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Steam News7 November 20196y ago

Galactic Civilizations III v3.96 Released

We are happy to release a patch that improves planet visuals, improves gameplay, and fixes bugs. Read below for details. Change Log Planets The planetary map generation system now prefers placing tiles near the equator.

In this update3

Full notes

Full Galactic Civilizations III update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes2 additions7 changes0 removals
  • Gameplay
  • Maps
  • Security
  • Events
  • UI and audio
changedWe are happy to release a patch that improves planet visuals, improves gameplay, and fixes bugs. Read below for details.
changedPlanetsThe planetary map generation system now prefers placing tiles near the equator. The result is fewer, isolated tiles near the poles. Change does not affect the total number of tiles placed.
changedPlanetsImprovements to the planetary material system that allows for greater detail and color.
addedGameplayPlayers start with a shipyard. This has been added back because there is now sufficiently tight starting choices that we feel that holding back the shipyard simply creates an unnecessary repetitive starting condition
addedGameplayRetribution: New starting improvement: Industrial Center (one per player). Good way to boost initial manufacturing
fixedGameplayFixed a bug where the AI would sometimes delete a rally point if it found an object in it (as in, its own fleet!).

Galactic Civilizations III changes

changedWe are happy to release a patch that improves planet visuals, improves gameplay, and fixes bugs. Read below for details.
changedThe planetary map generation system now prefers placing tiles near the equator. The result is fewer, isolated tiles near the poles. Change does not affect the total number of tiles placed.
changedImprovements to the planetary material system that allows for greater detail and color.
addedPlayers start with a shipyard. This has been added back because there is now sufficiently tight starting choices that we feel that holding back the shipyard simply creates an unnecessary repetitive starting condition
addedRetribution: New starting improvement: Industrial Center (one per player). Good way to boost initial manufacturing

We are happy to release a patch that improves planet visuals, improves gameplay, and fixes bugs. Read below for details.

Change Log

Planets

  • The planetary map generation system now prefers placing tiles near the equator. The result is fewer, isolated tiles near the poles. Change does not affect the total number of tiles placed.

  • Improvements to the planetary material system that allows for greater detail and color.

  • Continent shorelines blend better with the water.

  • City lights on the dark side of some planets (e.g. earth) get will get to max bright brightness when the population is 15 (was 30).

  • Jupiter has been told to "stay in its lane" and use its own gradient colors instead of Mars'

Gameplay

  • Players start with a shipyard. This has been added back because there is now sufficiently tight starting choices that we feel that holding back the shipyard simply creates an unnecessary repetitive starting condition

  • RetributionNew starting improvement: Industrial Center (one per player). Good way to boost initial manufacturing
  • Fixed a bug where the AI would sometimes delete a rally point if it found an object in it (as in, its own fleet!).

  • AI combat ships are more willing to travel through dangerous territory to defend threatened planets.

  • AI will ignore reinforcing planets that are already defended and not under threat.

  • AI will focus on its primary enemy more so when targeting ships to attack.

Bugs

  • Fixed a trade exploit with Hypergates.

  • Fixed a problem with colonization events that aren't imagined yet.

  • Updated the Planet window so the Build Queue buttons don't break out of their frame in Normal UI scale

Source

Steam News / 7 November 2019

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