Für Galactic Civilizations 3 steht das große Update 2.0 zur Verfügung. Nach der Installation wird jede Sternenbasis einen “Verwalter” (Administrator) benötigen. Die Anzahl der verfügbaren Administratoren basiert auf der Größe der Galaxiekarte, kann aber durch Regierungstechnologien erhöht werden. Darüber hinaus wurden umfangreiche Verbesserungen an der Computerintelligenz im Bereich der Diplomatie und an der Benutzeroberfläche vorgenommen. Im Zuge des Patches 2.0 wird das 4X-Weltraum-Strategiespiel vergünstigt angeboten.

“Version 2.0 is the culmination of many months of working closely with our community on the kinds of features players like but often don’t get a lot of attention”, sagt Stardock CEO Brad Wardell. “For example, the diplomatic AI is more sophisticated and plays a lot like a human would both in terms of trading and how they deal with the complex web of foreign relations. We also added a new concept called administration that is designed to let players have smaller empires that are competitive.”

Starbase Administrators
Starbases are under new management. Each Starbase now requires an Administrator to run it.  Your starting number of Administrators is proportional to your galaxy size.  You can also research techs in the government tree to train more Administrators.   As part of this change, we’ve greatly decreased the minimum distance between Starbases.

Diplomacy Improvements
We reworked the AI to make it more active and smarter in trading.  Be careful you don’t loose your shirt while trading!

Change Log
Administrators

  • Starbases now require one “Administrator” to build
  • Number of starting Administrators depends on galaxy size
  • Research certain Government Technologies to  increase the number of Administrators
  • Current number of available Administrators can be seen on the resource bar or the starbase list tab.

Diplomacy
  • General pass on conversation weights such that the AI will talk more and offer more interesting trades.
  • AI players who dislike you will charge you more in diplomacy
  • Changed diplomacy attitude label from “allied” to “loves (they’re not allied)
  • Changed diplomacy attitude from label “war” to “hates” (they’re not at war)
  • AI should be better at focusing on a given weapon or defense tech rather than trying to research multiple paths.
  • AIs will heavily weight their relations with other players based on who is at war with whom and why
  • AIs will tend to come to the aid of their friends even if the enemy is more powerful
  • AI now has the capability of explaining in detail why they rejected (or accepted) a trade offer (though will require translation of new strings)
  • AI will use a redlining system of evaluating proposals such that each sub-AI routine will add marks to the proposal with potential veto power. 
  • AI now has the capability of explaining in detail why they rejected (or accepted) a trade offer.
  • By default, the auto-generated military ships will have their categories folded for easier UI navigation.

Balance
  • Home planet production points base increased from 1 to 10
  • Significantly reduced starbase spacing radius to 2 tiles, allowing you cluster them closer together.
  • AI is substantially better at evaluating what ship to build, when and where
  • Early game improvements made less expensive
  • Late game improvement benefits reduced slightly 
  • Research improvements have been rebalanced.

UI Improvements / Bug Fixes
  • By default, the auto-generated military ships will have their categories folded for easier UI navigation.
  • When a player designs a ship, it will, by default, be added to the favorites
  • Added the currency, morale, population, and turns information to the planet and shipyard window
  • Changed Terran and “space monster” fighters size from small to tiny, matching the sizes for other factions.  This change prevents a crash in the ROT campaign
  • Map Editor: Fixed a problem that prevented the Mini-map Preview from working.
  • Replaced Diplomatic Specialization 3 to be “Efficient Administration” on all trees. (Base Game and Campaigns.)
  • Fixed bad Matter Disruption Cost multiplier that was making Matter Disruption 2.6 times more expensive than it should have been.
  • Changed the width of the asteroid tooltip window and “nearest owned planet” value so that the value can no longer overlap
  • Negative Strategic resources are no longer shown in the trade options when they were negative
  • Updated map lighting settings to decreased ambient light and increased key light to make the ships look less flat.
  • Mercenaries: Ships that you can’t afford are greyed out.
  • Reduced base administrators available per map size (get them through tech).
  • Fixed issue where Ancient Kinetic Augmenter had weapon FX even though it is a support module.
  • Removed military ring Starbase range boost now that we have implemented Administrators.
  • Fixed a problem that was causing rebellions in peaceful corners of the galaxy.

  1. So verschieden können Geschmäcker sein. Ich werd mit Stellaris nicht warm, bei mir kämpfen GC3 und ES2 um Platz 1, wobei GC3 m.M.n. noch den Zeitvorteil hat. Fragwürdig finde ich diese DLC-Wut bei einem EA-Titel, aber die meisten sind tatsächlich optional. Wirklich nützlich von Anfang an ist nur der Mercenaries, der nützliches aus GC2 zurück bringt. Bei allen anderen würde ich erstmal das Hauptspiel probieren und abwägen ob du sie brauchst. Ist bestimmt nicht der letzte Sale...

  2. Too little, too late.
    Stellaris stellt momentan jedes andere 4X Spiel in den Schatten. Ich hab GalCiv3 zum Release gekauft und alle paar Monate wieder getestet. Inzwischen ist es mir wurscht, da können die patchen bis sie schwarz werden.

  3. ich besitze galciv3 bereits - habe es aber noch nicht gespielt. habe gesehen dass es auf steam alle dlcs für knapp 20€ gibt. lohnt sich der kauf oder ist das nur was für hardcore-zocker?

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