Update 12/13 Changed Space Elevator bonus from 0.025 to 0.25 Fixed a problem where if the notification list had multiple entries on one turn and then only one on the next turn, the area under the notifications wasn't clickable
shaw
We'll be fixing the space elevator before we release 2.7
Update 12/12 A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits). Farm level ups increased food production by 0.1 per level Biomass Replicator food production bonus reduced from 50% to 25% Recruit Citizen now requires Star Federation technology rather than Galactic Governance
[quote who="Old-Spider" reply="1" id="3697728"] Modders: The game now scans both your base game and Crusade folder on startup. Previously, it would scan just the Crusade folder. I started a new game in Crusade with this opt-in. Mods did not show up in the game. While in the game I checked Options, and it showed that mods were enabled. I had mods in the Crusade mods folder. I moved all the mods
We're looking into it.
Hello, Based on feedback from our fans (you!), we've been working on an update. In addition to the usual balance and bug fixes, we've also increased the number of farms, enabled the oft-requested option to switch between the date and the turn counter, and improved startup times. Please read below for full details. Important! We've removed the need for bat files in the game to compile data. Data is now compiled by the EXE. The big upside is
Hello, Based on feedback from our fans (you!), we've been working on an update. In addition to the usual balance and bug fixes, we've also increased the number of farms, enabled the oft-requested option to switch between the date and the turn counter, and improved startup times. Please read below for full details. To enable the patch, please do the following: Select Galactic Civilizations III in your Steam Library list Right-click and selec
Hello, Based on feedback from our fans (you!), we've been working on an update. In addition to the usual balance and bug fixes, we've also increased the number of farms, enabled the oft-requested option to switch between the date and the turn counter, and improved startup times. Please read below for full details. To enable the patch, please do the following: Select Galactic Civilizations III in your Steam Library list Right-click and selec
Hello, Based on feedback from our fans (you!), we've been working on an update. In addition to the usual balance and bug fixes, we've also increased the number of farms, enabled the oft-requested option to switch between the date and the turn counter, and improved startup times. Please read below for full details. To enable the patch, please do the following: Select Galactic Civilizations III in your Steam Library list Right-click and
[quote who="PalaceGuardian" reply="44" id="3694461"] Does this mean the AI will no longer be moving 30 tiles on Godlike with its Colony ships at the start of the game? I think it used to be about 15 but I started a couple games recently and thought this is ridiculous with their 30 move limit. Definitely made it harder. [/quote] Yes, that's what we've addressed (the doubling wasn't intentional)
Opt-in Updated 11/7 AI much better about prioritizing construction of transports if they have military dominance. Assassination event made more common Fixed issue where the AI move limit was being doubled multiplied.
Can you send me your save game so we can take a look? [email protected]
[quote who="a0152570" reply="5" id="3694051"] Quoting pshaw, reply 3 lyssailcor, Can you refresh my memory on the issue? I agree with L. many games with 2.6, I see a few (2 max) on a world, and very few worlds have a farm. Hence few AI cities. Ai has no farming pla
lyssailcor, Can you refresh my memory on the issue?
Hello, We have prepared a patch for you focused on squashing bugs and improving balance. Read below for details Performance General improvements to turn times. Improved performance on lower end video cards. Gameplay / Balance [Crusade] Factory output increased. AI much better about prioritizing construction of transports if they have military dominance. Assassina
Thanks for the report. We are looking into this.
Updates 10/9 Added base production points to manufacturing/research/income production tooltips Fixed issue where functional components in the ship designer weren't taking the player's techs into account Fix for issue where player made ship components would be loaded twice, showing up as duplicates Fix for issue where DLC custom ship components would show up twice in the ship designer if launched from the main menu Moved improvement gfx fr
Updates 10/7 Base High level factories require Durantium to build. Fusion Power Plant requires 1 anti-matter to build Research Cloister promethion cost reduced from 10 to 5 Cities can be built any number of times on a planet but now have 1 promethion cost. The idea is that if you have lots of Durantium, you should probably build up with Factories. If you have lots of Promethion, you can buil
Opt-in updates (10/2) Base Game Gameplay / Balance Prototype Hyperdrive base mass use reduced from 8 to 6 but now uses 10% of the ship's mass. Prototype Hyperdrive moves reduced from 5 to 2 to conform to other component performances. Thrusters made smaller but cost more. Thrusters now faster. Fixed typos in Tutorial_Refuge_FlavorText.xml and added in the tut
Opt-in updated folks! Gameplay / Balance AI more careful about getting overextended with too many wars. Ripe for conquest Diplomatic mod now takes more personality traits into account. AI is a little more wary of going to war with lots of other players. Updated description for personality traits to be more explicit in what they mean. Changed planet word on the street text better grammar. Building a shipy
We'll look into it.
Thanks for the report
Thanks for letting us know. We'll take a look.
We have a fix something that sounds very similar in our next 2.6 update.
I'll look into it. My gut says that the Entertainment Center +% bonus was supposed to be converted to flat.