Galactic Civilizations III v3.6 Community Update improves custom ship mod compatibility, adjusts commonwealth worlds, and more

We're launching a version update today that addresses the most important feedback we get: YOURS. We've addressed several community reported issues in our continuing effort to bring you the best GalCiv game possible. We put balance and bug fix work into both the base game and the Retribution expansion with this update. Some of the biggest changes we made include:

Merging fleets no longer renames them

Custom ships work better with mods

Artificial life forms can no longer build farms because robots don't eat food

Your commonwealth worlds can no longer flip worlds in your empire (because that was treason!)

See the huge changelog below!

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Owners, the v3.6 update is ready and waiting for you in your Steam client.

Don't forget to pick up the newly released Retribution expansion today!

www.galciv3.com | www.galciv3.com/retribution

v3.6 Changelog Notes

Gameplay

Nerfed "Lossless Life Support" module

Fixed typos in "Lossless Mining" module descriptions

Updated Tourism bonus for the "Popular Race" trait to be flat 1 and 2% instead of multipliers of 10 and 20%

Updated united planet tourism board to be flat with a 10% bonus (was multiplier of 100% which was crazy)

Colonizing the Promethion Refinery precursor world now grants 5 Promethion

Set "Virtual Vacation" to be a player wonder

Changed "Influence Per Turn" from multiplier to flat on the Galactic Showcase

Fixed mismatch of description and text in the "Antimatter Weapon Colonizing" event

Tweaked pathfinding so that it doesn't attempt to find a path to the node closest to a blocked destination if the start tile is already the closest node

Silicon-based life can terraform and colonize high level extreme worlds

Removed farms for Synthetic lifeforms and enabled terraforming improvements and high end extreme world techs

Fixed "Orphaned Improvements" and techs in the Retribution tech tree

Fixed issue with Iridium tech tree failing on "Tariff Focus" specialization

UI

Changed it so that when you merge a fleet, it will keep a custom name for the resulting fleet. If both fleets being merged have custom names, it keeps the fleet name of the bigger fleet.

Adjusted "Economic Warning" flavor text to fit with new conversation popup font size.

Fixed typo in "Precursor Research Node" description.

Improved the text alignment on the UP Resolutions window

Bugs

Fixed custom ship style sets having the wrong strategic icons. Players will have to re-save their ship style sets (and change the effect ships classes to what they want along with their text, since that is info that is saved off). Prevents players from having to remake the ship style sets and only deal with what was changed

You can no longer assign commanders to planets

Ships with "one per player" components can upgrade to ships with the same components

Cleaned up code that clears/applies rebellion status to prevent edge cases where planets can flip when they shouldn't (like when the tile is owned by a commonwealth of the planet owner)

Addressed a MP crash related to mismatched DLC

Fixed mismatched strategic icons on some ship classes

Fixed typos in "Plasma Arc" event

Mod fixes

Ships created with mods now show up correctly

Prevents crash if a tech unlocks more than 12 things at once (modders -- you know who you are!)

Retribution