Galactic Civilization III: Crusade v2.13 (Released 5/11)

Hello,

We are very pleased with the reception Crusade has received so far! Glad you like it!

We have also received a ton of feedback and, unfortunately, cases where the data from the base game crept into Crusade.

Note: The ludicrous maps sizes and tech tree updates available in the opt-in are NOT in this release. We'll include those in an upcoming update. Opt-in save games NOT compatible with the live version.

== AI updates ==

Deciding "ships to build" moved into the planning phase so that it can better keep track of its ship inventory

If Minor races get ahold of a ship (like constructors via ideology) they now will do something with them [hat tip: GalCiv Discord https://discord.gg/JN2XH6A)

AI less inclined to build war support vessels

Only expansive civilizations will try the colony rush strategy now. [hattip: GalCiv forums]

AI players that are at war with everyone won't bother to build freighters [hat tip: GalCiv Discord team: https://discord.gg/JN2XH6A)

Fixed a bug that was introduced in GalCiv 1.9 to improve multiplayer where credit transfers are sent as a message. This caused the AI to not be properly charged for rushing ships.

AI prioritizes getting resources for its starbases over economic ones early game.

Better Spy handling

Broad, overall improvements to AI for dealing with player threats, creating bigger fleets, etc.

AI will not try to recruit various citizen types until much later in the game

AI does more evaluation on its economic status when determining whether to train a citizen as an Entrepreneur

Trade: The AI does not add any more offers if the offering party doesn't have the credits/resources to back it up.

Increased odds of AI building transports, training generals.

AI builds resource improvements better

== Hull Changes ==

Tiny Hulls:

Cost reduced from 11 to 10

Logistics reduced from 2 to 1

Small:

Logistics reduced from 3 to 2

Medium:

Cost increased from 56 to 60

Large:

Cost increased from 128 to 150

Logistics increased from 7 to 10

Huge:

Cost increased from 432 to 500

Logistics increased from 10 to 12

Starbase: HP reduced from 100 to 50

== Balance ==

Took away the Leader's +1 to raw production on every planet [hattip: GalCiv Forums]

Hull Reinforcement ship module HP boost reduced from 20 to 5 [Stop Brad's cheese tactics]

Scavenger Mission moved from Colonial Engineering tech to Interstellar Survey [hattip: GalCiv forums]

Military Academy cost reduced from 200 to 75

Xenophobic race ability now provides 100% boost to social and research on a planet but a 75% penalty to ship production.

Synthetics granted trade techs

Wealthy ability provides +1 to raw production on every world in addition to the money it provides

Starbase cultural forum influence increased from 0.5 to 2

Starbase Information Hub increased from 1 to 4 influence per turn

Starbase Interstellar change influence increased from 1.5 to 6 influence per turn

Starbase interstellar embassy increased from 2 to 8 influence per turn

Central Bank improvement now doubles colony wealth and increases +1 gold per turn for each level

Market Center provides 5% more of a wealth bonus per level (up from 1%)

Other wealth based improvements now match market center bonus levels.

Reduced improvement maintenance.

Galactic wonders now generally provided an improvement bonus.

Sneaky no longer gives you a spy turn 1, gives you espionage tech

Drengin forced to be Merciless (they have an image to uphold)

Commander now increases the logistics cap of a specific fleet

Mo money from missions

Recruit citizen project and similar ones are given a secondary type to allow the AI to better identify them

Conqueror Ability provides +1 to shipyard construction and a 100% to legion quality. No longer gives invasion tech.

First level Xeno farm is allowed for aquatic factions again.

The Research Institute improvement now gives 7.5% bonus, not 75%

== Performance ==

AI calculates its stats during its own threaded turn rather than in a single update all players thread

Lots of late game performance improvements (hat tip: ZINGO! https://discord.gg/JN2XH6A)

Influence calculations moved to a background thread to keep the game from getting "jerky" on large maps late game.

Diplomacy updates now handled as a threaded job.

== Visuals ==

Cosmetic texture updates

Invasion screen prettier

Improved alignment for tooltips

Removed duplicate ability names in the Civ. Builder

Reduced administration alert priority to Medium (from High) to reduce spam.

Polish pass on colony ship animations

Remove redundant screen title on the Multiplayer setup screen.

Fix missing tooltip description on the Worker Recall Production.

Trades no longer (incorrectly) display have negative credits

Improved FOW Border for both appearance and perf.

Updated several screens from the old style to Crusade Style.

Fixed mislabeled Resource names

Fixed bad alignment for ideology Tooltip stats.

Updated credits tooltip in resource bar to be more informative

Torians and Arceans factions don't show twice If you own Crusades, but not Mercenaries.

Changed tooltip for starbase upgrading to be more clear.

Fix the Constructor tool tip to be accurate.

Fixed the Quick Research Window to avoid text overlapping

Sylne UP portrait is no longer squashed

Implementation for minor player text tooltips.

Added a strategic icon for the Mission ships

Updated text for various techs.

Several improvements now have improved icons

Fixed small break in between the tech tree entries on Normal and Medium UI sizes

== GOG ==

Lots of GOG prep stuff for GOG Galaxy

== Flavor ==

Lots of new insults

== Bugs ==

Changed tooltip for starbase upgrading to be more clear.

Crash fixes

Upgrading a Transport no longer consume legions

Deleting a ship design template from the main menu ship designer no longer kills the game

Fixed the discrepancy between the net income tooltip and the govern stats.

Fix a crash that occurs when Steamworks is installing mods at the same time as the user is in the custom civilization builder.

Particles are now get properly cleaned up after battles. This was leading to late game lag after several battles.

The first upload for ship style sets will no longer give an error.

Upgrading ships to the same type will no longer kill admins/legions.

Legions are not longer lost when upgrading to a new transport

Logistics cap is now on a per-fleet basis instead of on-the-player so we can increase it for the commanders.

Now when you place a legion, you see the particles for the legion show up immediately.

When you add or remove legions, you see the particles change to indicate a smaller or larger swarm

Fixed a problem with Information Warfare that would heavily favor the invader.

Fix for AI simulated invasions (for choosing tactics) not taking into account force surrenders and planet killers

Several stuck turns fixes

Fixed error where the AI was still ignoring resource costs in improvements

Added sanity checks where the AI tries to pick a improvement even if it didn't have an improvement to queue

More crash fixes

Resource Bar Arrows no longer Scroll in the wrong direction

AI can no longer sneak invisible techs from the trade window which were throwing off the overall evaluation.

Added tooltips to the Invasion Viewer window

Updated "Word on the Street" graphics

Fix for the workshop race condition crash between validation and updating workshop UI.

Updated planet graphics

Fixed problems with growing the Yor population.

Fix for deleting factions with ship style sets for subbed workshop items (it wasn't removing all the files so it was complaining for a set you can't use because it should have been deleted)

Fixed issue where super long ship names were clipping to two lines in the fleet details window callouts.

Clicking the "Lost Unit" notification will now take the player to the Unit Manager -> Transfer screen and select the last lost unit in the list.

You can no longer steal spies from dead civilizations.

Spies placed on buildings no longer disappear when loading a save game.

Added tooltips to the Advantage Values in the Invasion Viewer window

Some lopsided Invasions were incorrectly being previewed as being "evenly matched.

First pass at re-balancing campaigns.

Mecenaries: Ysengard's tooltip now properly reflects its ability.

Lost Treasures: Food improvements are now working correctly

== Multiplayer ==