Hi, I've been playing a lot of GalCiv 3 recently and I've noticed a few bugs and would like to report them:
-Precursor Traditions (Iconian Tech) is not giving its 10% military production bonus
-Relentless and Ruthless (Malevolent Ideology Tree) are giving their bonuses to the second planet colonized as well as the home world
-Ship tool tips sometimes stop displaying their HP or moves
-Planetary auto-upgrade adds a null improvement build per human player in multiplayer games. It improves the tile and then wastes production on an empty improvement.
-Multiplayer U.P. showed two different empires being elected as the U.P. head (different Human players had different U.P. heads)
-Trades sometimes set a seemingly random amount of money to equalize trades. Repeated selections are needed to eventually get it to a fair trade
-When selecting a future tech (a tech past the next tech in the line), research points carry over to that tech. However, for specializations, only the top specialization can be researched when selecting a future tech
-Treaty list extends past window bounds
-Multiplayer sometimes crashes or hangs on AI turn. I've noticed that the Drengin seem to do this more than others
-When a colony is in 0% rebellion, a '-50% Missing Info' penalty is applied to its economic production
-Yor Range Specialization accidentally named Support Field Focus
-Ships grouped by ctrl clicking don't create a fleet consistently when leaving a planet or star base
-A non-usable tile surrounded by usable ones has no indication it's a non-usable time. Not too big of a deal though
-Not sure if this is a bug or intended, but the Altarians receive no bonus research from research relics.
-Racial abilities for Drengin and Krynn appear to be wrong. Currently the Drengin bonuses are Paranoid and Unwavering. I think it's supposed to be Unrelenting and Zealots. And the Krynn is set to Prolific and Zealots when it should be Prolific and Patriotic. I could be wrong on those 'correct' abilities though.
I have a few balance concerns as well:
-Supportive population and related techs seems to be a bit overpowered. For one specialization you get the equivalent of 2 entertainment centers on every planet with no tile investment. +2 or maybe +3 each seems more reasonable.
-Hyperion Shrinker and Hyperion Logistic improvements should probably not have adjacency bonuses. Without using any terrain bonus (although the +3 military tiles are great for this) a Hyperion Shrinker with an Elerium Defense Shield and one +1 military adjacency building receives a 20% bonus to capacity for a total of +30%. A Hyperion Logistics would recieve +8 logisics total. These bonuses are comparable to tech specializations and seem a bit strong for what is invested. A minmaxed set of these buildings can get into ridiculous territory pretty quickly as well with upwards of 50% capacity bonus or +20 logistics if you can stack a +10 military adjacency bonus using appropriate tile bonuses and adjacency.
Overall 1.02 has introduced a lot of good balance changes and bug fixes. Thanks for the hard work Stardock!