit again down the road.  

on Dec 01, 2016

Good stuff.

So regarding influence, you are definitely seeing a partially implemented solution.

The answer is that we have to heavily buff influence starbases and other culture features.  Previously, it was pretty effortless to cover the galaxy in your color.

 

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