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


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.


  • 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 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.


  • 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: and here: 

Comments (Page 7)
on Dec 26, 2016


Quoting Seilore,

1.9+ patch feedback (bug)


      • One can not cancel projects once in the queue.  (example research project)


Please take a look at this. Thanks

Edit:  This seemed to clear up upon reloading the game I was able to cancel the project so I don't know the specific cause.

You don't need to reload the game, just leave the planet screen, re-enter the planet screen and delete the project (I use the delete key and it works.)  Hope it helps. (But it is still a bug.)

Easier: Select the planet capitol in the planet screen.  That will defocus the selection mechanism.  Then you can select the planet project.

on Dec 27, 2016


I'm not sure if it's a 1.9 problem, but galaxy generation seems to be much worse.  Loose clusters results in a galaxy with almost perfect spaced, ordered looking stars, and tight clusters results in literally just a few spots with stars and an almost entirely empty galaxy. 


Tight clusters is my usual galaxy and now that we are thankfully back to 1.80 map sizes so I've played two games with usual Huge and all 12 AI's. I felt rusty as I hadn't played in months so I stepped back Incredible rather than Godlike. 

Game 1 provided a great starting position and I felt that the galaxy was nicely spread out. My custom race is designed to attack very early and often. I killed 5 AI's quickly with little effort while remembering how to micro my planets and not forgetting to plan my attacks in different places at the same time and to have transports to finish the jobs. Luck was also with me with capsules for unfortunate geniuses. I then tech'ed and built up for a dozen or so turns, and decided that killing everyone was easier than a research win since relevant late game techs cost more now. Everyone was dead on T95 and I was so built up with so many planets that I was generating 20,000 RP/t with the slider near 6 o'clock. 

This was an exceptional game and start and I felt that he galaxy was properly spread out as clusters were in several spots. 

Game 2 with same settings. This time all 13 races are jammed together in half the galaxy and the other half has no stars! That can't be what is intended for a huge galaxy. As a result I have fewer planets to colonize as the AI's take them and bump into each other. I am lots slower and certainly won't be winning pre-T100. Yor were very close and found almost instantly. Killing their 2nd ship of colonists slowed them way down and I soon took both their planets.

This is a poor start and the tight clustered galaxy is basically one big cluster half the map with no stars in the other half. Of course there are some resources in the empty half.

Re: Incredible and Godlike. Incredible gives the AI's double production (+100%). Godlike gives the AI's quadruple production!!(+300%) and the human player is always FAR behind at the start. Why isn't there a level in between Incredible and Godlike with just triple production for the AI's (+200%)? The gap between Genius and Incredible is big but the gap between Incredible and Godlike is crazy. Please devs, make a level in between the two and no I don't want to mod it myself.

In closing I, as the OP does, urge the devs to take a look at galaxy generation and esp. Tight Clusters.

on Dec 27, 2016


Tight clusters is my usual galaxy and now that we are thankfully back to 1.80 map sizes 

was this an official patch, or do you mean the mod?

on Dec 28, 2016


Quoting neilkaz,

Tight clusters is my usual galaxy and now that we are thankfully back to 1.80 map sizes 

was this an official patch, or do you mean the mod?

Official patch, but only map sizes large and above have been reverted to their previous sizes.