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Published on December 25, 2020 By Frogboy In GalCiv III Dev Journals

It's hard to believe that GalCiv III was released over 5 years ago.  Since then, we've had a few major expansions and a lot of DLC.

As we enter 2021, we have finally reached the stage where GalCiv III won't be seeing any new DLC but will continue to get updates in the form of balance, fixes and performance improvements as we find them.  Updates will be less frequent as QA time is particularly precious right now.

We are very proud of how Galactic Civilizations III evolved.  We have taken a lot of lessons from it on things that people liked (citizens, hyper gates, artifacts) and things that players didn't like so much (how invasions worked, commonwealths, how governments worked) and will be applying these lessons in the future.

One feature of GalCiv we have discussed many times is how future-proof the engine was.  And that has indeed been proven out as the engine is state of the art (does need its rendering module updated to DX12 at some point).  This means that its future sequel will start out much more fleshed out.  

With GalCiv III v1.0, we basically had to start from scratch which was a real bitter pill, especially given that I had spent oner a decade on the GalCiv OS/2 and Windows I/II AI tech which had to be rewritten.

For those who don't already have GalCiv III, now is the best time to get it.  It is now in its fully realized form.  And for those of you who have been on this journey with us, I hope you like how its evolved and thank you for being there with us!

Merry Christmas and Happy New year!


Comments (Page 1)
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on Dec 26, 2020

Thanks for all your efforts ... Galciv3 has definitely evolved into an almost perfect turn based strategy game ... currently my most played game on Steam (perhaps only Starcraft 2 was played more due to me playing competitively for many years)

on Dec 26, 2020

Thanks.  Yea, I've sunk my share of hours into StarCraft 2 right up until this year when they buffed the Tempest's building killing ability.

on Dec 26, 2020

I wonder what the story for GalCiv4 will be?

on Dec 26, 2020

Thanks for an amazing immersive game. I remember picking up galciv2 on clearance in gamestop many years ago only to realize after I got home how much DLC had been released for it. What a journey! Thank you.

on Dec 26, 2020

I love GC3 and was on board 100% from announcement... hope you offer the same kind of package again because I am all in on 4! until then.. .time to log some more hours on 3!

on Dec 28, 2020

Thanks for the great work! GC3 is truly a unique jewel among space strategy games.  

on Dec 28, 2020

I'm still playing GC3 and will be with you for whatever 2021 brings.

on Dec 30, 2020

Unfortunately GalCiv 3 is a mixed bag for me. It seemed like every feature added was to turn me off: resources, planet tile adjacency, admin points, mercs, governments, limited ability to build some buildings (why can't a galactic empire build multiple military academies?), and so forth.

Then there is the fact that the game changed substantially many times, rendering a lot of what I learned obsolete. Its like a different game that I can't play anymore. Got removed because of a patch. For instance, I can't load up a previous edition where experimental weapons were available early on (very powerful) but required resources. Back then, anyone who wanted to survive as an independent empire needed resources.

I want to like this game, but it hasn't drawn me in like GalCiv 2 did. I only recently got in the mood to play more and try the DLC.

By the way, could you make it possible to train admin points? I don't want to have to convert citizens to admins because I ran out of admin points. I've been playing larger maps lately so I need admin points to keep nabbing resources and artifacts.

Edit: By the way, is there any chance I could get access to the source code of GalCiv 2? There are few fixes I want.

on Dec 30, 2020

DivineWrath

By the way, could you make it possible to train admin points?

In the latest DLC there's an improvement you can build, one per planet, that gives you 2 admins and some decent adjacency bonuses. It greatly reduces the need to devote citizens to administration.

on Dec 30, 2020

I can tell you right now there won't be a "Campaign" for GalCiv IV.  Instead, that story content will be integrated into the sandbox game so that each game can, in effect, be a campaign.

on Dec 30, 2020

DivineWrath

Then there is the fact that the game changed substantially many times, rendering a lot of what I learned obsolete. Its like a different game that I can't play anymore. Got removed because of a patch. For instance, I can't load up a previous edition where experimental weapons were available early on (very powerful) but required resources. Back then, anyone who wanted to survive as an independent empire needed resources.

GalCiv III was the first of the series not to be designed by me from the outset.

For most of GalCiv III's development, the design was by Jon Shafer (Civilization V).  After he left, Paul Boyer took over because he was the person who knew the game the best who was available and was willing to take on design.

When Cari (lead dev of GalCiv I and II) came back from maternity leave and I was finished with Ashes of the Singularity we made GalCiv III: Crusade which was a massive re-design of the overall game.

So it did have a bit of a bumpy ride.

 

on Dec 30, 2020

Publius of NV


Quoting DivineWrath,

By the way, could you make it possible to train admin points?



In the latest DLC there's an improvement you can build, one per planet, that gives you 2 admins and some decent adjacency bonuses. It greatly reduces the need to devote citizens to administration.

yeah, but silicon don’t get them.

on Dec 30, 2020

admiralWillyWilber

yeah, but silicon don’t get them.

I thought you were using my mod, which does work for silicon.

on Dec 30, 2020

Well I think we need more planets. 
I did special specie hubs. They just needed balance. 
I like individualized tech trees. They also needed balance. Not just species, but you could go off abilities. 
as is ideologies look to much like good vs. evil. Renaming benevolent and malevolent would help. Three ideologies look to much like good, neutral, and evil. Maybe four or more ideologies wouldn’t look like this. I like ideologies techs. 
kind of fit above. I didn’t like how you could get all three trees. I think it would have been better if it averaged you choice points to decide what tree you got. 
I like civics. Think like civilization 4. They had 5 times 5 variables. 5 things you could research under each catagory. To keep away copyright infringement maybe 6 times 6. Six things under each category. You would get these 36 things by what you research, and when you research something then you could change to it on the civic page. And under a certain combination would decide what you research under the tech tree. The tree would be dependent under the civics. 
a couple from what happened at the beginning of three. I think until you get around to making tech trees, you could keep the trees from three on the species from three you decide to keep. This way the trees would be better than three. Abilities in this case. Until you get around to making a ai keep the one from three. Instead of starting from scratch you should add to the ais you already have. It is important to keep the interface from the previous game. Three in the beginning had a significantly worse interface than two. Bringing back specie specialized hubs would be nice.

please make a fixed jagged knife an option.

on Dec 30, 2020

Certainly lining up to be part of any Founders Edition for GalCiv4.

Here's what we said we'd like in GalCiv4 way back in 2019.

Just posting that here for anyone's refresher/perusal as I was about to say what I'd like and then remembered this and nope, can't think of any changes to what I said in that thread. The bit about Citizens being Units you can forget about as I've just changed my Citizens picture to say "Group Unit" so it's fixed as far as I'm concerned.

Happy 2021, everybody!

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