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high rated
Galactic Civilizations III

Changelog for Patch 3.01 (added 22 May 2018):

Base Game
- Paxton's Emporium (what is sold here btw? Hair products?) is no longer a colony wonder (it is already a galactic wonder)
- The tutorial starts now with additional ships.
- Typo fixes
- Various crash and stability fixes
- Fixed crash caused by having a unit in transit to a planet, and then the planet is destroyed via event
- Fixed crash in civ builder if you try to create a civ before starting a skirmish
- Fixed issue where the "cannot build close to starbase" error message was showing %d instead of the actual distance when loading a save game
- Fixed issue where exporting a ship design from the title screen would export a cube instead of the actual model
- Fixed text coloring issue on the "Traits & Abilities" tab button on the civ builder
- Fix to a broken first contact message
- Added a new advisor popup when its past turn 20, the player has more than 1000 credits and hasn't rushed anything yet.
- Prevented a case where after AI#1 would surrender to AI#2, the AI #2 would surrender as well. Confused? Me too.
- Synthetic life factions will no longer get the high morale events. Robots are neither happy or sad.
- Fixed crash caused by AI trying to change the fleet composition of an invasion fleet while an invasion is finishing up
- Fixed error where galaxy sizes were being disabled whenever the user's machine had the exact required amount of RAM
- The Shopping Center is again buildable
- Shopping Center now gives +30% gross income, +1 adjacency bonus to Approval and +1 adjacency bonus to population
- Fixed an issue where High Yield Farming was showing up as Intensive Farming
- Fixed an issue that made the Galactic Intelligence Agency unbuildable if you built an embassy or other diplomatic improvements in your empire
- Switched some "Planetary Defense" references in the tech tree to "Resistance"
- The AI will no longer eject colony ships with no population.
- Fixed several UI clipping issues when the UI scale is set to "Large"
- Social/military tooltip breakdowns now shows the base value for manufacturing even if Crusade is not owned.
- Reloading a save game with trade routes multiple times will no longer crash
- Fixed several other crashes
- "Missing DLC" dialog now shows the correct strings
- The galaxy preview movie now shows even if particles are turned off
- Fixed a problem where some factions couldn't be selected for MP
- Timing out when restoring a multiplayer game no longer crashes
- Planet generation system will no longer place an Arable land and a trade resource on the same tile.

- Ships with citizens on them can no longer be scavenged (prevents a stuck turn)
- Custom maps made prior to 3.0 now start arable land
- Fixed an issue where Espionage Specialization said it grants a free spy when it actually increases spy levels

- Added the ability to disable Crises to game options
- Fixed issue where switching from a government with fewer cabinet member slots, to a government with more cabinet slots, would cause there to be an entry filled with a cabinet member to be grayed out
- Commonwealths are now enabled for multiplayer
- Newly created Commonwealth factions will properly use inherited trade ships.
- Fixed crashes related to creating commonwealths with factions that award bonus mercenaries

Changelog for Patch 3.02 (added 22 May 2018):

- Added a new adviser popup when its past turn 20, the player has more than 1000 credits and hasn't rushed anything yet.
- Fixed an issue where colony list would flicker after multiple invasions
- Fix to keep players from queuing up trades through the first contact dialog and confusing the game about trade partners.
- Increased the max player count for ludicrous map size to 100.
- Fixed an AI issue that allowed freighters to go way beyond their normal range
- Fixed an issue where you couldn't upgrade Hydroponic Farms
- Removed references to the non-existent "monument" achievement
- Added the ability to trade from the first contact dialog
- Removed a merciless text dialog form the benevolent trade message
- Crash fixes
- Fixed a rare bug where if an AI surrenders to another AI, and then that AI also surrenders to you. (confused? yes so were we!)
- Fixed an issue where Uncommon nebulas in map setup produced to many nebulas
- Fixed an issue keeping the Quantum Power Plant from being build-able
- Fixed an issue blocking the Embassy if you built another Diplomatic Building
- Fixed an issue blocking the bank if you built another financial building
- Fixed an issue blocking the Labor Mission if you built another labor building
- Fixed an issue causing the Tourist Haven to block other tourism improvements
- Fixed an issue that caused the Advanced Colony Capital to provide less Morale than the building it upgraded from.
high rated
Galactic Civilizations III

Changelog for Patch 3.03 (added 13 June 2018):

- Increased the maximum habitable planets on all map sizes except insane
- Rebalanced Asteroid frequency to be more balanced between the settings (rare, occasional, etc) in map setup
- Rebalanced Resource frequency to be more balanced between the settings (rare, occasional, etc) in map setup
- Increased planet frequency if abundant planets are selected in map setup
- Increased habitable planet frequency if abundant habitable planets are selected in map setup
- Increased PlayerStartSpacingWideMod to 1.00 and PlayerStartSpacingNarrowMod to 0.50 to get a more even distribution of ai players
- Galactic Showcase no longer has a global effect
- Shadow Temple Diplomacy bonus increased from 0.5 to 1 and it is now a player wonder
- Advanced Colony Capital Now improves Morale 1 instead of reducing it by 1
- XenoMedical Center growth bonus changed from flat 0.1 to 0.2
- Fertility Center growth bonus changed from flat 0.1 to 0.2 and multiplier from 100 to 50
- Replication Center growth bonus changed from flat 0.1 to 0.2 and multiplier changed from 150 to 100
- Entertainment Network Morale 15% multiplier changed to a flat 2 (base game only, crusade already had this)
- Entertainment Network level up Morale bonus changed from 10% to 25% (base game only, crusade already had this)
- Stadium Morale 20% multiplier changed to a flat 3 (base game only, crusade already had this)
- Stadium level up Morale bonus changed from 10% to 25% (base game only, crusade already had this)
- Rebalanced some of the destroy planet crisis outcomes to be less catastrophic
- Increased Research Motivator research level up bonus from 1% to 2.5% per level
- Increased Research Extractor research level up bonus from 1% to 2.5% per level
- Increased Research Amplifier research level up bonus from 1% to 2.5% per level
- Krynn Consulate Influence increased from 0.2 to 1, and level up bonus increased from 1% to a flat 1 per level
- Krynn Temple Influence increased from 0.2 to 1, and level up bonus increased from 1% to a flat 1 per level
- Krynniac Mission Influence increased from 0.2 to 2, and level up bonus increased from 1% to a flat 1 per level
- Krynniac Order Influence increased from 0.3 to 3, and level up bonus increased from 1% to a flat 1 per level
- Krynniac Oracle Income increased from +10% to +25%, Influence increased from +10% to +25%, and level up bonus increased from 1% to a flat 1 per level
- Krynniac Ministry Income increased from +15% to +25%, Influence increased from +15% to +25%, Tourism decreased from +2% to +1%, and level up bonus increased from 1% to a flat 1 per level
- Increased Iridium Store Influence from 0.1 to 1
- Increased Iridium Center Influence from 0.15 to 1
- Increased Iridium World Influence from 0.5 to 2
- Increased Galactic Showcase Influence from 0.5 to 3

- Fixed a crash when upgrading a Commander to a Privateer
- Fixed an issue making the Black Market unbuildable
- Fixed an issue making the Champion's Temple unbuildable
- Fixed an issue keeping the Determined ability from applying its bonus
- Fixed an issue where Thulium Moon wasn't providing Thulium
- Fixed an issue where Durantium Cloud wasn't providing Durantium
- Fixed an issue where Promethion Refinery wasn't proving Promethion

- Fixed a an incorrect description on the Mechanic citizen
high rated
Galactic Civilizations III

Changelog for Patch 3.04 (added 27 June 2018):

- Increased the max players on Tiny maps from 4 to 6.
- Increased the max players on Small maps from 6 to 9.
- Increased the max players on Medium maps from 12 to 18.
- Increased the max players on Large maps from 16 to 24.
- Increased the max players on Huge maps from 24 to 36.
- Increased the max players on Gigantic maps from 32 to 48.
- Increased the max players on Immense maps from 48 to 64.
- Increased the max players on Excessive maps from 64 to 100.
- Reduced memory requirements on Large maps from 8Gb to 6Gb.
- Reduced memory requirements on Immense maps from 16Gb to 12Gb.
- Added a /NoMinSpec command line parameter that allows you to bypass minimum requirements for map sizes and player counts. Please beware that using this to bypass recommended minimums will lead to poor performance and a bad game experience.

- Fixed an issue where the Hyperion Shipyard level up bonus wasn't boosting ship points (base and crusade).
high rated
Galactic Civilizations III

Changelog for Patch 3.05 (added 02 October 2018):

- Added a new racial trait, Aeroponics which allows that race to build a special low yield farm on any terrain with the Xeno Adaptation technology (requires Crusade).

- When you willingly start a campaign
- a fleet may be spawned without name
- if you click on that fleet
- the result, bittersweet
- will engender a crash in our game
- Fixed the Trial by Fire achievement
- Fixed the Perseverance so it can now correctly colonize extreme worlds even if the player doesn't have the tech.
- Fixed an issue scavenging a trade ship where it wouldn't have a home port anymore.
- Fixed an end turn crash (thanks for all the reproducible saves!).
high rated
Galactic Civilizations III

Changelog for Patch 3.10 (added 13 November 2018):

AI Improvements
- Synthetic races are better at killing you
- Synthetic life forms will not longer try to build farms. Instead, they'll destroy the arable tiles to make room for something more useful to them.
- Crusade: AI better at gaining citizens at higher difficulty levels.

- Fertile tiles are more common.
- Mercenaries: Avatar mercenary antimatter cost increased from 1 to 5.

- Prolific ability population growth reduced from 0.2 to 0.1 (otherwise it was basically tripling initial population growth).
- Aururus Arberetum provides a % growth benefit instead of a flat so that a given player (such as an AI player) doesn't gain a disproportionate advantage from having one.
- Intrigue: Changed the "Destroyed Planets" crisis outcomes to be only "mostly destroyed"

- Custom Colors: Design your own color palettes for custom factions, ships, the UI and maps.
- Population growth now shows to 2 significant digits.
- Added a button on the title window to force sync the mods. Use this if you have subbed/unsubbed to ships or civs outside of the game and that content isn't showing up correctly.
- Crusade: Shows your leader instead of the news robot

- Fixed a few MP crashes
- Typo fixes: For extreme colonize, it is Barren, not Desert planet types.
- Base Game only: AI will not try to research Crusade specific techs.
- Mercenaries: AI no longer tries to "mine" the Bazaar
Post edited November 13, 2018 by T_a_J
high rated
Galactic Civilizations III

Changelog for Patch 3.20 (added 08 January 2019):

Base Game
- Stars are placed a slightly further apart than before in order to make each system independent from others.
- AI more aggressive at sending out constructors to build starbases
- Personality traits are given much greater consideration when deciding what topics the civilization wants to discuss.
- Personality traits are now given much greater consideration for deciding what types of ships to build when at peace.
- Personality traits are now given much greater consideration when deciding what kinds of treaties and offers to give to the player.

- Diplomacy ability bonus to relations reduced from 2 to 1.

- AI manages its tax rate more effectively.
- Changed default # of colonies before a government is allowed from 3 to 2.

Heroes of Star Control
- If you don't own the either the Mercenaries or Intrigue expansion packs, you can now still get Jeff
- Jeff is already perfect and shuns your attempts to "upgrade" him
- Added custom Starbases for Mukay, Tywom, and Free Trandals (Mowlings starbases are unchanged)
high rated
Galactic Civilizations III

Changelog for Update 3.6 (added 29 March 2019):

- 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

- 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

- 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!)

- Fixed issue where Hypergates didn't fire any shots during battle because they didn't have range
- Changed the Hyperlane tool tip to account for the minimum move cost, so it will now show the max bonus as 900% instead of +-100%
- Removed extra space in the Korath faction description
- Added "lossless life support" back into the Retribution tech tree
- Updated Thalan conversation text to reflect that they bring in multiple ships now in mission 4
- Add basic Block Hulls to Korath Ship style
high rated
Galactic Civilizations III

Changelog for Patch 3.70 (added 15 May 2019):


- Choosing a distant destination on a map with Hyperlanes no longer slows the game down.
- Clarified the effect of Hyperlane bonuses in the tech tree and tooltips. Also address spurious decimal points reported here:
- Eliminated maint from first level research and manufacturing buildings.
- Culture techs now give a diplomacy skill bonus.
- Ships are more likely to use hyperlanes
- Capped how much a diplomacy modifier can affect relations based on game turn. This should greatly reduce AI erratic diplomatic behavior.
- Modified pacing options so that slow really slows things down.
- AI handles ships more intelligently on larger galaxies in terms of evaluating their target value.
- AI handles building up new colonies better later in the game
- The AI no longer uses the Government as "explorers." (aka fodder)
- Colony Capital now gives +1 raw production for every level it goes up.
- Reduced thruster hull mass modifiers to 0.05% from 25% in both Crusade and the Base game
- Fix some balance issues with weapons and growth improvements reported on the steam forums:
- Re-Enabled the Fusion Power Plant, but nerfed it to work better as a prereq to the Quantum Power plant.
- Fix mismatched description and value on Precursor Factory world for Morale value. Changed both to 4 from 10, make sure it is not OP.
- Synthetic races:
- Can build the Advanced Planet Capital and Terraforming improvements.
- Synthetics can properly colonize extreme worlds.
- Yor Manufacturing: Increased manufacturing bonus
- Yor Manufacturing: Level one adjacency value is now a multiplier ( for consistency with subsequent upgrades).
- Lost Treasures: Manufacturing wonders now give the proper adjacency bonuses

- Fixed a typo on the Quantum Power Plant
- Updated the game startup window to work with larger fonts
- Show Morale on the Planet List Entry Window
- Change Copy, Edit, and Delete buttons on the Civilization Setup Window to be icons instead of buttons.
- Fix Typo in warning message if you stacked multiple Commanders in a fleet.
- Changed "Class" to "Role" label on the Fleet tooltip.
- Changed "Type" to "Role" label in the Fleet Details window.
- Flavor text (English only) tweaks to planet descriptions.
- Grammar cleanup on the Korath.
- Tweaked the leader-game-intro screen and economy summary
- Bugs
- Ships no longer spontaneously catch fire.
- Fixed a problem where the benevolent-explorers trait wouldn't always spawn a planet:
- Fixed rare crash when an AI colonizes a planet with an artifact.
- Fix a startup crash related artifact crash and some custom factions
- Fixed bad Intrigue ship definitions in the United Earth faction
- Fixed an endless credits/research exploit detailed here:
- Custom factions based on the Terrans now use the expected solar system (earth, mars, etc.): Addresses:
- MP no longer desyncs because of mismatched custom flavor text
- Fixing moderately common crash in MP caused by the AI losing its train of thought in mid-conversation.
- Changed "Kiln of Worlds" to require Promethion instead of PromethionStone (which no longer exists)
- Extreme world colony" mercenary ships can now actually colonize extreme worlds if Crusade is installed.
- Ship designs that use components removed in Retribution can now be loaded again in [Retribution. The old deprecated components are simply ignored.
Galactic Civilizations III

Changelog for Patch 3.80 (added 12 August 2019):

- Galactic Civilizations III v3.8 Update Brings Major UI Changes
- Set in the 23rd century, Galactic Civilizations III is a 4X space strategy game where humans and aliens compete against each other for domination of the galaxy. v3.8 brings a few exciting changes to this already massive game, which you can read more about below.
- No more sneaky Ascensions! At the forefront of the update are changes to the Ascension notifications and UI. Each civilization's progress is now displayed on an easy-to-read progress bar, and anytime someone gains control of an Ascension crystal, an icon will alert you to it.
- The shipyard display now shows how much production is being sent to that shipyard so that you know how fast it's able to build things. The planet list views will now also show research.
- We've also made some other improvements to the UI's layout, including updating screens so that they use fonts, colors, and font sizes consistently. We've also added a feature where you can adjust the difficulty level in the middle of a game. Read the full list of changes below!

- As soon as someone controls an Ascension crystal, have an icon show up and informs you that Ascension has started. Mousing over should show you how far along each civ with Ascension is from ascending as a % bar with (turns).
- UI Layout updates
- Updated most screens to use fonts, colors, and font sizes consistently.
- Made fonts bigger wherever possible.
- General cleanup of margins and list entries wherever possible.
- Removed extra returns from the "word on the street" blurbs.
- Move some of the drop-downs in options screens to keep them from clipping.
- You can now adjust the difficulty level mid-game through the options screen (single player only).
- Starting ships don't append a number to their name unless another ship of the same design has already been spawned. This is to support custom flavorful names for core starting ships from starting ship designs
- Updated starting ship names of factions added to the game after Crusade.
- Shipyard display now shows how much production is being sent to that shipyard, so you know how fast it can build things.
- Fixed an issue causing the unit buttons from not showing up in Medium UI on the Colony List screen.
- Planet view list now displays research
- Fixed Tourism exploit in Crusade version of the Consulate
- The AI has been ordered top stop freezing time to keep its mission ships safe. (stuck turn fix)
- Addressed "word on the street" grammar and spelling mistakes
- Removed duplicate planet data in crusade and base game data folders that could potentially cause bad things(TM)
- Adjusted the choose civ screen to improve text wrapping
- Fixed alignment issue on the Drath starting screen
- Fixed a bug that prevented commanders from being assigned to United Earth ships