Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.

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We have an opt-in of GalCiv III v1.9 already out.  We continue to update and respond to feedback on it.

Here are some changes I made:

  1. Diplomacy tech affect to diplomacy ability increased from 0.5 to 1
  2. InfluenceMinToClaim increased from 0.33 to 8
  3. InfluenceRadius root reduced from 3.25 (^0.325) to square root (^0.5)
  4. Eliminated the Influence Bell Durve target divsor
  5. Influence fall off is increased from -0.3 to –10
  6. Capital Influence per turn increased from 1.5 to 3
  7. Colony Influnece per turn reduced from 2 to 1
  8. Removed the faction ability bonus from the Diplomatic Office
  9. Removed all faction ability bonuses from starbase modules
  10. AI is much MUCH smarter about detecting cultural flipping strategies
  11. AI is much better about detecting fast alliance strategies
  12. Colonies now instantly update when you rush bulid to show the effect of the new building.
  13. Players start with no area of influence for the first turn
  14. Influence now grows more organically over time

There were some exploits (or ones I would use anyway) that I removed.  For instance, if you built enough cultural starbases, you could get an insanely high diplomacy score.  Same was true for early game trading and other diplomacy techs.

I also changed it so that you start out with zilch on-map influence on the first turn. It quickly grows but I wanted to be able to convey to players that influence is not a right but something earned.  If you don’t build stuff to increase your influence, it won’t grow far.

I fixed a pet peeve of mine. When I build something on a planet, I want to see the stats update right then. 

The next thing on my list is the small empire / administrative resource that will control not just how many starbases you have but a lot of other things. I am trying to get that in today.


Comments (Page 2)
on Dec 05, 2016

On the Research...

I've posted dream lists before about how the trees should be more inter-connected...   Make there be Prerequisites that are outside the direct tech path.

Make the focuses actually a genuine focus that branches  so if I research say Faster Engines I might get "Plasma Conductor" as a child branch research that gives me a minor reduction in energy consumption (cheaper upkeep on manufacturing)...    

Currently it is too easy to get all the specializations via trading.   I think the specializations should honestly be less common in the tree but have way more depth and lock the other areas.


However....   in the short term,   why can't we borrow from GCII and split some of the major techs into Tech1 Tech2 Tech3?

So rather than getting Phasors and then directly being able to research Doom Ray...  why not have Phasor1 which is not as good as Phasor 2 which leads to Phasor 3 which is not really more powerful but is perhaps less expensive or smaller...?

It would be a simple way to lengthen the tech tree without simply making it more complex...


 

 

 

on Dec 06, 2016

do you know, research project (economic project, and etcetera) now can not be canceled? (p.s. already fixed)

and second question - why are you come back a reminder about the construction on the base? There was a case when the constructor arrived, at last his turn got on base, and I could not finish the turn, because I was asked to build something (what I didn't need) and I could not fly with the base, so pity.

on Dec 06, 2016


I fixed a pet peeve of mine. When I build something on a planet, I want to see the stats update right then. 

What would be nice is "projected" stats update. When "placing" a building you can mouse over it to see IT's stats, but would also like to see planet stats before I build. Possibly next to existing stats (or in mouse/hover). 

on Dec 06, 2016

Is there any way you could make it so that we can queue something to be built on top of tiles we terraform, so that when I queue up a tile to be terraformed I can queue up what I want built on the new tile too.

on Dec 07, 2016

Rhonin_the_wizard

1. You know I just realized it feels a bit strange being able to access the bazaar before researching Universal Translator.

My guess is that the bazaar guy already has Universal Translator, otherwise, how does he/she expect to do any business.

on Dec 08, 2016

I'm noticing the AI overreact to influence now. I share no borders with the Altarians, but they are extremely upset because of my influence over them. 

on Dec 09, 2016

implodinggoat

Is there any way you could make it so that we can queue something to be built on top of tiles we terraform, so that when I queue up a tile to be terraformed I can queue up what I want built on the new tile too.

Wanted this for a long time too.  I second this.

on Dec 10, 2016

1oldgun


Quoting implodinggoat,

Is there any way you could make it so that we can queue something to be built on top of tiles we terraform, so that when I queue up a tile to be terraformed I can queue up what I want built on the new tile too.



Wanted this for a long time too.  I second this.

Me too.

on Dec 10, 2016

Lucky_Jack


Quoting Rhonin_the_wizard,

1. You know I just realized it feels a bit strange being able to access the bazaar before researching Universal Translator.



My guess is that the bazaar guy already has Universal Translator, otherwise, how does he/she expect to do any business.

 

Yep, that's what I thought, too. I guess it's less fun to get an acheivement for "Buy a Mercenary before You Have Universal Translator" as opposed to "Declare War Before You Have Universal Translator"...

He looks like a bit of a druggie, actually, so that explains how he knows so many languages - since drugs give you The Secrets Of The Universe apparantly...

 

 

on Dec 11, 2016

If it comes to small wishes for one of the next updates I also have one: in the planet screen display the bonuses and penalties from planet properties (like "thin atmosphere" or "serene") and colonization events at a prominent place so that I can see at one glance for what the planet is suited best (apart from tiles).

If I have a lot of planets I can't remember those values and often have to hover with the mouse over "Manufacturing", "Research", "Net Income" and "Influence" and there search for the respective entries while hoping not to confuse them with entries that come from technologies and buildings, and then hover over the planet property if there is one to see which effects that has, to decide which buildings to erect next ...

And tech progression: yes, much too fast now. Isn't it possible to let the user enter a progression level manually at game start (e. g. as a percentage from "normal" progression with a range from 1% to, say, 300%)?

on Dec 12, 2016

So quiet... 

Must be a storm coming.

on Dec 12, 2016

There seems to be a further update, at least Steam is dl-ing something right now for me (already had the Dec5 one)

 

edit: ahh - seen the info in the 1.9 mega patch thread

 

 

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