A trip through the fantasy worlds I enjoy

 

–RELEASED 01/22/2015–


Galactic Civilizations III Beta 4 is now available! See below for details on the battle viewer, ideology revamp, extreme worlds, and more:

 

 

Features

Added a prototype version of the battle viewer, now you can see your fleets shoot lasers, launch missiles and blow each other up in glorious detail

Added the ability to pause, restart or change the battle speed

Added a free camera so you can view the battle form whatever angle you’d like

Added a cinematic, top down, side, chase, orbiting and front camera to the battle viewer

Added the ability to click on any ship in the battle to see its stats

Added a full battle log if you want to see the log of what is happening

Added lots of explosions, weapon and defense effects. There are more to come.

Added lots of sound fx for the various shots and explosions, more to come.

Added a new ideology system. Instead of the old pyramids new paths have been implemented and lots of new ideology unlocks that do crazy things from giving all your fleets free fighter escorts to allowing you to discover a hidden planet.

New Benevolent traits:

Pioneering- Grants a free, fully loaded, colony ship.

Explorers- A previously unnoticed class 10 planet is revealed near your home system.

Prolific- All new colonies start with 5 extra population.

Adept- Each existing colony receives 1 additional tile.

Beacon- Grants a Class 16 planet.

Dignified- Home world Approval increased by 50%.

Elevated- Unlocks the Elevation Foundation achievement.

Appreciative- Your first 5 worlds receive an Approval bonus.

Noble- All colonies receive a 50% Approval bonus.

Mindful- Planets with a high Approval receive additional production.

Admirable- Doubles the Influence of your first 3 worlds.

Eminence- Unlocks the Missionary Center improvement.

Enticing- All planets and starbases within our Influence join our civilization.

Alluring- All starbases generate Influence, regardless of type.

Radiant- All worlds have their Influence increased by 50%.

Educated- Grants 125 free Research points.

Skilled- All starbases give an extra 10% research bonus to colonies in their Area of Effect.

Breakthrough- Grants 250 free Research points.

Enriched- Unlocks the Temple of Enlightenment Achievement.

Quantum Leap- Grants 500 free research points, and all colonies gain 5 research per turn.

New Pragmatic traits:

Prepared- Unlocks the Preparedness Center improvement which grants Pragmatic Ideology for each center that is built.

Favored- Anyone at war with us receives a 25% penalty to Approval.

Reserved- Enemy ships in our Zone of Control receive a 25% penalty to their sensor and ship range.

Cautious- All planets receive 3 free defending ships.

Watchful- All our ships receive a free Escort fighter when in our Zone of Control.

Constructive- Grants 3 free constructor vessels.

Coordinated- Our shipyards operate at 100% at twice the distance from your colonies.

Resourceful- All mined resource yields increased by 2.

Efficient- All construction modules now gives 2 points instead of 1.

Inventive- All existing starbases get one free construction module.

Exporters- Grants a free freighter and trade license.

Merchants- All trade income increased by 25%.

Luxury- Allows Civilization to establish luxury trade routes.

Indispensable- Improves relations with civilizations we have trade routes with.

Shrewd- Diplomatic trades for credits pay an additional 25%.

Neutral- No one will declare war on us for the next 100 turns.

Amiable- Improves relations with all races.

Popular- Races that declare war on us anger all other races in the galaxy.

Arbiters- Unlocks the Arbitration Center improvement.

Venerable- All civilizations declare war on any race that invades our home world, unless they are allies.

New Malevolent traits:

Militaristic- Grants a free frigate.

Eager- Every planet we conquer provides our people a permanent boost to Approval.

Threatening- Grants 5 free, fully loaded, transports.

Dangerous- Unlocks Advanced Transport Modules that come with their own escort fighters.

Bloodthirsty- All planets receive a fully armed Overlord class ship.

Relentless- Grants free production to our home world.

Intimidating- Unlocks the Intimidation Center improvement.

Ruthless- Doubles the Military production of our home world.

Implacable- Unlocks the Death Furnaces achievement.

Unforgiving- All colonies receive a 25% Production bonus and unlocks the Culling planetary project.

Uncharitable- Provides a 10% increase to planetary income.

Utilitarian- Improves the class off our first five worlds by 1.

Slavemasters- All trade routes now bring back slaves in addition to credits.

Tightfisted- Unlocks the Citadel of Revenue achievement.

Relentless- Each planet receives additional usable land.

Scary- No penalty from sharing borders with another civilization.

Unnerving- Enemy ships in our Zone of Control suffer a 25% penalty to their hit points.

Undaunted- Our planets and starbases are immune to culture flipping.

Feared- Minor races in our Zone of Control will trade more favorably with us.

Exalted- A foreign colony near your borders defects to your civilization.

Added extreme planets which are planets that can’t be colonized until a particular tech is unlocked like Aquatic, Frozen, Radioactive and Toxic worlds. New worlds give midgame colonization opportunities for the players that research the correct techs and can offer significant advantages to the players that own them.

Enabled Gigantic and Immense map sizes.

Added a new option for Yor players for a fixed population manufacture amount (instead of using an open ended project for it).

Fixes

Lots of crash fixes

Fixed an issue where Ascension points weren’t being calculated and tracked correctly.

 

 

Balance

Generally lowered the cost of starting ships to get players into the game faster.

Decreased the amount of techs required to get to the 2nd age (the Age of War).

Map generation significantly altered to make tight clusters (the default map type) create more interesting pockets of inhabitable worlds instead of the more even process it used to use.

Lowered the maintenance of ship components slightly.

Lower influence growth of capitals.

Lower starting influence of starbases

AI

AI now creates and sends out trade ships.

AI will now try to max the range for colony ships and freighters.

New AI process for determining a research strategy that does a much better job of having different AI player pursue different tech goals.

AI is much better at pursuing a Conquest victory.

AI logic added for dealing with extreme worlds.

AI logic added for selecting ideological traits.

UI

Added a new intro window that introduces the player to the game and the faction he/she is playing as.

New full screen research unlocked window.

Added support for dynamic adjustment of particles from strategic to normal view (so black holes transition to a less hot color when you are viewing the universe from strategic view).

You can no long see other players rally points (we were using this to watch the AI).

Sarah went and added real code to show the planet description instead of my modtastic weekend version (modtastic sounds like a compliment, but I think the programmers here use it to refer to any time I’ve added a feature that they will then rewrite correctly).

 

 


Comments (Page 4)
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on Jan 22, 2015

So far this is the best update yet. I did not lose a single ship  this time.

 

Thanks to the dev team. Your guys ROCKED this update!

on Jan 22, 2015

androshalforc
this is what i get from the mapsizedefs
tiny 30
small 40
a tiny map is 31 tiles to a side and a small map is 41 tiles to a side

And since a hexagon = 6 equilateral triangles whose base is one hexagon side, the area of a hexagon must be 6 * (1/2 n^2) = 3n^2.

Edit: The above is correct for geometric hexagons on the plane, but inaccurate for discrete hexes.  Any area will obviously be O(n^2) of any radius-like measure (including the side of a regular polygon).  To derive the exact number of hexes, I'll use the trick that a hexagon's row length increases by +1 hex per row as you scan upward to the middle.  Let m be the base row length - 1 (which seems to be consistent with mapsizedefs).  Consider the hexagon to consist of a lower trapezoid, the middle row, and an upper trapezoid.  We have:

  • The base row is m + 1 hexes wide (by assumption).
  • The lower trapezoid is m rows (including the base row, but excluding the middle row), and each row width increases by +1 hex, so they go from (m + 1) to (m + m).
  • The middle row is 2m + 1 hexes wide.
  • The upper trapezoid is identical to the lower trapezoid.

Adding that up, we have area, in hexes, H(m)

  • = (2m + 1) + 2 [ SUM{i=1}{m} (m + i) ]
  • = (2m + 1) + 2m² + 2 [ SUM{i=1}{m} (i) ]
  • = (2m + 1) + 2m² + 2 [ m(m+1)/2 ]
  • = 3m² + 3m + 1
  • = 3m(m + 1) + 1.

For a pleasing little exercise, we verify this by plugging in small values of m, which we can double-check by sketching and counting.

  • m = 0: 3(0)(1) + 1 = 1 hex: The degenerate hexagon with base row = 1 hex is indeed just 1 hexagon!  (This is the DLC I-Win-Now map -- automatic influence victory, no multi-player)
  • m = 1: 3(1)(2) + 1 = 7 hexes: 2 + 3 + 2 = 7.
  • m = 2: 3(2)(3) + 1 = 19 hexes: 3+4 +5 +4+3 = 2(7) +5 = 19.
  • m = 3: 3(3)(4) + 1 = 37 hexes: 4+5+6 +7 +6+5+4 = 2(15) +7 = 37.

So, yay: math works!  Plugging in the mapsizedefs numbers, we get:

  •      tiny: 3 (30) (31) + 1 =   2,791 hexes =   1.00 tiny
  •     small: 3 (40) (41) + 1 =   4,921 hexes =   1.76 tiny
  •    medium: 3 (60) (61) + 1 =  10,981 hexes =   3.93 tiny
  •     large: 3 (90) (91) + 1 =  24,571 hexes =   8.80 tiny
  •      huge: 3(130)(131) + 1 =  51,091 hexes =  18.31 tiny
  •  gigantic: 3(180)(181) + 1 =  97,741 hexes =  35.02 tiny
  •   immense: 3(240)(241) + 1 = 173,521 hexes =  62.17 tiny
  • excessive: 3(290)(291) + 1 = 253,171 hexes =  90.71 tiny
  •    insane: 3(380)(381) + 1 = 434,341 hexes = 155.62 tiny

First one to win 6 insane games wins the set.  A match is best 3 out of 5 sets

on Jan 22, 2015

I am going to start an 'immense' sized game tonight. Terrans will rule them all. Tight clusters, uncommon habitability, Immense size, all races, all 'gifted', abudundant anomolies, common resources....

 

Let the war at top tech with Yor+Drengin vrs Terran+Altarians begin! We will sweep them all aside!

on Jan 22, 2015

Immense! finally a really big map lets see how big is it..

but I have to say the new full screen research window is deal breaker! I'm lost.. it's huge on my 27" monitor so much waste of space with cute robot in center but tottally inefficient...

the previous window was way better

 

edit: I tried to play the game.. but I can't stand the full sreen research... plus I have to click every time to close the screen that tells me my reseearch is finished..
too bad I was excited to play the new update

I'll wait for next update in hope this will be fixed...

on Jan 22, 2015

edit: ^ agreed, and I wonder if it's my own research that's crashing me... actually that last one didn't even wait for a turn click so idk, maybe the immense map size.

I keep getting CTDs, didn't get those last patch.  Hope this is just for this specific game save, I don't wanna wait another three months for a playable update

on Jan 22, 2015

First I would Iike to point out that you can have 130 major races for a star trek mod with whatever map size you want.

Asfar as differences in the game you could have liquid or solid propellant.

Different kinds of fuel.

With computers you could have bio chips, atomic transistors, ferit cores, different silicone chips, engineered computers, and analog.

You could just use electronics instead of usingmicrochips.

There were optional ways automobiles were invented, but gasoline powered was picked.

What if the wheel wasn't invented.

Environmental friendmanufacturing. Not caring about the environment manufacturing. In between these two. Genetically grown factories. Genetically birthed factories. Slavery. Robotic slaves. Intelligent animal slaves. Replicators.

Some races don't use money.

Androids. Brains in androids. Engineered. Cyborgs. Robots tsimulate you while you run them through virtual reality like the movie serrogate.

Propulsion solar sails. Both laser and star powered kind. Stargates, navigators like the arceans, hyperspace with and withoullanes which is basically wormholes, warp drives are where you move folded space like an escalator, really fast real space. 

Governments.

As far as farming and what not.Let's say some races are carnivores and don't have farms. Some races are only vegetarians, or never were omnivores. Some races are omnivores. Some races are omnivores, and never figured out husbandry. Some races are omnivores, and nevered figured out farming. Some races are blood suckers. Some races photosynthesise them selves. 

 

on Jan 22, 2015

admiralWillyWilber

What if the wheel wasn't invented.

i couldn't imagine an intelligent society without the wheel 

the wheel & axle is one of the six classical simple machines that society relies upon to do most tasks 

it is way more then just simple transportation 

elevators, pulleys, the potters wheel, most engines/motors, computer fans 

on Jan 22, 2015

Aztec incan my an. About as equivalent to the Egyptians.

on Jan 22, 2015

the aztecs had wheels on their toys while not using them for general transportation it is believed by some that they used logs as rollers to build some structures this shows that they used the mechanics of wheels if not using wheels everyday.

and while these are definitely intelligent civiliazations i mean more along the lines of a civiliazation capable of achieving spaceflight

 

on Jan 22, 2015

Well the only reason they will never achieve space flight is that they were conquered. The reason I bring them up is isolation. 

Even what you said pointed out that different people did things differently.Is Aztec vs Egyptians.e

on Jan 23, 2015

I could envision some races (more generally: biomes) that would naturally skip the wheel.  The wheel makes sense wherever you have a need for speed, and flat solid terrain.  Right away, we can violate each word of those requirements:

  • Geological life, e.g. smart rocks that think via diffusion of minerals through silicates, or something.
  • Smart trees, e.g. Orson Scott Card's piggies in Xenocide.  No movement, no need for a wheel.  They could still become (weirdly) starfaring by pursing a wacky growth stage where they become living rockets, as in one of Niven's short stories.
  • Dolphins.  Generally, any liquid-swimmer.
  • Birds.  (Kites.)  Any lifeform in a smoke ring [Niven].
  • Wookiees from Star Wars live at the treetop level of Kashyyyk, where they are apex predator.  They can't survive at the mid-tree level because they become prey.  The mid-tree hunters can't survive on the ground because they become prey.  (Kashyyyk's fauna are rilly rilly vicious.)  Life amongst tree branches devalues wheeled anything.  (They don't even really need pulleys because there's nothing to lift upward.  Think about it -- they cannot even have an industry based on harvesting resources lower down.)  Somehow, they're still technological.  (Actually, high intelligence is verrrry strongly and ruthlessly selected: the dumb ones get eaten.)

For non-intelligent life, you also need stability of environment for geological time periods, because evolution takes that long to converge to available solutions.  Among Earth creatures, at least one has evolved a wheel-like posture.  There probably were others in the past, but they're either extinct, or we haven't found them yet.

  • The golden wheel spider "escapes parasitic pompilid wasps by flipping onto its side and cartwheeling down sand dunes at speeds of up to 44 turns per second."  You can kind of see how this behavior makes sense: it could evolve only in a desert that remained desert for ~100k years, and a spider is already nearly the perfect shape to exploit it.

More whimsically, Philip Pullman's The Amber Spyglass describes one of the most delightful gentle intelligent races: They look kind of like manta rays, no spine, with 4 legs in a bizarre diamond.  Their world is mostly green vegetation with trees, but riddled with volcano cones and ancient lava flows, which have long since congealed into mazes of flat road ribbons that go basically everywhere.  (Like jump points, they link lava mounds to each other, in a web -- learn the web and you can get anywhere.)  The trees drop huge seeds that are shaped exactly like wheels, with an axial hole in the middle that's perfectly shaped for these creatures to insert their front or rear leg bone spurs.  The seeds have fantastically thick and durable covers, which can be split only by -- grinding them on hardened lava roads for a decade or so (c.f. many Earth plant seeds need time + trauma, e.g. burned once in a seasonal fire, or tumbled in desert for 80 years, or digested-and-pooped, to germinate).  And so -- that's the purpose of these creatures' existence   They help perpetuate the trees by riding their seeds as wheels, until each seedwheel cracks.  Then they all stop and huddle around the rider, give him a spare wheel, and celebrate all the way home because each village matures one seed every five years or so, so it's like their Carnival.  Meanwhile, they get to zoom all over the lava road network.  It's like -- some higher intellect designed both the trees and the riders to co-evolve, or something

on Jan 23, 2015

I read that book Gilmoy. Good job on reference there. I remember that scene. 

on Jan 24, 2015

Okay. Modtastic is now a word.

on Jan 24, 2015

In general, the text in this game is confused and horrid For example, the Terran description at game start of which there is a screenshot attached to this thread is muddled and peppered with incoherent and unnecessary words, a writers fallacy that should be broken off somewhere near the end of high school or the beginning of college if a writer is to develop.

Some of the text in this game is good, but a lot of it is really bad and it breaks the immersion.

on Jan 25, 2015

Much of the in-game text is a placeholder - the multitude of grammatical errors is pretty noticeable too.

I should also admit that I wouldn't prioritize narrative with a 4X game.  While it can be good, I've also seen too many cringe-inducing attempts at story foisted onto an otherwise tolerable game, to advocate it.  I'd rather just have a small peppering of context and let the narrative build naturally.

The Altarian semblance to humanity is pretty cool, though. 

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