Full notes
Full Galactic Civilizations III update
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What changed
- Compatibility
- Gameplay
- Balance
- UI and audio
- Fixes
- Events
Galactic Civilizations III changes
AI for the massive-scale space strategy game now more human-like thanks to v2.8's "supreme commander" system update
For a complete list of changes, see the changelog at the bottom of the post!
What’s New in v2.8:
v2.8 leverages one of the greatest advantages of Galactic Civilizations III: its new, 64-bit, core-neutral game engine. Since most PC gamers have at least 4 CPU cores, we took the opportunity to develop a semi-genetic algorithm based AI that allows the computer to play much more like a human would. GalCiv III is already known for its good computer opponents. To continue creating new depth of experience for our playerbase, the new asynchronous “supreme commander” AI will observe and send priorities for computer empires, which will feel much more like playing against another human. We want players to have lots of viable strategic choices. To that end, we have been making lots of balance updates over the past year. v2.8 will help players play as a “tall” empire as well as a “wide” empire by giving them the potential to tilt the balance of the galaxy through smaller empires and well-run nation states. The final focus of the new update has been in the ongoing drive to make the game more approachable without sacrificing its celebrated depth. A number of new UI elements to streamline gameplay, additional in-game descriptions, and more. Some changes are minor improvements, like moving rarely-used features to a different place, but other changes like defense modifications for ships will make the game even more intuitive and satisfying. http://www.galciv3.com http://store.steampowered.com/app/226860/Galactic_Civilizations_III/ v2.8 Changelog
Required starbase spacing reduced from 4 to 3.
Balance pass on defenses based on new combat update that makes defenses a lot more worthwhile.
Updated AI ship blueprints to reflect the changes to the battle system.
Pacing improvements for the Crusade tech tree.
Fixed typo. Near bay ships...to Nearby ships.
Industrial Sector maint reduced from 2 to 1
Recruit Celebrity requires an Aurorus Arbortetum instead of Helios Ore because, uh, why would any celebrity be interested in raw ore? How does that even work? Hey, famous movie star, here's some metallic ore for you. Please do a USO tour. Because... you know, you'll get some ore! As the famous saying goes, you will attract more celebrities with flowers than...ore.
Fixed shipyard window to always show the military production generated by the sponsors regardless of if there's a ship in the build queue or not
Fixed issue in influence system where it was displaying "Foreign ship in your ZOC" alerts for ships owned by allied players
Torians can once again increase their population cap (opt-in bug)
Restored missing improvement and tech text that was missing from the opt-in.
Commander ships are no longer stackable in a fleet
Mega Resort -- changed the bonus from +25% bonus to a flat +4.
Financial buildings now provide +1 to influence growth
- Major boost to defensesDefenses are now reduced by the squareroot of damage rather than full damage making defenses much better.
Base Research Lab returned to base game
Cultural Festival now requires Cultural Influence
Peacekeeper event won't trigger until at least turn 200 (instead of 100)
Defenses on Peacekeepers reduced so that they can be worn down faster.
"Go to" renamed to Auto Pilot.
More AI research focus attention
AI improvements to planetary improvement choosing.
Cosmetic change to the FOW color.
Cosmetic change to the size of ships on the main map.
Cosmetic change to the starbox visuals.
When receiving messages from a Civ, it names the
Source
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