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Galactic Civilizations III News

Galactic Civilizations III v3.7 Anniversary Update Available Today!

Galactic Civilizations III v3.7 Anniversary Update Focuses Exclusively on Fan Requests


For a limited time, save 85% on Galactic Civilizations III and 70% on the Gold Edition


For the game's 4th anniversary, we've focused exclusively on a top-to-bottom series of improvements based on fan requests! These improvements are major quality of life changes that improve the overall experience of Galactic Civilizations III.

v3.7 improves ship AI, multiplayer performance, memory use, pathfinding performance, pacing, and the empire management UI, as well as addresses a host of minor bugs. It's available now as a free download for owners of the base game.

https://store.steampowered.com/app/226860













See the full changelog here: https://steamcommunity.com/app/226860/discussions/1/1679190184061949039/


Daily Deal - Galactic Civilizations III, 85% Off

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Quality of Life improvements for GalCiv



We are putting the final touches on Galactic Civilizations III v3.7.

When we first announced the Retribution expansion pack (which if you don't have, we highly recommend you get) there were fans who really wanted to emphasize that there were a lot of quality of life features they wanted in the game (UI and gameplay balancing).

Version 3.7 is the first of a series of updates that really focuses on these elements.

Here are a few of the things we're focusing on here:

  • Better late game AI. We are pretty happy with the AI in GalCiv III at this stage. But the late game AI sometimes struggles with its planets late game. As the # of choices for improving colonies increases, the harder the time the AI has between deciding when to "wait" to build something versus building something, destroying it and replacing it with something else. This isn't an exciting improvement and won't be noticed by most but we hope you guys can appreciate the necessity of improving this area.
  • For Retribution players, we intentionally wiped out a lot of technologies that we felt were either too beneficial to a given race given their other advantages (synthetic races) or removed because they were just kind of speed bumps. We are slowly going through the techs and will be adding some back with some changes as we get more feedback from the community.
  • The Synthetics got excessively nerfed in recent updates and we're backtracking on some of that. Robots are still pretty powerful but we probably went too far in removing some of their colonization abilities. This has been restored.


After 3.7, we're moving straight on to v3.8 and this version is very much about UX. This benefits both existing players and new players. For new players, it makes the game more approachable. For existing players, it just makes it easier to manage your empire.

Welcoming back Sarah. So some of you long-time GalCiv players know our senior developer Sarah. She was out on leave for awhile and one of the big reasons we're making so much rapid progress is she's back. Some of you may also know her from Ashes of the Singularity where she developed the strategic zoom display for that game (designed and programmed).

So please give Sarah a big Welcome back hello! :)

Cheers!

-brad

Massive v3.6 Community Update for Galactic Civilizations III is Here!

Improved custom ship mod compatibility, commonwealth world adjustments, and more!


Galactic Civilizations III v3.6 Community Update improves custom ship mod compatibility, adjusts commonwealth worlds, and more

We're launching a version update today that addresses the most important feedback we get: YOURS. We've addressed several community reported issues in our continuing effort to bring you the best GalCiv game possible. We put balance and bug fix work into both the base game and the Retribution expansion with this update. Some of the biggest changes we made include:

  • Merging fleets no longer renames them
  • Custom ships work better with mods
  • Artificial life forms can no longer build farms because robots don't eat food
  • Your commonwealth worlds can no longer flip worlds in your empire (because that was treason!)


See the huge changelog below!




Don't have Galactic Civilizations III?
Buy from Steam | Buy from Stardock

Owners, the v3.6 update is ready and waiting for you in your Steam client.
Don't forget to pick up the newly released Retribution expansion today!

www.galciv3.com | www.galciv3.com/retribution


v3.6 Changelog Notes


Gameplay
  • Nerfed "Lossless Life Support" module
  • Fixed typos in "Lossless Mining" module descriptions
  • Updated Tourism bonus for the "Popular Race" trait to be flat 1 and 2% instead of multipliers of 10 and 20%
  • Updated united planet tourism board to be flat with a 10% bonus (was multiplier of 100% which was crazy)
  • Colonizing the Promethion Refinery precursor world now grants 5 Promethion
  • Set "Virtual Vacation" to be a player wonder
  • Changed "Influence Per Turn" from multiplier to flat on the Galactic Showcase
  • Fixed mismatch of description and text in the "Antimatter Weapon Colonizing" event
  • Tweaked pathfinding so that it doesn't attempt to find a path to the node closest to a blocked destination if the start tile is already the closest node
  • Silicon-based life can terraform and colonize high level extreme worlds
  • Removed farms for Synthetic lifeforms and enabled terraforming improvements and high end extreme world techs
  • Fixed "Orphaned Improvements" and techs in the Retribution tech tree
  • Fixed issue with Iridium tech tree failing on "Tariff Focus" specialization


UI
  • Changed it so that when you merge a fleet, it will keep a custom name for the resulting fleet. If both fleets being merged have custom names, it keeps the fleet name of the bigger fleet.
  • Adjusted "Economic Warning" flavor text to fit with new conversation popup font size.
  • Fixed typo in "Precursor Research Node" description.
  • Improved the text alignment on the UP Resolutions window


Bugs
  • Fixed custom ship style sets having the wrong strategic icons. Players will have to re-save their ship style sets (and change the effect ships classes to what they want along with their text, since that is info that is saved off). Prevents players from having to remake the ship style sets and only deal with what was changed
  • You can no longer assign commanders to planets
  • Ships with "one per player" components can upgrade to ships with the same components
  • Cleaned up code that clears/applies rebellion status to prevent edge cases where planets can flip when they shouldn't (like when the tile is owned by a commonwealth of the planet owner)
  • Addressed a MP crash related to mismatched DLC
  • Fixed mismatched strategic icons on some ship classes
  • Fixed typos in "Plasma Arc" event


Mod fixes
  • Ships created with mods now show up correctly
  • Prevents crash if a tech unlocks more than 12 things at once (modders -- you know who you are!)


Retribution
  • Fixed issue where Hypergates didn't fire any shots during battle because they didn't have range
  • Changed the Hyperlane tool tip to account for the minimum move cost, so it will now show the max bonus as 900% instead of +-100%
  • Removed extra space in the Korath faction description
  • Added "lossless life support" back into the Retribution tech tree
  • Updated Thalan conversation text to reflect that they bring in multiple ships now in mission 4
  • Add basic Block Hulls to Korath Ship style

New DLC Available - Galactic Civilizations III: Retribution Expansion, 10% off!

Galactic Civilizations III: Retribution Expansion, all new content for Galactic Civilizations III is Now Available on Steam and is 10% off!*

What started as a crusade has become a war of retribution. Your civilization has uncovered powerful artifacts, discovered how to construct hypergates, encountered two new major civilizations, and much more in this exciting expansion to the award-winning space 4X game.


*Offer ends February 28 at 10AM Pacific Time