Galactic Civilizations 0.77a changelog
Published on Monday, January 31, 2022 By
*** RELEASED 2/4/2022 ***
Features
- Lots of new flavor text.
- Mimot lore story expanded on.
- Tech Navigator added
- New events
- Iridium Market Collapse
- Torian Terrorist
- Drengin Gladiator
- Fleeing Scientist
- Stolen Drive
Balance
- New super project: Iridia Exchange. Provides +4 adjacency bonuses Wealth trait civs only.
- Wealthy trait civs no longer get a capital mainframe and other super projects for tech
- Slight decrease in the cost of planetary improvements
- Certain planetary trait improvements now provide adjacency bonuses.
- Turns now represent ONE MONTH instead of ONE WEEK
- Slightly more players recommended per map size.
- Day of the month is randomized for flavor
- One year anniversary event changed to Five year (60 turns) event.
- Starting Cluster size chosen by player enforced.
- Overcrowded penalty to approval reduced.
- Crime penalty to approval reduced (until it gets pretty high then BAM!)
- Leaders assigned to factions provide greater benefits.
- New policy: Wealth Civs only = The Great Expansion. 3X to planetary growth on capital world.
- Yor no longer result in a negative approval rating when you are at war with their species.
- Iridium default expectations increased by 8.
- Drastic reduction in the cost of weapons and defenses in ship construction (increase military ship pacing)
- New component: Efficient constructor module. Wealthy trait civs get a cheaper version of the constructor module.
- No Ship component costs more than 1 slot.
- Corporate Sector start with Translator tech. Will require an advisor change so that we aren't looking at a blank diplomacy screen.
- Subspace stream lanes are now 100X faster for ships rather than 20 times.
- Marginal worlds are now either class 1 or 2 rather than up to 5 (eliminate confusion as to what that number is). Really these should probably just be class 1 planets.
- Marginal worlds are more specific about what kinds of raw resources they have based on what type of world it is.
- Earth minerals increased from 3 to 4
- Drengi wealth reduced from 5 to 3
- Drengi fertility reduced from 12 to 10
- Altaria minerals increased from 3 to 4
- Iridia minerals increased from 3 to 4
- Iridia wealth reduced from 8 to 4
- Iridia planet class increased from 25 to 29
- Iconia minerals increased from 3 to 4
- Iconia Fertility reduced from 6 to 5
- Kryseth minerals increased from 3 to 4
- Kryseth fertilty reduced from 12 to 10
- Arcea minerals increased from 3 to 6
- Arcea tech reduced from 3 to 2
- Fen minerals increased from 3 to 5
- Fen Tech reduced from 3 to 2
- Balance and variance pass across all map sizes and sector counts. Big big changes here.
- Occasional planet frequency changed from 1.75 to 1.8 (slightly more planets).
- Reduced the chance of escape with the flash engine.
- Reduced the number of red suns slightly (sorry superman).
- Switched some events to provide constructors instead of colony ships.
- Intuitive civilization trait now gives 1 free Culture trait rather than free research.
- Certain civilization trait now provides 30 research per culture trait unlock rather than 100.
- Improved distribution of planet starting locations.
- Switched the default planet frequency to common.
- Influence gradually grows based on turn number at a slower rate.
- Tiny ship mass slots increased from 1 to 2.
- Tiny ship default moves increased from 8 to 9.
- Small ship mass slots increased from 3 to 4.
- Small ship default moves increased from 7 to 8.
- Medium ship mass slots increased from 6 to 8.
- Medium ship default moves increased from 6 to 7.
- Large ship mass slots increased from 9 to 10.
- All starbase modules now cost 1 starbase module
- Sector scanners no longer cost a Thulium. (but do cost a module..)
- Surveillance System module no longer costs Thuliuim.
- Starbase relic upgrades no longer rely on exotic resources but instead require Promethion to upgrade.
- Starbase military enhancements no longer rely on exotic resources but now require Durantium instead.
- Starbase factory enhnacements no longer require exotic resources but instead use Durantium.
- Starbase lab modules no longer require exotic resources but instead use Promethion.
- Starbase economic enhancements no longer use exotic resources but instead use a bit of Promethion AND Durantium.
- Starbase Culture modules no longer require exotic resources but instead use Durantium.
- Starbase pinnacle (the top level upgrades) do still require an exotic resource.
- Rebalanced prestige.
- Diplomacy: If your civilization is too far out of range then "Ripe for conquest" and "we want to conquer the galaxy" are no longer counted since they don't apply to you.
- Default out of range bonus reduced from 5 to 1.
- Xenophobic multiplier on out of range diplomacy bonus increased from 2 to 4.
- Citizen approval ratings when you're at war with their species penalty increased except for the Mimots.
- Drengin and Yor approval penalty greatly increased.
- Laser ship component cost reduced from 30 to 25
- Particle beam cost reduced from 45 to 32
- New component: Experimental Laser
- Disruptor cost reduced from 55 to 50
- Enhanced disruptor cost reduced from 55 to 50
- New component: Advanced disruptor. More powerful, costs 2 Elerium.
- Similar balance changes to kinetic and missile weapons
- New Advanced versions of most weapons where there is now an additional "advanced" component that uses even more of a special resource than the enhanced.
- Fusion Power plant cost reduced from 600 to 200.
- Singularity power plant reduced from 1000 to 500
- Eyes of Universe grants a culture point upon being constructed
- Research Mission cost reduced from 100 to 80
- Credits mission reduced from 120 to 100
- Production mission reduced from 100 to 60 (testing)
- Exotic Resources mission cost reduced from 240 to 140
- Influence mission cost reduced from 180 to 150.
- Generally lowers the number of resource rewards from events.
- Increased the number of special planet features found on fixed layout planets like Earth.
- The Prison improvement is not one per player and reduces global crime by 5%, but also lowers Approval on the planet it is on.
- The Museum event now gives out ideology points correctly.
- Reduced AI default difficulty from Normal to Easy now that the AI is playing better.
- Rush cost multiplier reduced from 5X to 4X.
- Draft colonist cost increased from 25 control to 33 and cooldown increased from 5 to 8.
- Telescope takeover cost increased from 10 to 15.
- Print money control cost increased from 20 to 60.
- Print money cooldown time reduced from 25 to 15.
- Reduced Medium Taxation from 50% to 33%.
- Manti are slightly happier to make up for them being unhappy if on a dry world.
- Increased hostility of shared borders.
- Less precursor relics.
- Added the Trade Network improvement.
- Reduces the amount of money made form Trade Routes.
Fixes
- Fixed missing HP icon in the ship designer screen.
- Fixed an issue where you could target sectors you hadn't discovered with artifact powers.
- Fixed event generated planets not using the specified planet class in the event def
- Fixed issue where other popups can interrupt the cutscene wnd (when you get things like a colonization popup in the middle of a movie playing).
- Stuck turn fixes.
- Fixed an issue where you could select your research project from the tech nav.
- Fixed an issue where some ships showed "Component" in their description.
- Crash fixes.
- Fixed an issue where improvements that gave culture points weren't working.
- Fixed an issue that could make it possible to perform a Colony Upgrade.
- Fixed the Chimeric Biomass artifact power to correctly grant +2 tiles.
- Fixed the Planetary Stimulus policy.
- Removed the obsolete election robot advice.
- Fixed the Comet event (one of the choices wasn't providing the quest reward).
- Fixed an issue where the AI would fail to load colonists onto ships, leaving a colonist on the planet.
- Fixed the options screen so that all options are displayed.
- Fixed the Nanite Transmitter artifact power.
- Fixed the free Frigate provided by the Acquisitions tech.
- Fixed an issue where improvements that gave Culture Points weren't working.
- Typo fixes.
AI
- Ai is better at building fleets.
- AI more likely to build asteroid miners.
- General AI improvement on what ships to build when
- AI much smarter about what improvements to build.
- AI less likely to send out missions from its shipyards
- AI puts more effort into building up planetary production
- AI better about choosing technologies during times of war
- AI a bit better at specializing citizens
- AI much MUCH more reasonable about trading techs
- Big revamp on the AI ship design system to make their ships focus on what they are best at.
- Made the Ai convert other units if needed to loadout ships.
- AI won't spam with messages as much (spam spam spam).
- AI won't load citizens on ships if it have 3 or less citizens on the planet.
- New AI war capability: They will declare war on their least favorite civ under certain circumstances without being enraged.
UI
- Updated ship graphics.
- Visual pass on making the ship designer screen cleaner.
- Text: Speed changed to moves.
- Text: Tiny changed to Tiny Hulls (will require some UI adjustments because it's longer).
- Text X changed X Hulls.
- Text references of weeks changed to months.
- Text: Capacity changed to Equipment slots.
- Text: Base cost changed to Base Manufacturing cost.
- Text: Favor ship tooltip in shipyard now mentions it is a toggle.
- Text: Reference to Galactic Achievements changed to Galactic Challenges.
- Text: Mention of map size change to number of sectors.
- Added hull size to the ship tooltip.
- Implemented an options slider for being able to define when the contents of star clusters is faded out.
- Updated planet hud wnd to always show if the planet is defended or under siege, regardless of which zoom size it uses.
- Updated the Load Transport Popup Wnd to display the name of the colony citizens are being selected from.
- Military bonuses are now shown in shipyard tooltips.
- You now receive a warning when another player gets close to a prestige victory.
- We no longer move the camera automatically to a planet that is under siege.
- Added new event images.
- Changing tech research times in UI to use icon-number rather than words, and changing spacing.
- New Promethion mining movie.
- Modified transport required text.
- Minimum angle increased.
- Camera view moves to icon view quicker.
- New probes and asteroid miner ships for the Drengin, Altarian, Krynn, Yor, Iconian, Arcean, Torian and the Onyx Hive.
- If you have the grid on it disappears if you are zoomed in and appears as you zoom out.
- Updated the precursor relic icon colors to match the bonuses they provide.