Galactic Civilization III:Crusade 2.13 (Opt-in Updated 5/10)

Galactic Civilization III:Crusade  Patch #1 v2.1.3 Opt-in 

*** Opt-in updated 5/10/2017 ***

Hello,

We are very pleased with the reception Crusade has received so far! Glad you like it!  

We have also received a ton of feedback and, unfortunately, cases where the data from the base game crept into Crusade.  

To enable the patch, please do the following:

Select Galactic Civilizations III in your Steam Library list

  • Right-click and select Properties
  • Select the BETAS tab
  • From the dropdown, select "opt-in update v2.13 Crusade Preview"  and click Close (if you don't see this option, restart Steam)
  • Steam should pull down the changed files; if you ever want to go back, do the same as above but select default

Please note: The opt-in is an early preview of the next update and you might experience bugs or other issues. We encourage players who try the opt-in to report any issues to the support forum or via support ticket so we can address them.

 Note:  I've re-organized the patch notes to make them easier to read.

 

==Update 5/11 ==

We released a patch today that has everything here minus the tech tree changes and Ludicrous map sizes. Saves from the opt-in will not work in the live build (and vice-versa). We'll be adding the larger map sizes in a future patch.  

== Life destroying map size changes (new 5/10) ==

  • Map sizes made bigger:
  • Tiny: 18 to 20 hex sectors
  • Small: 32 to 36 hex sectors
  • Medium: 40 to 50 hex sectors
  • Large: 75 to 90 hex sectors
  • Huge: 95 to 120 hex sectors
  • Immense: 240 to 250 hex sectors
  • Excessive: 290 to 300 hex sectors
  • Insane renamed to Ludicrous 
  • Ludicrous: 380 (insane) to 500 (twice the size)
  • MAX_SECTORS_PER_MAP_X / Y increased from 48 to 64 to support new map size
  • Map system saves updated to support new map size so we don't break saves (so yea, you can keep playing)

== AI updates ==

  • Deciding "ships to build" moved into the planning phase so that it can better keep track of its ship inventory
  • If Minor races get ahold of a ship (like constructors via ideology) they now will do something with them [hat tip: GalCiv Discord https://discord.gg/JN2XH6A)
  • AI less inclined to build war support vessels
  • Only expansive civilizations will try the colony rush strategy now. [hattip: GalCiv forums]
  • AI players that are at war with everyone won't bother to build freighters [hat tip: GalCiv Discord team: https://discord.gg/JN2XH6A)
  • Fixed a bug that was introduced in GalCiv 1.9 to improve multiplayer where credit transfers are sent as a message. This caused the AI to not be properly charged for rushing ships.  This issue is in GalCiv 2.x and will be back ported.  Only noticeable on abundant planets with abundant habitable planets on very large galaxies.
  • AI prioritizes getting resources for its starbases over economic ones early game.
  • Better Spy handling
  • Broad, overall improvements to AI for dealing with player threats, creating bigger fleets, etc.
  • AI will not try to recruit various citizen types until much later in the game
  • AI does more evaluation on its economic status when determining whether to train a citizen as an Entrepreneur
  • Trade: The AI does not add any more offers if the offering party doesn't have the credits/resources to back it up.
  • Increased odds of AI building transports, training generals.
  • AI builds resource improvements better

== Hull Changes ==

  • Tiny Hulls:
  • Cost reduced from 11 to 10
  • Logistics reduced from 2 to 1
  • Small:
  • Logistics reduced from 3 to 2
  • Medium:
  • Cost increased from 56 to 60
  • Large:
  • Cost increased from 128 to 150
  • Logistics increased from 7 to 10
  • Huge:
  • Logistics increased from 10 to 12
  • Cost increased from 432 to 500
  • Starbase: HP reduced from 100 to 50

== Balance ==

  • Took away the Leader's +1 to raw production on every planet [hattip: GalCiv Forums]
  • Hull Reinforcement ship module HP boost reduced from 20 to 5 [Stop Brad's cheese tactics]
  • Scavenger Mission moved from Colonial Engineering tech to Interstellar Survey [hattip: GalCiv forums]
  • Military Academy cost reduced from 200 to 75
  • Matrix Improvements (synthetic tech) removed, population increases moved to tech.
  • Xenophobic race ability now provides 100% boost to social and research on a planet but a 75% penalty to ship production.
  • Wealthy ability provides +1 to raw production on every world in addition to the money it provides
  • Starbase cultural forum influence increased from 0.5 to 2
  • Starbase Information Hub increased from 1 to 4 influence per turn
  • Starbase Interstellar change influence increased from 1.5 to 6 influence per turn
  • Starbase interstellar embassy increased from 2 to 8 influence per turn
  • Central Bank improvement now doubles colony wealth and increases +1 gold per turn for each level and also now provides a +2 neighbor bonus.
  • Reduced improvement maintenance.
  • Galactic wonders now generally provided an adjacency bonus.
  • Sneaky no longer gives you a spy turn 1, gives you espionage tech
  • Drengin forced to be Merciless (they have an image to uphold)
  • Commander now increases the logistics cap of a specific fleet
  • Synthetics granted trade techs
  • Mo money from missions
  • Gave certain wonders back to Amphibian races
  • Market Center provides 5% more of a wealth bonus for lever level (up from 1%)
  • Other wealth based improvements now match market center bonus levels.
  • Recruit citizen project and similar ones are given a secondary type to allow the AI to better identify them
  • Conqueror Ability provides +1 to military construction and a 100% to legion quality. No longer gives invasion tech.
  • First level Xeno farm is allowed for aquatic factions again.

== Performance ==

  • AI calculates its stats during its own threaded turn rather than in a single update all players thread
  • Lots of late game performance improvements (hat tip: ZINGO! https://discord.gg/JN2XH6A)
  • Influence calculations moved to a background thread to keep the game from getting "jerky" on large maps late game.
  • Diplomacy updates now handled as a threaded job.

== Visuals ==

  • Cosmetic texture updates
  • Invasion screen prettier
  • Ongoing galactic events made less verbose
  •  Improved alignment for tooltips
  • Removed duplicate ability names in the Civ. Builder
  • Reduced administration alert priority to Medium (from High) to reduce spam.
  • Polish pass on colony ship animations
  • Remove redundant screen title on the Multiplayer setup screen.
  • Fix missing tooltip description on the Worker Recall Production. 
  • Trades no longer (incorrectly) display have negative credits
  • Improved FOW Border for both appearance and perf.
  • Updated several screens from the old style to Crusade Style.
  • Fixed mislabeled Resource names
  • Fixed bad alignment for ideology Tooltip stats.
  • Updated credits tooltip in resource bar to be more informative
  • Torians and Arceans factions don't show twice If you own Crusades, but not Mercenaries, 
  • Changed tooltip for starbase upgrading to be more clear.
  • Fix the Constructor tool tip to be accurate.
  • Fixed the Quick Research Window to avoid text overlapping 
  • Sylne UP portrait is no longer squashed
  • Implementation for minor player text tooltips.
  • Added a strategic icon for the Mission ships
  • Updated text for various techs.

== GOG ==

  • Lots of GOG prep stuff for GOG Galaxy

== Tech Changes ==

  • Significant layout change to the tech trees to make them not be so wide. [hat tip: AngryJoe]
  • Planetology now provides a +1 to raw production to all planets. [hat tip: Crusader team]
  • Hive technologies are now given to Time Traveler trait [hat tip: Steam forums]
  • Removed Spark of Life techs as they are redundant with Propagation (should have already been hidden but base game data interference)
  • Large scale building cost increased from 539 to 640
  • Invasion tech now rewards player with 10 free legions upon completion [hat tip: AngryJoe]
  • Xeno Archeology moved to the Culture tree
  • Govern tree label renamed to Culture tree
  • Path of Shadows provides a 10% boost to all planet influence
  • Shadow Enforces provides a 10% boost to all planet morale
  • Military Academy cost reduced from 200 to 75
  • Matrix Improvements (synthetic tech) removed, population increases moved to tech.

== Flavor ==

  • Updated text for various techs.
  • Lots of new insults

== Bugs ==

  • Changed tooltip for starbase upgrading to be more clear.
  • Crash fixes
  • Upgrading a Transport no longer consume legions
  • Deleting a ship design template from the main menu ship designer no longer kills the game
  • Fixed the discrepancy between the net income tooltip and the govern stats.
  • Fix a crash that occurs when Steamworks is installing mods at the same time as the user is in the custom civilization builder.
  • Particles are now get properly cleaned up after battles.  This was leading to late game lag after several battles.
  • The first upload for ship style sets will no longer give an error.
  • Upgrading ships to the same type will no longer kill admins/legions.
  • Legions are not longer lost when upgrading to a new transport
  • Logistics cap is now on a per-fleet basis instead of on-the-player so we can increase it for the commanders. 
  • Now when you place a legion, you see the particles for the legion show up immediately.
  • When you add or remove legions, you see the particles change to indicate a smaller or larger swarm
  • Fixed a problem with Information Warfare that would heavily favor the invader. 
  • Fix for AI simulated invasions (for choosing tactics) not taking into account force surrenders and planet killers
  • Several stuck turns fixes
  • Fixed error where the AI was still ignoring resource costs in improvements
  • Added sanity checks where the AI tries to pick a improvement even if it didn't have an improvement to queue

== Multiplayer ==

  • AI is now properly charged for rushing ships. 
  • Using Steam invite will no longer crash the game.
  • Continued work to reduce the amount of data going back between players so we can have custom designed races in. (almost there)
  • Faster game start up

== Updates (5/10) ==

  • Increased map sizes

  • More crash fixes

  • Resource Bar Arrows no longer Scroll in the wrong direction

  • AI can no longer sneak invisible techs from the trade window which were throwing off the overall evaluation.

  • Added tooltips to the Invasion Viewer window

  • Updated "Word on the Street" graphics

  • Fix for the workshop race condition crash between validation and updating workshop UI.

  • Updated planet graphics

  • Fixed problems with growing the Yor population.

  • Fix for deleting factions with ship style sets for subbed workshop items (it wasn't removing all the files so it was complaining for a set you can't use because it should have been deleted)

  • Fixed issue where super long ship names were clipping to two lines in the fleet details window callouts.

  • Clicking the "Lost Unit" notification will now take the player to the Unit Manager -> Transfer screen and select the last lost unit in the list.

  • You can no longer steal spies from dead civilizations.

  • Added tooltips to the Advantage Values in the Invasion Viewer window

  • Some lopsided Invasions were incorrectly being previewed as being "evenly matched"

111,474 views 36 replies
Reply #1 Top

Great! But I can't see it yet as an opt-in yet in Steam.

Reply #2 Top

Quoting LordTheRon, reply 1

Great! But I can't see it yet as an opt-in yet in Steam.
End of LordTheRon's quote

Have you tried restarting steam?

 

Reply #3 Top

Yep, that's it! Downloading it now. Thanks. :)

Reply #4 Top

I reported a freeze/stuck turn in the forums with a link to a save, and I reported a crash in the trade screen and submitted a save on Ticket #JDD-295-27862.  I have just tried loading the saves into this opt-in to see what would happen.  In the first case the game did not freeze, and in the second the game did not crash.

Congrats to the team for fixing these and to everyone who submitted a save to help them find and fix the bugs.

Since there are so many changes in this update, I will not be using these  saves, but will start a new game to see what else I can break. :P  

 

Reply #5 Top

Significant layout change to the tech trees to make them not be so wide. [hat tip: AngryJoe]
End of quote
This locks silicate civs out of all terraforming but one. Synthetics are completely locked from terraforming.
Matrix Improvements (synthetic tech) removed, population increases moved to tech.
End of quote
Matrix improvements are still displayed in the tech tree.
Hive technologies are now given to Time Traveler trait [hat tip: Steam forums]
End of quote
They are empty.  There is nothing displayed as a reward for reasearching them in the tech tree.

The branch doesn't appear for silicates and synthetics.

----------------------------- strong opinions below -------------------------------

Time traveler already was a fairly strong ability, why buff it even further and render intuitive unable to compete?

What happened to making decisions?

Why can't I decide I want to go food improvements without growth improvements anymore? Why can't I decide to skip economics for trade or entertainment? Why are carriers locked behind repairs?

At a first glance the slimmed down tech trees look outright aweful to me. And inconsistent with Brads comments about 4x being about making decisions.

Reply #6 Top

Although not noted in the change log that I can find, the first level Beam and Kinetic miniaturization techs appear to have been fixed (they previous cost 10 times more to research than the other specializations).  The Research Institute, however, still gives +75% research instead of +7.5%.

Reply #7 Top

Great patch!

Players can and will exploit this(by not researching the techs that nerf them) to the extreme: +10 bonus Production Planets.

Reply #8 Top

Noticed that Artocarpus Viriles does not give +2 population cap to Silicon Lifeforms. Not sure if bug or working as intended. Tech pop cap increase does work. Yeah!

Reply #9 Top

A lot of great fixes here! Tnx for all the bug and trait fixes! 

Quoting zuPloed, reply 5

At a first glance the slimmed down tech trees look outright aweful to me. And inconsistent with Brads comments about 4x being about making decisions.
End of zuPloed's quote

I definitely agree with this statement. The slimming of the tree was not a great decision. So many of the technologies were placed more logically before, instead of it all being one long and seemingly random chain like it is now - it just leads to exsessive scrolling. So please for the love of gaming, change the layout back..! :)

Another bug i also noticed is still here in the beta: Amphibians can not build their healing water improvement as hotsprings have not tech requirement that exist in the game.

Reply #10 Top

Quoting zuPloed, reply 5

This locks silicate civs out of all terraforming but one. Synthetics are completely locked from terraforming.
End of zuPloed's quote

Yep, Synthetics cannot get any terraforming techs. Also their productions centers (synthetic factories) are unique planet only so you can only build one per planet. 

Reply #11 Top

Quoting Ryat, reply 10


Quoting zuPloed,

This locks silicate civs out of all terraforming but one. Synthetics are completely locked from terraforming.



Yep, Synthetics cannot get any terraforming techs. Also their productions centers (synthetic factories) are unique planet only so you can only build one per planet. 

End of Ryat's quote
Almost correct.

The first tier of them is colony unique and gives 25% social production.

Their upgrade is not unique and only gives half that bonus. Not sure how I feel about this balance-vise, but it is kind of weird.

Reply #12 Top

Quoting Publius, reply 6

Although not noted in the change log that I can find, the first level Beam and Kinetic miniaturization techs appear to have been fixed (they previous cost 10 times more to research than the other specializations).  The Research Institute, however, still gives +75% research instead of +7.5%.
End of Publius's quote

 

To me, it does not seem to fix it. Are you sure its not a reminiscence of your unofficial patch you were using? Or does it require a fresh game to do? Would sadden me if that is the case.

Reply #13 Top

Quoting Synagas, reply 12


Quoting Publius of NV,

Although not noted in the change log that I can find, the first level Beam and Kinetic miniaturization techs appear to have been fixed (they previous cost 10 times more to research than the other specializations).  The Research Institute, however, still gives +75% research instead of +7.5%.



 

To me, it does not seem to fix it. Are you sure its not a reminiscence of your unofficial patch you were using? Or does it require a fresh game to do? Would sadden me if that is the case.

End of Synagas's quote

Beam and kinetic wep miniaturisation is fixed but you need to start a new game to see it. 

Reply #14 Top

Quoting zuPloed, reply 11

Almost correct.
The first tier of them is colony unique and gives 25% social production.

Their upgrade is not unique and only gives half that bonus. Not sure how I feel about this balance-vise, but it is kind of weird.
End of zuPloed's quote

I was typing quick but yes, that is the essence of the problem. I do believe it is a bug.

Reply #15 Top

Quoting Astrobia, reply 13


Quoting Synagas,






Quoting Publius of NV,



Although not noted in the change log that I can find, the first level Beam and Kinetic miniaturization techs appear to have been fixed (they previous cost 10 times more to research than the other specializations).  The Research Institute, however, still gives +75% research instead of +7.5%.



 

To me, it does not seem to fix it. Are you sure its not a reminiscence of your unofficial patch you were using? Or does it require a fresh game to do? Would sadden me if that is the case.



Beam and kinetic wep miniaturisation is fixed but you need to start a new game to see it. 

End of Astrobia's quote

Those two techs are definitely fixed, I compared the XML files.  But as Astrobia says, you need a new game.

Reply #16 Top

Hm, start screen says version 2.130, but starting a new game I don't see the ludicrous map selection, just insane as before and that doesn't seem to be bigger ... what am I doing wrong?

Edit: or is the map size reversal and the new map size not part of the opt-in yet?

Reply #17 Top

Game has crashed to desktop twice now with this beta opt-in patch (Win 7). I appreciate it's a beta and may be buggy.

Reply #18 Top

Oh wow. You really have ruined the tech tree. What was Angry Joe thinking!? Terrible advice.

Reply #19 Top

Quoting Surge72, reply 18

Oh wow. You really have ruined the tech tree. What was Angry Joe thinking!? Terrible advice.
End of Surge72's quote

I doubt Angry Joe had ever played the game until the twitch broadcast.  But hey, listen to the podcaster and not fans of the game, right?

Reply #20 Top

Do you guys even read the support page? you want to talk about bugs here and yet you omitted the espionage bug? I tried your 2.13ver and it's still there! Spies are disappearing from buildings when reloading game? 

Reply #21 Top

Generally a lot of good fixes with this patch so far but there are still more XML - Research related XML design fixes needing to be addressed.  I spent the day reviewing the XML file changes to confirm all the changes listed above and to understand the changes to the design tree.   I am not going to clutter this post repeating a lot of design questions I have posted in threads.  But there is at least one major change that should be fixed in this patch to improve the economy in the game.

Tourism currently is only enabled by InterstellarTourism Tech which actually enables Tourism for the game (CanTourism Effect turned on) in MasterTechDefs.XML.  I can find no other place that it is enabled.  InterstellarTourism Tech can only be researched along with its preceding research techs by Diplomatic Ability Races.  Although for some reason the first Tourism Building  PortofCall  is enabled by InterstellarTourism  or  SaughtertoriumTech (third level Slaver Morale Building Tech) or KrynnTourismTech  (Which doesn't exist currently).  Other Races would benefit from Tourism and there is nothing wrong to only allow Diplomatic Races to research any of the upgraded PortofCall Techs.  Every other Race gets only to research some existing non-Tourism (Economic ??) tech to enable Tourism and the PortofCall building.  Remember we still have Popularity Racial Traits that are unusable now by anyone that does not have the Wealthy Ability.

Reply #22 Top
Quoting barrybeal, reply 21

[...]
Tourism currently is only enabled by InterstellarTourism Tech which actually enables Tourism for the game (CanTourism Effect turned on) in MasterTechDefs.XML.  I can find no other place that it is enabled.  InterstellarTourism Tech can only be researched along with its preceding research techs by Diplomatic Ability Races.  Although for some reason the first Tourism Building  PortofCall  is enabled by InterstellarTourism  or  SaughtertoriumTech (third level Slaver Morale Building Tech) or KrynnTourismTech  (Which doesn't exist currently).  Other Races would benefit from Tourism and there is nothing wrong to only allow Diplomatic Races to research any of the upgraded PortofCall Techs.  Every other Race gets only to research some existing non-Tourism (Economic ??) tech to enable Tourism and the PortofCall building.  Remember we still have Popularity Racial Traits that are unusable now by anyone that does not have the Wealthy Ability.

End of barrybeal's quote

 

Well you can trade for it (if you dont disable tech-trading like me^^)

Reply #23 Top

 

Opt-in Updated (5/10)

== Life destroying map size changes (new 5/10) ==

  • Map sizes made bigger:
  • Tiny: 18 to 20 hex sectors
  • Small: 32 to 36 hex sectors
  • Medium: 40 to 50 hex sectors
  • Large: 75 to 90 hex sectors
  • Huge: 95 to 120 hex sectors
  • Immense: 240 to 250 hex sectors
  • Excessive: 290 to 300 hex sectors
  • Insane renamed to Ludicrous 
  • Ludicrous: 380 (insane) to 500 (twice the size)
  • MAX_SECTORS_PER_MAP_X / Y increased from 48 to 64 to support new map size
  • Map system saves updated to support new map size so we don't break saves (so yea, you can keep playing)

== Updates (5/10) == 

  • Increased map sizes
  • More crash fixes
  • Resource Bar Arrows no longer Scroll in the wrong direction
  • AI can no longer sneak invisible techs from the trade window which were throwing off the overall evaluation.
  • Added tooltips to the Invasion Viewer window
  • Updated "Word on the Street" graphics
  • Fix for the workshop race condition crash between validation and updating workshop UI.
  • Updated planet graphics
  • Fixed problems with growing the Yor population.
  • Fix for deleting factions with ship style sets for subbed workshop items (it wasn't removing all the files so it was complaining for a set you can't use because it should have been deleted)
  • Fixed issue where super long ship names were clipping to two lines in the fleet details window callouts. 
  • Clicking the "Lost Unit" notification will now take the player to the Unit Manager -> Transfer screen and select the last lost unit in the list.
  • You can no longer steal spies from dead civilizations. 
  • Added tooltips to the Advantage Values in the Invasion Viewer window
  • Some lopsided Invasions were incorrectly being previewed as being "evenly matched"

 

Reply #24 Top

Quoting Ed1975, reply 17

Game has crashed to desktop twice now with this beta opt-in patch (Win 7). I appreciate it's a beta and may be buggy.
End of Ed1975's quote

Can you submit a ticket so we can investigate?

https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/496/161/general-galactic-civilizations-iii-troubleshooting#Report

 

Reply #25 Top

Quoting Jedistinger, reply 20

Do you guys even read the support page? you want to talk about bugs here and yet you omitted the espionage bug? I tried your 2.13ver and it's still there! Spies are disappearing from buildings when reloading game? 
End of Jedistinger's quote

So that's what happened to my spy?!!