Galactic Civilizations III is on the receiving end of the 4.5 Update

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    Stardock Entertainment released a new update for Galactic Civilizations III, with a number of changes coming soon. Among the issues of the update, the work will be more focused on fixing the AI and its development within the game. This gives you better chances during combat. In addition to the game’s aforementioned graphics, they added more scouts and starting worlds, with more money and trading options available. We have the rundown of everything that they’ve added below, as the update is now live.

    Credit: Stardock Entertainment

    • AI’s will merge with the weakest civ now if they are desperately late after 75 turns.
    • Turns before a AI can surrender changed from 100 to 75, but chances of surrendering in a given turn reduced.
    • Yor Fusion Matrix improve new pop cap benefit has been reduced from two to one.
    • Yor Anti-Matter Matrix enhancement Pop caps reduced from 2 to 1.
    • Yor Quantum-Matter Matrix has dropped from 4 to 1.
    • Earth Earth planet class increased from 12 to 16 (4 additional start tiles for construction)
    • All other starting planets also given +4 planetary tiles.
    • Yor (Synthetic civs) could now build more population at the turn of one.
    • Since Yor manufacture is now only available in Durantium.
    • Yor starting base population cap decreased from 16 to 8.
    • All players now start using a Scout ship to help make exploration more a bit easier.
    • Most trade capital on planets require Promethion to upgrade. This was a little a newbie trap before new players could find themselves with several things to start building on their planets that have little near-term benefit.
    • The cost of the Government’s Colony Limit fell from 5 to 50, so it became more attractive.
    • The uniformity limits were increased from seven to 32 in order to make it more attractive.
    • Representation’s Colony Limit expanded from 16 to 32 so it became more attractive.
    • The Government Colony Limit for Emergency Coalition Government increased from 12 to 50 per cent to make it viable.
    • Empire Government Colony Limit increased from 36 to 72, so it could be more attractive.
    • Several other government types tweaked slightly.
    • As for the Global Trade Resources, most artifacts now found on worlds require Promethion to upgrade to avoid the newbie trap, new players overload.
    • That tax on colonialism of the government is reduced from 25% to 20%.
    • Capital World’s raw production points rose from 3 to 5.
    • Capital World grew their gross income from 10 to 12 dollars.
    • Strategic command now provides general manufacturing instead of only military, and provide Manufacturing bonuses to all the adjacent improvements.
    • I haven’t seen the performance gains from 30 to 40. This has been moved up in the tech tree to make players better tense.
    • The bank is no longer unindestructible.
    • Several other banking and financial buildings aren’t indestructible anymore.
    • The requirement to operate the Entertainment Center changed from Cultural Exchange to Universal Translator.
    • The Mega resort isn’t indestructible anymore.
    • However, Paxton’s Emporium is now indestructible.
    • Several carriers are more powerful but require large scale construction work (moved nearly back into the technological branch).
    • Updated a lot of the event graphics using better looking ones.
    • AI Trade offers are much, MUCH better.
    • There are a lot of bugs to fix.
    • A bug caused AI to “see” planets that the player could see though the player was on the war.
    • AI is much better than handling taxes.
    • AI is better at choosing what technology to research, meaning it is inherently useful when war.
    • I think I prefer to trade treaty.
    • AI can disobey offering trade to another player (and AI or human) if it finds it is a real unreasonable trade.
    • Crusade: The requirement for Durantium was removed from larger hull classes to match Retribution.
    • Base ship speed increased by 2 mph.
    • The HP on large hulls is escalating from 80 to 100.
    • Large hulls cost up to 500 dollars.
    • All Engine upgrades get +1 more moves (if you are putting on your car, you should get more than 1 extra move).
    • Tiny hulls have +1 moves.
    • Upper end weapons don’t require special resources (for example particle beams aren’t required to be able to transport electricity).
    • The root threshold for faction powers before surrendering shifted from 25% to 20% (AI probably a little less likely to surrender).

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