Players who are still neck deep into Galactic Civilization 3 will be glad to hear that a preview patch has been issued for the game. Patch v1.9 is now available for players to try out.
The patch comes packed with fixes and new features to real players into the game. However, patch v1.9 is not yet official, meaning it is still in the preview stage. You very might well experience bugs or other issues, but the developers encourage players who try the opt-in to report any issues to the support forum or via support ticket, so that they can get to work on fixing them.
Take a look at the full notes down below:
This is an opt-in patch:
To enable the patch, please do the following:
Select Galactic Civilization III in your Steam Library list
Right-click and select Properties
Select the BETAS tab
From the dropdown, select opt-in and click Close (if you don’t see this option, restart Steam)
Steam should pull down the changed files; if you ever want to go back, do the same as above but select default
Please note: The opt-in is an early preview of the next update and you might experience bugs or other issues. We encourage players who try the opt-in to report any issues to the support forum or via support ticket so we can address them.
Optimization
Memory: introduced new texture compression for planetary and ship textures to greatly reduce memory usage and dramatically improve startup times.
Removed legacy stopwatch code from the sound system
Moved old profiling junk
Reduced CPU usage of the particles and main graphics threads
Removed redundant debug output
Multithreaded the texture loading at the start of game to improve performance.
AI
AI builds scout ships later in the game to keep exploring very large galaxies
Dramatically reduced AI >normal economic bonuses (no longer needs them)
Re-designed the way the AI expands into the galaxy with colony ships so that its expansion no longer stalls on large maps
Dramatically reduced the amount of time an AI will interact with a player if they are not within ship range
AI doesn’t try to bribe other players to go to war unless they and the other players have a decent military already
AI will no longer give tech gifts to players with a different ideology (i.e. no more Drengin giving you tech if you’re a nice person)
AI now scales the number of similar ship projects based on number of colonies rather than a flat number
AI pumps up colony ship production priority if there are a lot of nice planets laying around
AI pumps out fewer Constructors in general
Re-designed the way the AI determines which planets should get a shipyard to be more (way more) intelligent
Updated AI’s handling of adjacency bonuses to be more intelligent
AI values planet quality more when picking planets to colonize
AI somewhat more heuristic on tech research
AI somewhat quicker to war
Auto Surveying Survey Ships will now survey extra anomalies if the ship has extra movement points.
Balance
Starbase minimum distance reduced from 5 to 3 tiles.
AI tends to focus more on tech (generally) than previously.
AI will build survey ships late in game.
AI provided with a much wider variety of ship designs to choose from with the various strategies.
AI weights units much more closely than previously in order to not make one virtually impossible to build.
Opposing culture diplomatic penalty reduced from 1.25 to 1.1 if AI is benevolent.
Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is merciless.
Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is cruel.
Close to victory diplomatic penalties increased from 1 to 5.
Ripe for conquest diplomacy penalty reduced from 0.75 to 0.1 if AI is benevolent.
Ripe for conquest diplomacy penalty increased from 0.75 to 1.25 if AI is aggressive.
Minimum planet class to be a manufacturing world reduced from 7 to 4.
Max number of colony ships the AI will construct at once increased from 2 to 3.
Max slider focus reduced from 95% to 75% (to deal with coercion penalty).
Coercion forgiveness eliminated (there is always some coercion if you move off from center).
Maximum coercion reduced from 50% to 35%.
Colony Capital production points reduced from 5 to 1.
Civilization Capital production points reduced from 5 to 1.
Influence Radius root increased from 1.75 to 4 (i.e. influence ZOC will start out much much smaller now).
Tech inflation penalty significantly reduced.
Penalty for switching a constructor to a colony ship increased from 50% to 75% (yea, you know who you are).
Pirates moved further away from starting location.
Increased the variance for the various settings (minors, pirates, etc.).
Modified the governor script to provide a bit more flexibility based on planet bonuses when building improvements.
Colony capital maintenance eliminated.
Colony capital hub provides a 2 (was 1) level bonus to adjacent buildings if they are population or manufacturing or research.
Civ capital hub provides a 3 level bonus (was 1).
Reduced maint. slightly on research buildings.
Rare habitable planets decreased from 30% to 25%.
Nebula and black holes and anomalies made much less common on all settings.
Occasional planet frequency amount doubled from 1X to 2X.
Common stars modifier increased from 0.9 to 1.
Common planet frequency amount increased from 0.75X to 3X (this also fixes a bug where common was less than occasional).
Abundant stars increased from 1X to 1.5X.
Planet Frequency increased from 0.25X to 3.5X (also fixes bug).
Tiny map base objects increased from 32 to 120 (i.e. tiny maps will be a lot more filled).
Small map base object count increased from 64 to 150.
Medium map Base object count increased from 110 to 200.
Large map base object count increased from 155 to 300 (i.e. over twice as many stars/planets/etc. in a particular size).
Huge map base object count increased from 250 to 350.
INSANE map object count INCREASED from 1200 to 1400!
Sensor cost components reduced slightly.
Cargo module cost reduced from 27 to 10 (cheaper colony ships — but remember, planets now rely more on population for their production).
Tiny hull cost reduced from 11 to 10.
Small hull cost reduced from 25 to 20.
Medium hull HP increased from 100 to 120.
Large hull cost increased from 128 to 300.
Large hull HP increased from 250 to 600.
Large hull storage increased from 100 to 120.
Large hull logistics cost increased from 7 to 10.
Huge hull cost increased from 432 to 500.
Huge hull HP increased from 500 to 800.
Huge hull storage increased from 250 to 300.
Huge hull logistics increased from 10 to 16.
Cargo hull cost reduced from 42 to 24.
Cargo hull HP reduced from 10 to 1.
Cargo hull logistics increased from 5 to 6.
Improvements/Bugs Fixes
Added author fields for maps, factions and ships.
Starbases will now notify the you that they need to be upgraded after being initially built.
Fixed double counting of trade routes for AI diplomacy purposes.
Fixed late game crashes related to textures on large maps.
Fixed an infrequent crash on loading large maps.
Fixed bug that could cause the AI to see tiles in the opposite map position of where they were exploring.
Fixed a bug that could cause the AI to reduce the priority weighting on colony ship production based on the # of targetable planets.
If a player faction is set to random in the prefs.ini file, the quick-start tooltip will no longer display an invalid faction.
Fixed an issue where if you changed the planetary spending wheel, the displayed. manufacturing time for improvements wasn’t being updated at the same time.
Clicking available projects tabs no longer resets the improvement cursor.
Add ESC to close Ship Designer and Diplomacy screens.
Starbases no longer incorrectly show the upgrade option when none avail.
Fixed a crash related to the AI defying the UP.\