V3.5: Difference between revisions

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==V 3.5 Update==
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> V 3.5 Update </h1>


===Retribution Expansion===
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Retribution Expansion </h2>


====New features====
<h3 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> New features </h3>


*New Artifact Powers. Artifacts are scattered across planets in the galaxy. You research them similar to how you'd build an improvement. Researching creates "charges" that can be used to do a variety of large scale effects.
*New Artifact Powers. Artifacts are scattered across planets in the galaxy. You research them similar to how you'd build an improvement. Researching creates "charges" that can be used to do a variety of large scale effects.
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*New Retribution Campaign
*New Retribution Campaign


====Gameplay Changes====
<h3 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Gameplay Changes </h3>


*Nano-Fabricator provides adjacency bonuses.
*Nano-Fabricator provides adjacency bonuses.
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*Generals now available with Militarization Tech
*Generals now available with Militarization Tech


===Base game===
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Base game </h2>


====Gameplay====
<h3 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Gameplay </h3>


*Recommended memory requirements for map sizes reduced based on memory savings.
*Recommended memory requirements for map sizes reduced based on memory savings.
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**Removed Maintenance from all Starbase modules except rings.
**Removed Maintenance from all Starbase modules except rings.


====UI====
<h3 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> UI </h3>


*Starbase resource mining display now has a 0.n precision.
*Starbase resource mining display now has a 0.n precision.
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*Taxes changed to "Tax rate"
*Taxes changed to "Tax rate"


====Bugs====
<h3 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Bugs </h3>


*Carrier fighters are not accounted for in displaying ship battle stats outside of battle
*Carrier fighters are not accounted for in displaying ship battle stats outside of battle
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*Added Divide by 0 check for production, preventing a crash
*Added Divide by 0 check for production, preventing a crash


===Crusade Expansion===
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Crusade Expansion </h2>


*Changed the base repair rate for ships, starbases, and shipyards to 1/turn
*Changed the base repair rate for ships, starbases, and shipyards to 1/turn
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*Generals now available with Militarization Tech
*Generals now available with Militarization Tech


==Hot Patch==
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Hot Patch </h1>
 
*Mods now load properly.
*Mods now load properly.
*Fixed an issue keeping players from researching the "Hyperfield Projection" tree
*Fixed an issue keeping players from researching the "Hyperfield Projection" tree
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*Synthetic, and Silicon-based life forms no longer get the Disease event because machines don't get sick.  They just get angry.
*Synthetic, and Silicon-based life forms no longer get the Disease event because machines don't get sick.  They just get angry.


==Other Resources==
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Other Resources </h1>


[https://forums.galciv3.com/493605/ V3.5 Forum Post]
[https://forums.galciv3.com/493605/ V3.5 Forum Post]


[[Category:Updates]]
[[Category:Updates]]

Latest revision as of 11:39, 27 July 2020

V 3.5 Update

Retribution Expansion

New features

  • New Artifact Powers. Artifacts are scattered across planets in the galaxy. You research them similar to how you'd build an improvement. Researching creates "charges" that can be used to do a variety of large scale effects.
  • Hypergates / Hyperlanes: Building Hypergates allow you to build Hypergates or superhighways through the stars. Ships move substantially faster while traveling on Hyperlanes.
  • Supply Ships can send production between planets in your empire
  • Technology tree has been overhauled to adds depth and sharpens your strategic choice.
  • Two new factions (Drath and Korath)
  • New Retribution Campaign

Gameplay Changes

  • Nano-Fabricator provides adjacency bonuses.
  • Most improvements are now destructible.
  • Fusion Power plant removed (redundant)
  • Technology Capital cost reduced from 500 to 200
  • New Wonder: Dimensional Observatory (increases Hyperlane speed)
  • Aid Economy cost reduced from 200 to 75, benefit reduced from 50 to 25. Now available at the start of the game.
  • Supply Depot added. Improves early game morale.
  • Added ability to repeat Durational projects in the planet window.
  • Updated Improvement graphics
  • Military Academy is a player wonder (only 1 world can train your legions, was being abused by AI).
  • Big boosts to influence based improvements
  • Civilization Capital raw production bonus reduced from 2 to 1
  • Civilization Capital influence increased from 4 to 10
  • Civilization Capital population cap increased from 5 to 8
  • Civilization Capital sensor power increased from 12 to 16
  • Civilization Capital no longer provides free tourism
  • Space Elevators now requires Space Elevators tech
  • New Improvement: Colonization Center. Early game player achievement.
  • Xeno Medical Center and other related improvements now provide a % population growth increase rather than a flat one.
  • Default population growth is 0.01 per turn instead of 0.1
  • Supply Module given a manufacturing cost (100) and mass. Requires Space Elevators
  • Advanced Resource Mining moved from Age of Ascension to Age of War
  • Space Lab tech cost reduced from 200 to 120
  • First level techs increased from 24 cost to 36 cost
  • Removed Xeno Irrigation tech
  • New Techs:
    • Deep Field Inspection
    • Subatomic Organization
    • Beam Weapon Miniaturization
    • Warhead Miniaturization
    • Hyperfield Mass Launchers
    • Energy Defense Miniaturization
    • Counter-Targeting Computers
    • Armor Materials Science
    • Ministry of Alien Affairs
    • Department of Colonization
    • Spatial Manipulation
    • Space Elevators
  • Galactic Council influence per turn increased from 1 to 25
  • Changed the base repair rate for ships, starbases, and shipyards to 1/turn
  • Prolific trait reduced from +0.2 flat growth increased to +50% growth increase
  • Added the Arnorian Relic Study starbase module
  • Added the Precursor Observatory starbase module
  • Fixed an error in the text string for the ancient Ability trait
  • Drengin: now have Militant 1 and Brutal 1 instead of Influential 1 and Brutal 2
  • Iridium: now have Handy 2 and Adventuresome 2 instead of Influential 1
  • Onyx Hive: now have Adventuresome 2 instead of Influential 1
  • Personality traits on some factions have been adjusted
  • Fix for refreshing the stats of colonies when transferring a citizen to your home planet.
  • Strategic Command improves military production on the planet by 50%
  • General pass on ship design templates for AI and player to make for better designs.
  • Carrier modules cost more.
  • Show the planet class in the unit transfer screen
  • Drengin given Influential trait
  • Altarians lose Peaceful trait, given Aggressive trait
  • Iridium Corporation loses Handy trait and Adventuresome trait, given Cultural and Influential traits
  • Onyx loses Opportunistic trait and given Cultural trait
  • Onyx loses Adventuresome trait, given Influential trait
  • Arceans lose Trader and Diplomatic traits (because they're neither)
  • Map Sizes increased:
  • Thrusters cost increased from 7 to 30 while space used reduced from 8 to 1
  • Ion Thruster cost increased from 12 to 40 wile space reduced from 9 to 1
  • Field Thruster cost increased from 16 to 50 while space reduced from 10 to 1
  • Inertial Accelerator cost increased from 48 to 60 while space reduced from 12 to 1
  • Deflectors beam defense increased from 2 to 4
  • Shield beam defense increased from 3 to 6
  • Barrier beam defense increased from 5 to 8
  • Force field defense increased from 6 to 10
  • Invulnerability beam defense increased from 8 to 12
  • Armor and Point defenses get similar buffs
  • Generals now available with Militarization Tech

Base game

Gameplay

  • Recommended memory requirements for map sizes reduced based on memory savings.
  • AI manages tax rate with more focus on how it affects approval
  • AI uses tiny hulled ships to build defenders to help dissuade easy conquest.
  • Fixed bug that was preventing AI from stationing garrisons.
  • Cruel AI personalities are more focused on weapon tech
  • AI is more conscious of existing enemies before declaring war on more.
  • Going to war with most favorit-ish civ penalty changed from a 25% penalty to a flat 0.1 to goods and services.
  • Exterminators can now colonize toxic worlds
  • Changed it so that the bonuses will show a decimal place if the decimal value is greater than zero. E.g., +2.5% shows up as +2.5% but 5% does NOT show up as 5.0%.
  • "Defiant Civilizations" list in the UP details now scrolls correctly
  • Lighting update for battle viewer.
  • Added Commonwealth race trait that gives +5 diplomacy bonus to the Commonwealth
  • Updated the description for Corrosive worlds.
  • Fixed the icon of corrosive worlds in the base game.
  • AI is more likely to build transports
  • Shipyard size reduced slightly
  • AI is more aggressive towards shipyards and starbases
  • Added a defeat message when another player achieves an ascension victory.
  • Carrier modules use a bit more space.
  • Shipyards and Starbase base HP increased from 50 to 100.
  • Hull Changes
    • Tiny hull: Reduced manufacturing cost from 40 to 25
    • Small hull: Reduced manufacturing cost from 60 to 40
    • Medium hull: Reduced hp from 60 to 30, increased mass cap from 64 to 72
    • Large hull: Reduced hp from 100 to 80, increased the mass cap from 128 to 144, decreased tactical speed from -10% to -20%, decreased acceleration from -10% to -40%
    • Huge Hull: Increased manufacturing cost from 600 to 800, increased mass cap from 256 to 300, increased logistics cost from 18 to 24, decreased tactical speed from -20% to -50%, decreased acceleration from -20% to -80%
    • Cargo hull: decreased manufacturing cost from 24 to 16, removed maintenance, reduced hp from 10 to 3, increased tactical speed from -90% to -50%, increased acceleration from -80% to -20%
    • Starbase hull: increased hp from 50 to 250
  • Starbase Module changes
    • Starbase Defense Systems: Removed Durantium, Elerium, and Antimatter cost
    • Advanced Starbase Defense Systems: Reduced Durantium cost from 2 to 1, removed Elerium cost, removed antimatter cost
    • Omega Starbase Defense System: increased Durantium cost from 3 to 5, removed Elerium cost, removed antimatter cost
    • Economic Ring starbase module: removed maintenance
    • Starbase factory: tech prereq moved from Xeno Manufacturing to Orbital Manufacturing
    • Cultural Forum starbase module: tech prereq moved from Translator tech to Cultural Exchange
    • Information HUb starbase module: cost reduced from 200 to 100
    • Interstellar Exchange starbase module: cost reduced from 300 to 100, Promethion cost reduced from 4 to 3
    • Interstellar Embassy starbase module: cost reduced from 400 to 100, Promethion cost reduced from 8 to 4
    • Interstellar Ministry starbase module: cost reduced from 500 to 100, Promethion cost reduced from 10 to 5
    • Added the Indoctrination Center starbase module
    • Added the Hive Mind Starbase module
    • Added maintenance cost to all the mining starbase modules
    • Removed Maintenance from all Starbase modules except rings.

UI

  • Starbase resource mining display now has a 0.n precision.
  • Removing"jitter" when basic UI controls unhide
  • Changed setup label from Galaxy Type to Galaxy Setting
  • You can now search for techs based on their searching for its flavor text name
  • Increased size of offer text in the Conversation window
  • Added Military stat to the Colony summary list screen.
  • Asteroid context window now shows hotkey to build a mining base
  • Taxes changed to "Tax rate"

Bugs

  • Carrier fighters are not accounted for in displaying ship battle stats outside of battle
  • Fixed starting event that gives you a scout when it's not supposed to
  • Fixed a common MP desync on starting a new MP game during map generation.
  • Fix for missing translation for Subspace Resonator B improvement.
  • Fixed crash related by spawning a new planet.
  • Fixing a couple of potential crashes from the AI getting awarded a starbase when it doesn't have a place to put it.
  • Prevent two planets being generated on the same tile. Gets awkward real fast. Fix for random crash using a destroyed object
  • Fixed a MP desync where diplomacy wasn't be calculated the same for all players.
  • MP crash fix (peer was looking for non-existent colony)
  • Fixed the bug that was allowing players to build multiple wonders. Hopefully, this bug is now dead forever.
  • Fixed the Neutral option of the Precursor Artifact starting event
  • Fixed error descriptions after game within a game (cannot build a starbase within %d bug)
  • Fix for MP shipyard crash
  • Deleting a starbase in scenario mode in the map editor no longer does bad things
  • Update arrows on the Headers in the Ship Design window.
  • Show the updated turns for the overflow from shipyard overflows
  • Changed Specialty ships to default to being unfiltered, not just when there are no favored ships
  • Improvement tool tip precision increased to show tiny population growth changes.
  • Fixed a typo on the Relic starting frequency dropdown (Precusor >> Precursor)
  • Added Divide by 0 check for production, preventing a crash

Crusade Expansion

  • Changed the base repair rate for ships, starbases, and shipyards to 1/turn
  • Prolific trait reduced from +0.2 flat growth increased to +50% growth increase
  • Added the Arnorian Relic Study starbase module
  • Added the Precursor Observatory starbase module
  • Fixed an error in the text string for the ancient Ability trait
  • Drengin: now have Militant 1 and Brutal 1 instead of Influential 1 and Brutal 2
  • Iridium: now have Handy 2 and Adventuresome 2 instead of Influential 1
  • Onyx Hive: now have Adventuresome 2 instead of Influential 1
  • Personality traits on some factions have been adjusted
  • Fix for refreshing the stats of colonies when transferring a citizen to your home planet.
  • Strategic Command improves military production on the planet by 50%
  • General pass on ship design templates for AI and player to make for better designs.
  • Carrier modules cost more.
  • Show the planet class in the unit transfer screen
  • Drengin given Influential trait
  • Altarians lose Peaceful trait, given Aggressive trait
  • Iridium Corporation loses Handy trait and Adventuresome trait, given Cultural and Influential traits
  • Onyx loses Opportunistic trait and given Cultural trait
  • Onyx loses Adventuresome trait, given Influential trait
  • Arceans lose Trader and Diplomatic traits (because they're neither)
  • Map Sizes increased:
    • Tiny: 28 to 32
    • Small: 40 to 50
    • Medium: 50 to 64
    • Large: 70 to 72
  • Thrusters cost increased from 7 to 30 while space used reduced from 8 to 1
  • Ion Thruster cost increased from 12 to 40 wile space reduced from 9 to 1
  • Field Thruster cost increased from 16 to 50 while space reduced from 10 to 1
  • Inertial Accelerator cost increased from 48 to 60 while space reduced from 12 to 1
  • Deflectors beam defense increased from 2 to 4
  • Shield beam defense increased from 3 to 6
  • Barrier beam defense increased from 5 to 8
  • Force field defense increased from 6 to 10
  • Invulnerability beam defense increased from 8 to 12
  • Armor and Point defenses get similar buffs
  • Generals now available with Militarization Tech

Hot Patch

  • Mods now load properly.
  • Fixed an issue keeping players from researching the "Hyperfield Projection" tree
  • Ancient factions can now research "Inherent Talent"
  • Ancient factions can now research the "Precursor Tradition" tree
  • Devout factions can now research "The Path" tree
  • Intuitive factions can now research the "Xeno Anthropology" tree
  • Scavenger factions can now research the "Recovery" tree
  • Vigilant factions can now research the "Stellar Forge" tree
  • Knowledgeable factions can now research the "Gravitonics" tree
  • Removed non-working Durantium costs on hull sizes (no actual impact since they weren't working anyway)
  • Re-assigned some ship classes to have the appropriate strategic icon (bombers now have bomber icons) which will sort them into their right category for the ship style set builder.
  • Fixing a bug where repeatedly saving and loading games within a single game session would increase the save game sizes. Fix is not retroactive.
  • Fix for custom citizen images and flavor text not showing up.
  • Changed Tourism adjacency on the Consulate bonus to 200% from 2%.
  • Removed references to the "Trade Capital" in the tech tree because the improvement was removed from the game.
  • Fixed issues that prevented Synthetics from accessing advanced Trading techs
  • Nebula movement penalty costs work properly again
  • Train Celebrities now requires Cultural Beacon, not Diplomatic Corp
  • Added alternate trigger to end mission 1 the Korath colonize Yiven III.
  • You can no longer place Bazaars in the map editor if you don't own Mercenaries Expansion Pack
  • Fixed typos in the campaign
  • Fixed a couple of MP crashes
  • Synthetic, and Silicon-based life forms no longer get the Disease event because machines don't get sick. They just get angry.

Other Resources

V3.5 Forum Post