Build a civilization that will stand the test of time in the largest space-based strategy game ever! Choose from dozens of unique races and make a name for yourself across the galaxy through diplomacy, espionage, technological advances, and more.
Galactic Civilizations III's next update is now in opt-in and ready to test out! Players can expect tons of improvements and user requested changes, check them out below:
[img]{STEAM_CLAN_IMAGE}/5819003/0be07c55ac2bb40a813dd08f5a10d83f09383737.jpg[/img]
[h2]GalCiv III v.Next[/h2]
[list]
[*]Tiny hull receives +2 speed buff
[*]Small hull receives +1 speed buff
[*]Cargo hull cost increased
[*]Slight bump to improvement costs.
[*]Colony ships cost more
[*]Prototype hyperdrive requires anti-matter instead of Promethion
[*]Fixed bug that could cause an AI player to rush a ship when it didn't want to.
[*]Easier difficulty levels made easier with "dumber" AI.
[*]Default player count per map size increased:
- Small: 3 to 5
- Medium: 6 to 9
- Large: 8 to 11
- Huge: 12 to 17
- Gigantic: 16 to 21
[*]Star distance reduced from 7 tiles to 5 tiles.
[*]AI more reasonable in tech trading
[*]Planetary Improvement tech increases admin points +1
[*]Colonial Engineering tech increases admin points +1
[*]Artificial Gravity tech increases admin points +1
[*]Interstellar Resupply tech increases admin points +1
[*]Xeno Commerce tech increases admin points +1
[*]Xeno Entertainment tech increases admin points +1
[*]Maps given more habitable planets:
- Tiny map habitable planet count increased from 32 to 36
- Small map habitable planet count increased from 40 to 48
- Medium map habitable planet count increased from 100 to 120
- Large map habitable planet count increased from 200 to 250
- Huge map habitable planet count increased from 300 to 320
- Gigantic map habitable planet count increased from 400 to 450
- Immense map habitable planet count increased from 500 to 550
[*]Content approval threshold reduced from 45% to 40%
[*]Starting year increased from 2242 to 2243 for Retribution
[*]Starbase particle beam support weapon no longer requires Elerium
[*]Starbase Stinger missile support eapon no longer requires anti-matter
[*]Starbase Shield Generator support module no l,onger requires Elerium
[*]Starbase Point defense support module no longer requires Elerium
[*]Starbase Titanium plate module no longer requires Durantium
[*]Starbase perimeter Scanner no longer requires Durantium
[*]Starbase sector scanner Durantium cost reduced from 2 to 1
[*]Starbase modules resource cost reduced by 1
[*]Starbase Archeology module benefits increased
[*]Starbase level 1 economic modules no longer require special resources
[*]Planet class 26 added
[*]General balance of planets classes moved down some.
[*]Players can start slightly closer together.
[/list]
We'll be updating this list as we put out new updates. We have a lot of plans for this Summer.
[h2]To Access[/h2]
Go to Steam, go to the properties, go to Betas and choose the Opt-in (regardless of what it's labeled).