Brad Wardell's site for talking about the customization of Windows.

When I say “Learn to code” I really mean it because man, ever since Covid hit we have just been behind the eightball on getting things done in a timely way. We need more engineers.

Star Control: Origins on XBOX Series X is in Certification, Galactic Civilizations IV is about to get a major overhaul, Sins of a Solar Empire II just had a technical alpha update and we have a huge new game in development that hasn’t been announced.  And this doesn’t even count for the software side that makes things like Start11, Fences, Object Desktop, Multiplicity, etc.  We are spread thin. 

We promised a GalCiv III v4.5 and we mean it and so here is what we’re working on.

So without further delay here are the changes in GalCiv III v4.5 (now released):

Note: Most of these updates are for the latest expansion: Retribution.  It is the ultimate version of GalCiv III and has gone through a lot of improvements since its first release.

  • AI’s will now merge with the weakest other civ if they are hopelessly behind after 75 turns.
  • Turns before an AI can surrender changed from 100 to 75 but odds of surrendering in a given turn reduced..
  • Yor Fusion Matrix improvement pop cap benefit reduced from 2 to 1.
  • Yor Anti-Matter Matrix improvement pop cap benefit reduced from 2 to 1.
  • Yor Quantum-Matter Matrix improvement pop cap benefit reduced from 4 to 1.
  • Earth planet class increased from 12 to 16 (4  additional starting tiles to build on)
  • All other starting planets also given +4 starting tiles.
  • Yor (Synthetic civs) can now build more population starting turn 1.
  • Yor manufacture population now only requires Durantium.
  • Yor starting base population cap reduced from 16 to 8.
  • All players now also start with a Scout ship to help get exploration moving a bit faster.
  • Most starting trade resources on planets require Promethion to upgrade. This was a bit of a newbie trap before where new players could find themselves with several things to start building on their planets that have little near-term benefit.
  • Theocracy Government Colony Limit increased from 5 to 50 to make it more attractive.
  • Unity Government Colony Limit increased from 7 to 32 to make it more attractive.
  • Republic Government Colony Limit increased from 16 to 32 to make it more attractive.
  • Emergency Coalition Government Colony Limit increased from 12 to 50 to make it viable
  • Empire Government Colony Limit increased from 36 to 72 to make it more attractive.
  • Several other government types tweaked slightly.
  • Like with planetary Trade Resources, most artifacts found on worlds now require Promethion to upgrade to avoid the newbie trap, new player overload.
  • Going over colony limit from government penalty reduced from 25% to 20%.
  • Capital World raw production points increased from 3 to 5.
  • Capital World raw gross income increased from 10 to 12
  • Strategic Command now provides general manufacturing instead of just Military and provide Manufacturing bonuses to adjacent improvements.
  • Basic Factory improvement cost increased from 30 to 40 but has been moved up in the tech tree so players get it earlier.
  • The Bank…is no longer indestructible.
  • Several other banking and financial buildings are no longer indestructible.
  • Entertainment Center tech requirement moved from Cultural Exchange to Universal Translator.
  • The Mega resort is no longer indestructible.
  • However, Paxton’s Emporium IS indestructible now.
  • Carriers are more powerful but now require Large Scale Construction tech (moved far back in the tech tree).
  • Updated many of the event graphics with new better looking ones.
  • AI Trade offers are much, MUCH better.
  • So many bug fixes.
  • Fixed bug that caused AI to “see” planets the player could see even though it was in that player’s FOW.
  • AI much better as handling taxes
  • AI much MUCH better at choosing what technology to research which should make it far more effective when at war.
  • AI better about offering treaty trades
  • AI will abort offering a trade to another player (AI or human) if it determines it’s a really unreasonable trade.
  • Crusade: Durantium requirement removed from bigger hull classes to match Retribution.
  • Base ship speed increased by +2
  • Large hull HP increased from 80 to 100
  • Large hull cost increased from 400 to 500.
  • All Engine upgrades get +1 more moves (if you are putting on hyperdrive you should get more than 1 extra move)
  • Tiny hulls get +1 moves.
  • Lower end weapons no longer require a special resource (i.e. particle beams don't require Elerium).
  • Root threshold of faction power before surrendering changed from 25% to 20% (AI slightly less likely to surrender).

There’s lot of incidental fixes, tweaks and optimizations in here as well.  But we think you will find this update to be a major improvement in pacing, AI behavior and general gameplay.

 


Comments (Page 2)
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on Dec 26, 2022

Gotcha.  You're talking about "surrendered colonies" which toggles whether "colonies transfer ownership upon surrender".  I'd suggest that vaporizing the planets is a weird thing in this context, too.

Along those lines, I could disable AI surrendering.  I'm not sure what will happen with the "merge" bullet above but I'll start some new games and test.  I used to like AI surrendering, it's a pain to root out the last vestiges of a civ sometimes.  But I imagine (and I'll do some testing here too) that if I had the transfer ownership toggle on and allowed AI surrenders, then I'd have about 20 planets (because nobody had surrendered to me) and the other remaining civs would have 60 or more.  We're down to 5-6 civs left in the entire ludicrous sized galaxy, and it's turn 111.

on Dec 26, 2022

Colonel_Panic2465

Gotcha.  You're talking about "surrendered colonies" which toggles whether "colonies transfer ownership upon surrender".  I'd suggest that vaporizing the planets is a weird thing in this context, too.

Along those lines, I could disable AI surrendering.  I'm not sure what will happen with the "merge" bullet above but I'll start some new games and test.  I used to like AI surrendering, it's a pain to root out the last vestiges of a civ sometimes.  But I imagine (and I'll do some testing here too) that if I had the transfer ownership toggle on and allowed AI surrenders, then I'd have about 20 planets (because nobody had surrendered to me) and the other remaining civs would have 60 or more.  We're down to 5-6 civs left in the entire ludicrous sized galaxy, and it's turn 111.

That could well be (the other civs having 60 planets). I started using the "transfer ownership" setting when it was introduced because I thought it bizarre that planets would simply disappear. In most of my games since the beta ended I've also disabled surrenders since I've never liked the mechanic where a civ could surrender to another civ they weren't even at war with. I haven't had a chance to play since the latest update.

on Dec 26, 2022

My first game I had 24 opponents in a gigantic galaxy, and I had surrenders on with colonies transferring.  On turn 75 or 76, I had 3 races surrender to me in 1 turn, then several more in the following few turns.  My economy and happiness were ruined.  The planets I received were all over the galaxy.  I couldn't defend them, so my other enemies were taking them.  At least that helped my economy.  I quit this game.

My second game was the same except colonies didn't transfer.  It didn't take too long for most of the races to quit.  I did get some home planets when some of the races surrendered to me.  I lost that game to an AI alliance victory.

My third game had only 19 opponents with other settings the same.  There were only 5 of us left when I saved at turn 150.  I don't know when the total decreased to 5.  After about 90 more turns, the 5 of us were still playing.  Two of them suddenly quit, which left one of the remaining AI allied with me and the other AI, so I lost another AI alliance victory.

I think this new surrendering decision needs to be adjusted so most of the races don't vanish so quickly.

 

I have started a new game with surrendering off, but I haven't reached turn 75 yet.

on Dec 27, 2022

ebne10770_21435

yor needs fixing again - they are stuck at 8 pop max even after opening the entire tech tree - nothing appears to improve their pop cap

well crap. I’ll take a look.

on Dec 27, 2022

Thank you!

on Dec 27, 2022

Re: the Yor pop max problem

I wonder if it's somehow related to the thing I mentioned earlier, not being able to build Upgraded Colony Capital (though that wouldn't affect the homeworld?). Maybe consider bringing back the old Power Matrix building, which seems to have disappeared somewhere along the line of Yor balance changes?

Also please look at the issue with the Drath and Korath not starting with Survey ships since getting the new starting scouts, and custom races not getting the scouts at all.

Thank you for doing the update though! Interesting changes so far.

on Dec 27, 2022

Please look at The Fissure mercenary ship.  The description says it takes 2 logistics points but it actually takes 7 points.

on Dec 27, 2022

The Yor have their own special pop cap. But there are techs thst are supposed to increase it.

on Dec 27, 2022

Please look at the celebrity citizen galactic tour promotion.  I have never been able to make it work even though I have more than adequate resources.

I need to review the tech trees because I missed this.

I don't play the Yor in the game, I play a custom civilization with the Yor robotic base population.

I just looked through the Tech Trees and I did not see anything that increases my pop cap above the new 8 max.

Thank you.

on Dec 27, 2022

Frogboy

The Yor have their own special pop cap. But there are techs thst are supposed to increase it.

 

Oh! I had really no idea what was going on with Yor population mechanics, since I started playing them these past few months. Thank you for letting me know I wasn't simply bugged (or crazy). Looking forward to the New Year and hopefully a new GC3 hot patch.

on Jan 02, 2023

pandreor


Quoting Frogboy,

The Yor have their own special pop cap. But there are techs thst are supposed to increase it.



 

Oh! I had really no idea what was going on with Yor population mechanics, since I started playing them these past few months. Thank you for letting me know I wasn't simply bugged (or crazy). Looking forward to the New Year and hopefully a new GC3 hot patch.

So what I'm going to try is making it so that the Yor can build cities.  

on Jan 02, 2023

Ok so here is what I did:

The Yor can now increase population by building their own cities.

 

on Jan 02, 2023

So do the Yor now grow population instead of building it?

Also, what version does this affect? Crusade? Retribution?

on Jan 02, 2023

FrogBoy's proposed change increases the pop cap of a planet.  The pop cap is separate from building pop, which is a hallmark of the Yor and will not change.  The patch we recently installed reduced the cost of building pop for the Yor.

 

FrogBoy, I like your proposed change because now my "Yor" can utilize all the hexes with +pop bonuses.

 

Thank you,

Perry

 

on Jan 02, 2023

Frogboy

Ok so here is what I did:



The Yor can now increase population by building their own cities.

 

 

I think this is the answer! It's basically what Silicon-based races like the Slyne have been doing up to now, and it makes as much sense for one as for the other, IMO. I actually don't think there even needs to be this distinction between Synthetic and Silicon races, except that I really like the Yor population-manufacturing mechanic for their aesthetic. Also with this the Upgraded Colony Capital problem I mentioned before is almost irrelevant. I hope it all works out balance-wise. Can't wait to try out the change.

 

DivineWrath

So do the Yor now grow population instead of building it?

Also, what version does this affect? Crusade? Retribution?

 

I wonder this as well. Sometimes on forums it sounds like we are all playing different games entirely, dealing with with different problems and bugs.

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