I'm not sure what your point is. We're not patting ourselves on the back. I'm just listing some facts.
The game has been out precisely 2 weeks.
Features
Enabled Custom Factions in multiplayer (with fixed to make this stable)
Added new Steam achievements for:
Survey an anomaly in a dust cloud/nebula
Declare war before you have Universal Translator
Destroying an enemy Faction
Using a wormhole
As the Iconians, take back Iconia (the Yor homeworld) from the Yor
Control all relics on the map
Survey 15 anomalies in a game
As the Yor, destroy the Iconian faction
Have 12 or more trade routes
Use Core Disruption invasion 10 times in one game
Be at war with 5 different factions at the same time
Win a battle
Destroy more than 15 enemy ships in a battle
Destroy more than 7 pirate bases
Unlock all the Benevolent ideology traits
Unlock all the Malevolent ideology traits
Unlock all the Pragmatic ideology traits
Fixes
Fixed the malevolent Mining Accident colonization event choice (it was giving +50% growth instead of -50%)
Fixed a bad adjacency bonus on the Preparedness Center (it was giving +95% resistance for each level!?!)
Fixed a crash if you hover over an out-of-bounds tile while using the teleport cheat
Fixed the "Win the Campaign" cheat
Fixed an issue causing ships to go off the screen in the battle viewer
Upgraded the version of Miles (the sound system) to fix sound issues and memory leaks
Many multiplayer fixes around lobbies and restored sessions
Fixed an issue where multiple simultaneous invasions would show the wrong info in the results window
Fixed a crash when attacking a planet with two fleets in the same action
Fixed a crash if a transport tried to invade a planet at the same time that it was joining a fleet
Fixed a crash if you fought 2 battles against one defender with spawned fighters and canceled the first battle in the same turn
Fixed an issue that would cause you to not be given ships by ideological events and anomalies if you obsoleted those ship designs in your ship lists
Fixed an issue where the planet keeps spinning in the battle viewer even if the simulation is paused
Fixed an issue where the old minimap border stuck around if you started a game within a game (only noticeable if you changed map sizes between those 2 games)
Fixed lots of typos
Didn't add any new typos!
Fixed an issue with ridiculously wide monitors (we were scoffing at the 3000 x 1080 resolution until we got a monitor to test it on, it looks pretty awesome)
Fixed an issue where you could build infinite resource requiring ships by using continuously build (When a ship is set to continuously build in a shipyard, and it requires a specific resource, it now checks if the player has enough of that resource before building. If not, it gets removed from the shipyard's queue and sends an Alert/Notification to the player to let them know)
Fixed a crash when going from the campaign to a multiplayer game
Fixed a stuck turn when the AI invades 2 planets at the same time
Fixed weekly treaty income not showing up in the production sub window
Fixed an issue allowing the player to get peace with the AI in scenarios (like the campaign) where peace isn't allowed
Fixed the jitterbug (AKA ships no longer wiggle when moving on large maps)
Fixed the Kinetic Accelerator to correctly boost the range of Kinetic weapons
Fixed the Quantum Leap ideological trait (it wasn't applying its +5 research per colony bonus)
Fixed the missing icon for Barrier System Focus
Fixed an issue allowing Food Distribution to be buildable while Xeno Irrigation was already built
Fixed the High Output Mining techs
Fixed the prereqs on the Biomass Resequencer
Fixed an issue where decay wasn't being applied for synthetic life. Decay is the process where population shrinks if you have more people than your population cap supports.
Fixed an issue where if a players faction power got high enough it would overrun and flip to 0, causing the AI to surrender
Fixed an issue where lobbies were only looking within your region for other players (now they look globally)
Balance
Canceling an improvement rush will now refund the player the cost of rushing the item and re-enable the Buy button.
AI
General AI strategy improvements
Reduced bonuses given to the AI due to the AI being smarter
Performance
Removed some release level debug
Major late game turn time improvement on large maps (from the AI calculating paths across the entire map for pirates)
Features
When playing with a custom faction in multiplayer it will now send your custom leader foreground and background
We now display worldwide lobbies instead of those in your region
Fixes
Fixed annoying bug where the suggested credits in the trade window would not result in a "fair" trade
Fixed typos
Fixed an issue where a ship wouldn't be award by events if you were Altarian
Fixed some bad prereqs on the economic starbase module
Fixed a fog of war issue in mp restored games
Fixed an issue that could cause stuck turns in multiplayer
Fixed crashes storing stat history
Fixed an exploit where players could circumvent range with rally points
We no longer show an out of range message if the ship you have selected isn't one you own
Fixed an issue where the turn count on research wasn't correct
Fixed an issue that could cause sound popping when opening windows
Fixed a crash when the starbase queue got to long
Fixed an issue where the background on the diplomacy screen goes black if you close and open it to fast
Fixed a crash if you request to many constructors from a starbase
Fixed a crash when destroying a planet
Fixed a crash when loading a save
Fixed a crash caused by the AI manipulating the sponsor list directly instead of in a buffer
Fixed crash if you had prefs with no valid players listed at all
Fixed an issue where deleting a unique colony improvement allowed you to rebuild it on every colony
Fixed a crash if the game is ended while there are popups in the popup queue, and some popup insert order fixes
Added a check to gray out Yor assembly projects so that you cant run them when your population is already capped
Fixed crash if you obsoleted every ship, waiting enough turns for the designs to be deleted, then opened the designer wnd and selected "upgrade ship", caused by the screen not having a "nothing selected" state
Fixed bug where manually cancelling an alliance treaty didn't actually change the diplomatic state between the two factions from allied
Added a better system for collision detection (ie: when the player needs to be informed because a decision must be made like an invasion, battle, etc)
Fixed an issue where some players dont have any UI if they don't have permission to write to their game directories
Fixed an issue where low end Intel cards would have their defaults set higher than recommended for a card with no video memory
Fixed an issue keeping the Drengin from building the Restaurant of Eternity
Fixed issue were solar power planet was being blocked by antimatter power plant
Fixed an issue where corrupt ship designs would be created if you had a UP popup while in the ship designer screen
Fixed an issue where a game can continue receiving event messages even after exiting a multiplayer game. This usually caused a crash.
Balance
Ship Graveyards are somewhat more common
Ship graveyards only have 2 pirate attackers instead of 3 now
Rush cost multiplier reduced from 15X to 10X
Population exponent to production changed from 0.7 to 1.0
Population to production multiplier changed from 2.0 to 1.0
Base resistance on colonies changed from 50% to 25%
40% to 60% approval has no affect or penalty on production anymore
Adaptive Farm food reduced from 4 to 3
Intensive Farm food reduced from 6 to 4
Lossless Farm reduced from 8 to 5 food
Cargo (trade) module cost reduced from 27 to 10
"You are weak" modifier no longer a factor early game
"You are ripe for conquest" modifier only a factor mid game and on
Fair trade is now a <= comparison rather than a < comparison
Map sizes balanced more based on their actual sizes
Habitable planet creation balanced for larger maps
Time before first shot lowered from 3 seconds to 1 second
Min small explosions increased from 1 to 2
Medium ship explosions decreased from 14 to 5
Engine trail vertices reduced from 1000 to 100
Carrier modules reduced from 3 units to 2 units
Kinetic weapons increased in cost but reduced in mass requirement
Rebalance on resource required improvements
Updated Yor Techs and Improvements to limit Yor Population cap to a max of 48 from 60
Nerfed Prolific Ability from +100% to +50% population on colonization
Renamed Prolific Ability to Abundant since it was named the same as the Prolific Ability, Nerfed it slightly from +5, to +3 population on colonization
Bump up Mass of Mass Drivers, kept them flat, so they don’t get heavier, but made them all 10 instead of 6, as it was with miniaturization mass driver races could get a singularity driver down to 3.5 which more or less meant they could out gun anything in the galaxy. As they are now they are a bit heavy for their damage to start, but become better and better as you go up the tree. Even at 10 they might be a bit 0P.
Bumped up railgun damage 1, and lowered stinger damage by 2
Changed Agile trait to use flat modifiers
AI
AI places less emphasis on capturing resources (fewer constructors running around)
AI more aggressive at decommissioning old ships
AI more careful about constructing fleets based on what it can reasonably afford
AI more likely to build approval buildings
The AI may contact you to warn abotu another players military buildup, or to provide help if you are at war with them
AI invasion fleets are better at taking vulernable planets
AI less interested in distant targets
AI better at massing fleets to attack enemies rather than one-offs
AI more effective in using money (should no longer sit on large treasuries)
AI is now allowed to rush more than once across its empire
UI
Total Production tooltip changed to Total Manufacturing where relevant
Raw research and Raw manufacturing changed to Base research and base manufacturing
Research rate changed to Civilization Ability tooltip
A declare war theme now plays when the AI declares war on the player
The collapsible ship part entries in the Ship Designer no longer blink when collapsing/expanding entries
The Go To button now works for "Starbase built in your territory" notifications
Prevented warnings from appearing every time players start a game. They only appear the first time now
Performance
Translation table is now multithreaded to speed up launch time
Removed some debug messages
Tachyon authentication is now multithreaded to speed up game launch time
Fixed leaking refs in gizmo gfx
Fixed leaking refs for selected component in ship designer
Fixed leaking refs for focus node in battle viewer camera updater node
Removed creation of unused render targets, and code for writing to them
That's 2 weeks of updates.
The point being, we are not arguing that we have some sort of perfect game. It'll never be perfect. However, no, we're not going to start on the premise that GalCiv III is somehow not a good game. It is a good game. If you don't think it's a good game then I'm sorry. We want you to like the game. We are working very hard to try to make our customers happy.
I don't think anyone would argue we're resting on the game's success and not improving upon what we have.