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Galactic Civilizations III

Changelog for Patch Galactic Civilization III: Crusade 2.21 (added 09 June 2017):

** The offline installers will be available on Monday June 12th 2017. Apologies for any inconvenience caused. **

- New improvement: Galactic Mainframe. Can't be built on one's homeworld. Acts as a hub for other research buildings.
- Deep core mine base social production increased from 1 to 3, provides a universal manufacturing bonus to adjacent tiles.
- Various reclassifications of improvements for the AI
- Hyperspace project provides a +3 to neighboring research
- Brindle's Observatory adjacency research bonus increased from 2 to 3
- Kimberley's Refuge is now indestructible, provides +3 to the neighboring population.
- City population cap reduced from 16 to 9.
- City food cost increased from 2 to 3.
- Cities provide +2 level bonuses to Research, Manufacturing, Wealth and Influence improvements!
- Colonial hospital is now indestructible
- Colonial hospital population growth increased to 0.1 flat per turn
- The GIA provides a +1 influence adjacency bonus
- Consulate now provides a flat +1 influence per turn bonus
- Consulate goes up by +1 influence per turn for every other influence improvement that is adjacent
- Various higher level influence buildings receive the same benefit as the Consulate plus keep their existing benefits
- Changed most galactic events to only occur ONCE rather than once for each player. This should also eliminate the Pirate spam.
high rated
Galactic Civilizations III

Patch 2.3
Galactic Civilizations III: Crusades Expansion patch notes: Part 1


AI

- Substantial AI improvement to how the AI builds planetary improvements
- New AI governors for smarter AI planetary building.
- Added support for AI specific events.
- AI transports are much more intelligent than before about targeting planets
- AI much smarter about focusing its endeavors on its target primary opponent and its assets
- AI work on trying to get it to be smarter about when to make massive fleets and when to send out smaller fleets to finish someone much weaker.
- Lots of AI work to try to find a good balance between the AI using its military might to conquer versus when it should hunker down. This will be an endless balance war for the AI.
- Removed code that was blocking the AI from even looking at units that were far away that it knew about. While this made sense when performance was tight, now that this has been moved to its own thread on its own core, we don't care.
- Damaged fleets that fall behind a certain threshold will be sent home to reinforce
- More improvements to the AI guessing algorithm for where good planets are (or as novices say "AI cheating" -- it's not cheating).
- Big one: For the human player, 3 survey ships sitting on the same tile will go to 3 different anomalies rather than all going to the same stupid one. The AI players are very unhappy with this change.
- A LOT of AI work on getting the AI to sacrifice a fleet on a hardened position to soften it. The AI doesn't like to sacrifice units and marketing doesn't like it either because users will say the AI is dumb for sending weak fleets that can't possibly win. But sometimes, you have to do this to soften up the player's defenses if you have the power to spare.
- Eliminated the tech governor for the AI. They don't need a script on what to research.
- AI ship design much better than previous for putting together more powerful ships by saving up resources more than they were before (fewer better ships rather than squandering them on lots of crap)
- AI is better about building transports when it should and not build them when it shouldn't.
- What AI players build on planets is less scripted and more procedural.
- New code for the case when the AI can't find something to build on a planet. It switches to the new procedural system to figure out what to build.
- More AI differentiation based on player traits (moving away from races to support better modding)
- Eliminated last vestiges of AI scripting for trying to achieve a particular victory. You can't script a victory in a game like this.
- Ship tech research now weighs heavily what resources it has coming in rather than what it currently has in inventory. The AI getting lucky and finding say 5 anti-matter shouldn't dictate its weapon research choices.
- Tech stealing by player or AI players made less frequent
- Warmonger penalty more intelligent. If you attack early game, you get it for awhile and if you are declaring war on a lot of players (where a lot depends on how many players are in the game) then it goes on.
- Pirates no longer look for danger when going to a destination because, again, quit being goddam babies.
- Pirate player will assign its ships to be on the warpath so that they're not such babies about attacking other ships
- Pirates will do suicidal attacks.
- Pirates are no longer considered dead if they still have a shipyard. They are only mostly dead.
- As if the pirates are going to maintain a freaking starbase. They're pirates!

Gameplay / Balance

- All Starbase rings now generate 1 influence per turn so that they at least, over time, will expand
- Starbase modules now stack instead of upgrading
- New promotion type: Mogul. Gives 5000bc upon promotion from Entrepreneur
- New missions: Gem Trader, Pilgrimage, Xylology, and Hyper Silicates.
- Sensors, which provide local navigational benefits, give a slight increase to a starbase's influence
- Most starbase modules now have a +1 maintenance cost.
- Colonizing events that gave "Planetary Defense" now give "Planetary Resistance."
- Colonizers ability now grants 1 administrator point.
- Unrelenting ability now provides +1 influence per turn for colonies
- Ancient ability provides 10 research for each anomaly that it picks up.
- Entrepreneur ability provides 5 additional trade routes in addition to existing abilities
- Devout ability now gives an influence to all planets boost every time they choose an ideological choice
- Bureaucrats start with 25 administrators in addition to existing abilities
- Conquerors receive a 2,500 bounty every time they conquer a planet
- Certain ability now provides 100 research every time they choose an ideological trait
- Made the Prolific and Devout abilities global.
- Trade secrets bonus reduced to 25% instead of 100% for pragmatic choice.
- Trade Secrets ideology event nerfed from a 100% bonus to trade income to a 25% trade income bonus.
- Cultural Center now provides 1 influence per turn flat
- Elevation Foundation ideology reduced from 0.2 to 0.1 per turn
- Temple of Enlightenment ideology per turn reduced from 0.3 to 0.1
- Preparedness Center ideology per turn reduced from 0.2 to 0.1
- Arbitration Center ideology per turn reduced from 0.2 to 0.1
- Citadel of Revenue ideology reduced from 0.2 to 0.1
- Death Furnaces ideology reduced from 9.3 to 0.1 per turn
- Cultural Beacon now provides both a 20% influence bonus to the colony as well as a +1 per turn influence
- Cultural Forum influence per turn increased from 2 to 4
- Information Hub IpT increased from 4 to 6
- Interstellar Exchange IpT increased from 8 to 12
- Interstellar Embassy module IpT increased from 12 to 16
- Interstellar Ministry IpT increased from 16 to 32
- Changed planetary bonuses that helped just Social Manufacturing to help All Manufacturing.
- Nerfed Renaissance event's research bonus
- Fixed bad Food Stats on Desert worlds and Precursor worlds
- Nerf some more of the base planet traits for Crusade.
- Altarian AI personality changed from Aggressive to Peaceful (they were too mean)
- Terran Resistance are no longer diplomatic (heh, they never were..) but instead are scientific
- Yor are now 'Expansionist" instead of "Aggressive". The Yor aren't capable of being "Aggressive" by our standards. That would require them thinking of us as sentient.
- Arceans are now opportunistic removing the Chaotic trait (Which made them move between Neutral and Merciless).
- Vigilant Level 2 on the ideological tree now provides the player 3 engineers upon choosing it.
- Trade route diplomacy bonus increased from 0.5 to 1 for the Traders 4 trait.
- When a player dies, their starbases and shipyards are destroyed instead of being given to pirates.
- Durational projects will now re-queue themselves on completion (can still be canceled normally)
- Slight modification of blueprints to not require as many resource heavy weaponry.
- Slight increase in the amount of mining the mining modules produce per turn.
- Shipyard HP and defenses reduced so that players can eliminate pirates and break defenses more effectively.
- Adjusted ideology descriptions to reflect changes to ideology improvements
- Wild Grain planet feature now properly increases Population.
- Updated citizen descriptions to make the bonus calculations more understandable.
- Shipyards and Starbases are now destroyed only when a faction surrenders to the pirates
- The "Certain" abilities now correctly award research points when ideological traits are unlocked.
- Singularity Powerplant now actually charges for Elerium.
- Nerf and Re-enable the Arbitration Center, that was disabled, making the Arbiters ideology trait useless.
- Update Starbase modules so their bonuses to stack, instead of upgrade.

Custom Factions

- Custom Starbases can be uploaded to the Steam Workshop
- Fleet's now show the original author's name of custom ship designs
- Original author's name shows when creating a blueprint in the Ship Designer

Perf

- Minor change to FOW with big performance improvements. Removing a redundant stat update.
- AI players no longer recalculate every turn whether they know about an asteroid. Asteroids don't move
- Player objects processing has been moved to the AI for faster performance

UI

- Govern->Stats screen now shows the number of tiles (parsecs) owned, as well as number of tiles contiguous to the player's homeworld
- Promotion options list now fills correctly
- Fixed issue where promotion option costs were not showing the tooltip for the resource entries
- Fixed display issue where weapon components in the ship designer landing would not show any stats in the tooltip
- Large UI: Resources in the top bar no longer overlap in
- Added alert for when another faction has destroyed a faction

Campaigns

- Updated campaign maps
- Reduced starting pop on some of the campaign factions.
- Retiring in campaign no longer causes some buttons to stack on each other

Bugs

- Asteriod Mining bases should no longer change ownership.
- Fixed bad bonus text on several "Lost Worlds" colonizing events.
- Fix resource cost triggers for Singularity Power Plant.
- Fix incorrect descriptions on several colonizing events.
- Mining base assignments no longer get reset if one of your planets has changed ownership or was destroyed
- Fixed missing adjacency bonuses on the Silicon based life cities.
- Fixed Power on the Manufacturing Focus specialization.
- Fixed crashes
- Fixed MP desyncs
- Battles in nebulas are no longer missing their backgrounds
- Fix preclusion bug that allowed some one-per-planet improvements to be built multiple times.
- Changed Adjacency text to say Adjacency Bonus.
- Changed short name for Torian to Torians.
high rated
Patch 2.3
Galactic Civilizations III: Crusades Expansion patch notes: Part 2


Bugs

- Fix for bad grid lines on some Nvidia cards. Doesn't fix all cases, yet. But hey, we got some perf as well.
- Administrator points granted from the Colonizers ability are now properly displayed.
- Fixed some cases where Legion count wasn't being updated correctly.
- Don't refund legions after invasions for whole ships that weren't destroyed.
- You can no longer view non-selectable ships in the fleet details window by going next/prev.
- Fixed a logistics problem that prevented the ships from not always merging to a commander's fleet
- "Destroying Galaxy" loading shows up when exiting to the main menu.
- Tech victory alerts will no longer show up before the age of ascension.
- Removed duplicate resource window in the ship designer window
- Ship missions now show the proper completion time in the queue
- Metaverse: Tutorial Factions and New Factions now show their proper names
- Mercenary entries with large resource costs no longer get split into two lines
- MP: Players are no longer double-charged for mercenary resources.
- Fixed typos.
- Updated privateer promotion description to be more accurate.
- Adjusted ideology improvement descriptions to better reflect their bonuses.
- Fixed bad descriptions of several ideology improvements.
- Asking someone to declare an embargo or to declare war now longer destroys the universe.
- Removed a ghost ship from shipping crate

Galactic Civilization III "Base Game" v2.3 Changes

AI

- Player objects calculations moved into the AI thread (performance)
- Fixed bug that caused AI to potentially get "free credits" due to messaging being disabled
- Pirate AI is more aggressive.
- AI better at defending planets (Crusade tech)
- AI targeting system updated to near Crusade level
- AI keeps track of its fleet inventory, this is used to make better decisions on what to Build
- AI more aggressive in using transports
- Lots and lots of improvements to the AI's ability to target enemies intelligently
- Smarter AI behavior when it comes to asking for money and such
- AI smarter about what ships it wants to build and when
- Much better AI trading system for putting together deals
- AI trading changed to be a vector so that it can offer multiple trade offers (Crusade feature)
- AI evaluates its money much better
- AI much stingier on ship Trading
- AI much smarter about declaring war on players when someone tries to bribe them to
- AI much better about going to war against those who are at war with its ally
- AI more reactive to parking fleets near its territory
- AI war mongering set up
- Smart auto credit bidder added to the trade window to make trading easier.
- Greater variance in flavor text in conversations

Gameplay

- Increased the amount of stars, planets and habitable planets when common is chosen
- Planetary Improvement cost generally made higher.
- Production points on colonies and capital planet default to a higher value
- Reduced manufacturing cost but increased mass of special components so that the ramp up time isn't so severe.
- Added new "Complete Tech" event.

Bugs

- Various crash issues fixed that were due to custom ship designs / ship mods
- Lots and lots of potential crash issues resolved due to better checking of custom/mod data
- Crash fixes from Crusade.
- Brought over Crusade optimization for stat updating while unit moving.


Galactic Civilizations III: Crusade

Patch 2.31 (12th July 2017)

Please note: This patch is available in English, French, and Russian only. German will be added as soon as possible.

- Fixed a crash in the battle viewer.
- Addressed a stuck turn caused by a move order being assigned to a recently destroyed fleet.
- Fix for a stuck turn related to Shipyard Battles
- Putting a rally point on a shipyard no longer creates a stuck turn once a ship arrives at that spot.
- United Planets: Fixed an edge case crash in calculating resolution results
- United Planets: If you lose trade routes because of leaving the UP, the game no longer crashes
- MP: Switching between factions in the trade screen no crashes
- MP: Switching between factions in the trade screen no longer crashes.
- Diplomacy: Fixed a crash where the Diplomacy screen didn't know what to do because your faction id was messed up.
high rated
Galactic Civilizations III

Changelog for Patch 2.31 hotfix (added 21 July 2017):

- Adds German localisation
- Some tweaks to Russian localisation
high rated
Galactic Civilizations III - Crusade

Changelog for Patch 2.32 (03 August 2017)


AI/Gameplay

- Added new ship weapon components that don't require special resources (But cost a lot more).
- AI won't offer trades with civs they hate.
- Improved planetary improvement AI.
- When starting an invasion, the player now chooses between three random tiles.
- Freighters will more aggressively try to find a destination.
- AI balanced to build more transports if it has sufficient military power already.
- AI fleets more aggressive in going through dangerous territory.

Privateers

- Promoting a commander to a privateer no longer fails because it chooses a custom design.
- Privateer can now attack starbases, planets, shipyards, or asteroid mining bases without declaring war.
- Privateers now appear as pirates in the battle viewer. Fixed issue in battle preview/results screens that showed obviously the owning faction of the privateers
- Fixed issue where privateer would sometimes be created without weapons.

Performance

- Optimized the code determining whether a player or AI knows the existence of an object (major MAJOR performance improvement).
- AI optimization of when to upgrade ships (major performance boost)
- AI only determines its primary opponent when the galactic political landscape has likely changed (major turn time improvement)

Bugs

- Fixed a GWG crash if you started a game where you didn't owned planets (like in the beginning of the Arcea campaign mission), exited to the main menu, and then started a sandbox game
- Commander abilities text no longer pops out of fleet tooltip
- Added size check to remaining available faction list when setting up random players (prevents edge-case crash)
- If the UP chairman leaves the UP from the diplomacy screen, they will be immediately fired and asked to clean out their desk. (Fixes UP oddness and crashes.)
- Matched the Crusade Arcean Faction personality to match the Mercenaries version
- Tabbing between players in the trade window now correctly updates trade offers.
- Updated Star Surfer description better explain its functionality
- Removed strings duplicated between the base game and Crusade.
- Removed Interstellar Drives and Life Support Modules from all spawned fighters as this was occasionally causing "assault" fighters to act as "guardians".
- Fixed a problem with the Crusade tutorial not unlocking its achievement.
- Crash fix for invasion system where swarm particles aren't being generated for the bonus legions from generals if the defending player is human.
- Fix for issue where AI gets semi-permanently stuck "in a trade", preventing the player from starting a conversation/trade with that AI.
- Fixed additional stuck turn issues.
- Fixed crash caused when the AI evaluates sending a ship to a given planet at the same time as the player is colonizing that planet.
- Fixed crash caused when the AI is evaluating trade targets at the same time the player has colonized the planet.
- Fixed issue where fleet faction icon would go missing from the tooltip after hovering over any ship in the shipyard screen

UI

- Removed bad clipping on some of the citizen portraits.
- Updated the Anomaly Popup Window so that the background image is correct at medium and normal UI sizes.
- Cropped and resized citizen portraits to remove artifacts in the Choose Portraits screen.
- Large UI version of Shipyard list icon is no longer blurry.
- Fixed issue where tradable stat type and strategic resource trade items were not displaying correctly in the diplomacy->treaty details screen (they would show up as "New Game")

MP

- Inviting friends to your match no longer bypasses the normal DLC checks. This would cause a crash if the DLC did not match or if one player owned Crusade and other did not. There have been no changes to being able to play MP with mismatched DLC: with a few exceptions, the host's DLC is available to everyone.
- Fixed issue where entering an MP lobby and then leaving would not reload all the factions. This would cause a crash if you had more than 13 players in the previous game and hit quick-start (aren't edge cases fun?)
- Quick starting after failing to enter a Lobby Enter no longer crashes
- Fix for issue where the turn system would skip over the space pirate player once they were considered dead by the system.
high rated
Galactic Civilizations III

Changelog for Patch 2.33 (added 14 August 2017):

- Adjusted the galaxy generation so that the game doesn't crash when on "insane" maps set to "scattered". This change won't affect the distribution of stars or planets.
- Fixed another rarer crash in the map generation system
- Fixed corrupt graphic for the Drengin mining base
- Addressed a crash where the UI was trying to access a deleted object.
- Fixed numerous crashes where the game was referencing stale data.
- Fixed a crash in "Add Trade Offer" if one side is not valid (usually means that it's trying to update the offer before the window is open)
- The trade window now checks to see if it found a valid flavor text string
- The planet tooltip Window now checks to see if the planet had a valid owner before trying to deal with rebellion status
- Game no longer crashes if a texture fails to be created.

Crusade
- Fixed numerous crashes where the game was referencing stale data.
- Fixed a crash in "Add Trade Offer" if one side is not valid (usually means that it's trying to update the offer before the window is open)
- The trade window now checks to see if it found a valid flavor text string
- The planet tooltip Window now checks to see if the planet had a valid owner before trying to deal with rebellion status
- Game no longer crashes if a texture fails to be created.
- Doubled the effectiveness of counter spies. Foreign civs should steal a lot less from you.
high rated
Galactic Civilizations III

Changelog for patch 2.50 (added 15 September 2017):

- For the full list of changes, please visit:
https://forums.galciv3.com/484888/Galactic-Civilization-III-v25-Patch-opt-in-updated-97
Post edited September 15, 2017 by DeMignon
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Galactic Civilizations III

Changelog for patch 2.60 (added 12 October 2017):

Base Game
- Added base production points to manufacturing/research/income production tooltips
- Fixed issue where functional components in the ship designer weren't taking the player's techs into account
- Fix for issue where player made ship components would be loaded twice, showing up as duplicates
- Fix for issue where DLC custom ship components would show up twice in the ship designer if launched from the main menu
- Moved improvement gfx from Mercenaries to base gfx folder because Crusade uses them too
- Improvements that use Arnor spice now charge you only once instead of every turn.
- Increase drawing performance on higher resolution displays
- Fixed the "Death Furnaces" ideology description to match its effect
- High level factories require Durantium to build.
- Fusion Power Plant requires 1 anti-matter to build
- Research Cloister promethion cost reduced from 10 to 5
- Cities can be built any number of times on a planet but now have 1 promethion cost. The idea is that if you have lots of Durantium, you should probably build up with Factories. If you have lots of Promethion, you can build up with cities.
- Added personality traits to Diplomacy Report Window
- Made the planet window not display manufacturing for military if the planet isn't sponsoring a shipyard
- Fixed issue where if an opponent's planet had stationed ships, but you didn't have enough espionage to see them, the "Eject All" button would still show up and be clickable
- Eject all button on planet UI of planets that are not yours
- Fix for odd behavior in MP that can result in a crash for the host in the United Planets system.
- Disabled the required win ratio for UP resolutions because no one really understood it.
- Fixed issue where the resource log wasn't being updated for administrators whenever you bought a mercenary
- Fixed issue where you could get infinite legions if you had a stationed general on a planet

Gameplay / Balance
- Prototype Hyperdrive base mass use reduced from 8 to 6 but now uses 10% of the ship's mass.
- Prototype Hyperdrive moves reduced from 5 to 2 to conform to other component performances.
- Thrusters made smaller but cost more.
- Thrusters now faster.
- Fixed typos in Tutorial_Refuge_FlavorText.xml and added in tutorial text to explain changes from 2.5.
- AI more careful about getting overextended with too many wars.
- Ripe for conquest Diplomatic mod now takes more personality traits into account.
- AI is a little more wary of going to war with lots of other players.
- Updated description for personality traits to be more explicit in what they mean.
- Changed planet word on the street text better grammar.
- Building a shipyard with a constructor in crusade will now refund an administrator
- Pirates are slightly more frisky.
- Turn time improvement.
- Made it so that the rename object dialog always appears on top (otherwise it has issues when bringing it up in places like the planet govern screen)
- Fix for missing strings in base campaigns
- Reduced power of some of the ideological events.
- Slave trade route benefits balanced to not provide quite as much approval bonus as well as reduce production bonus.
- Balance pass on base game improvements.
- Political Mastery military manufacturing reduced from 20% to 10%
- Planetology +1 raw production bonus removed
- Starport level bonus increased from 0.3 to 0.5 military production
- Space Elevator manufacturing level bonus increased from 0.3 to 0.5
- Fusion Power Plant and other high level mega improvements reduced in effect
- Updated Mercenary abilities
- Certain high level improvements no longer provide an empire wide bonus (particularly ones that can be built over and over...)
- Drengin slave improvements don't increase population cap anymore.
- More balancing to ideological events.
- Pirate event more common
- Evil motivation traits reduced from doubling to something more reasonable
- Updated and rebalanced Mercenary components just for the Mercenaries DLC.
- DLC Mega events:Pirates start with some techs that make them move faster, get some money up front.
- DLC Mega events: The Artifact diplomacy points reduced from 5 to 1 so that you don't just instantly win.
- Updated base game Manufacturing improvements to work better with the "All Construction" adjacency bonuses.
- Map generation balance fixes to make Crusade/base game let idiotic in their resource generation.
- Battle Initiation Window doesn't pop up when you are attacking an asteroid
- Added a Crusade specific FOW coloring.
- Added a Crusade specific starbox.
- Increased number of trade licenses that techs provide
- Tiny hull cost increased from 20 to 25
- Tiny hull maint increased from 1 to 2
- Tiny hull acceleration increased from 0.2 to 0.3
- Tiny hull max speed increased from 0.2 to 0.3
- Small hull cost increased from 30 to 40
- Small hull maint increased from 1 to 2
- Medium hull maint increased from 1 to 2
- Large hull cost increased from 150 to 250
- Large hull maint increased from 1 to 2
- Huge hull maint increased from 1 to 2
- Huge hull logistics cost increased from 12 to 15
- Starbase maint increased from 1 to 3
- Trade Route income reduced from 5% of planet income to 3%.
- Snathi get 4 instead of 3 trade route licenses with Xeno Commerce in order for Stardock to survive their inevitable culling of Earth.
- More typo fixes.
- Rework to various colonization events to give the evil choice more goodies because evil will always triumph because good is dumb.
- Starports now cost 1 maint
- Colony and Constructor module costs reduced from 16 to 10.

UI
- Added new hotkey for building asteroid mining base (defaults to "B")
- Added tooltips to the fleet stats entry in the main game window saying what each stat represents
- Fleets now use the closest star system plus roman numerals for their name when 'creating' a new fleet ('creating' meaning when a single ship becomes a fleet)
- Fixed small space at the bottom of the command buttons list in base game mode
- Added Design Author field to the ship style set editor that shows the ship design's author (hides if it's a core ship design)

Bugs
- Fixed issue where the city improvements were showing as lit up and available to build when there were no more tiles left to place the city on
- fixes issues with some hotkeys not working, like CTRL+S, as well as being unable to assign those keys with flags correctly
- Fixed issue where fleets were getting hidden underneath things like asteroids and rally points when you select the fleet
- Fixed issue where clicking on a different improvement in the planet's build queue would not update the Rush button's tooltip with the correct rush cost
- Fixed issue where a few of the ship components with abilities were not showing up in the fleet/ship abilities list
- Fleet/ship context windows are no longer rounding down numbers to the stat breakdown tooltip giving inaccurate info for the weapons and defenses
- Erragis now correctly gives the kinetic damage reduction to all ships in the fleet, instead of just itself
- Fixed error that was setting the wrong spinner for the custom faction's second material def
- Precursor anomalies now correctly actually give Antimatter and Elerium when you survey them
- Added checks to prevent asteroids related crashes.
- Updated research video for base game tutorial.
- You can longer upload cheesed factions to the workshop
- Fixed issue where when the AI would fall-back to governors, the governor would queue up durational projects as regular improvements, causing the icon to show up on the colony map
- Made it so that whenever a new governor is assigned to the colony, the governor takes action immediately, instead of waiting for the next turn
- Added new checkbox to the Govern Planet and Govern Planet With Production Wheel windows that enables/disables allowing the governor to clear the production queue whenever a new one is assigned
- Factions that start with techs no longer start researching a high level tech without your permission.
- The economy dot on the production wheel no longer pops out on Govern screen
- Fixed issue where base game "classic" saves weren't showing the message to load the classic branch in steam
- Fixed issue where you could click a tab in the civ builder a second time to de-select it, which would then prevent the line next to it from un-highlighting whenever switching to another tab
- Fixed a MP crash related to the godlike AI
- Fixed issue where pressing the "save" button in civ builder wouldn't leave the civ builder when it finished saving
- Optimized UI code to get a perf boost
- Fix for issue where if somehow the player gets a transport ship with no population on it, they can't invade with it
- Fixed bug that caused the base game to have super high numbers of resources and habitable planets.
- Base game gets the bigger map sizes and increased densities from Crusade.
- Fixed Rare habitable planets to be a whole number.
- Improved text descriptions.
- restored prototype survey ship component, as it missing was preventing the prototype survey ship blueprint from working
- copied the map setup settings from crusade to base game to make map generation consistent between base game and crusade

(continued in following post)
Post edited October 12, 2017 by DeMignon
high rated
Crusade
- Added base production points to manufacturing/research/income production tooltips
- Fixed issue where functional components in the ship designer weren't taking the player's techs into account
- Fix for issue where player made ship components would be loaded twice, showing up as duplicates
- Fix for issue where DLC custom ship components would show up twice in the ship designer if launched from the main menu
- Moved improvement gfx from Mercenaries to base gfx folder because Crusade uses them too
- Improvements that use Arnor spice now charge you only once instead of every turn.
- Increase drawing performance on higher resolution displays
- Fixed the "Death Furnaces" ideology description to match its effect
- Research improvements now have a maint of 0.5
- Research buildings no longer have a Promethion cost
- Research based Wonders require Arnor Spice to construct
- There's no limit on the number of cities you can have on a planet but they now cost 1 promethion in addition to food. Again, the idea is that if you have lots of Durantium, use factories to increase the productivity of your population but if you have lots of promothion then people are probably a better bet.

Gameplay / Balance
- Prototype Hyperdrive moves reduced from 5 to 2 to conform to other component performances.
- AI more careful about getting overextended with too many wars.
- Ripe for conquest Diplomatic mod now takes more personality traits into account.
- AI a little more wary of going to war with lots of other players.
- Updated description for personality traits to be more explicit in what they mean.
- Changed planet word on the street text better grammar.
- New mission: Aurorus tree expedition
- Drengin labor camps and such only provide 0.1 population cap increases instead of a full point.
- Reduced power of some of the ideological events.
- Slave trade route benefits balanced to not provide quite as much approval bonus as well as reduce production bonus.
- Balance pass on base game improvements.
- Political Mastery military manufacturing reduced from 20% to 10%
- Planetology +1 raw production bonus removed
- Starport level bonus increased from 0.3 to 0.5 military production
- Space Elevator manufacturing level bonus increased from 0.3 to 0.5
- Fusion Power Plant and other high level mega improvements reduced in effect
- Updated Mercenary abilities
- Certain high level improvements no longer provide an empire wide bonus (particularly ones that can be built over and over...)
- Drengin slave improvements don't increase population cap anymore.
- More balancing to ideological events.
- Pirate event more common
- Evil motivation traits reduced from doubling to something more reasonable
- Updated and rebalanced Mercenary components just for the Mercenaries DLC.
- DLC Mega events:Pirates start with some techs that make them move faster, get some money up front.
- DLC Mega events: The Artifact diplomacy points reduced from 5 to 1 so that you don't just instantly win.
- Updated base game Manufacturing improvements to work better with the "All Construction" adjacency bonuses.
- Map generation balance fixes to make Crusade/base game let idiotic in their resource generation.
- Battle Initiation Window doesn't pop up when you are attacking an asteroid
- Added a Crusade specific FOW coloring.
- Added a Crusade specific starbox.
- Increased number of trade licenses that techs provide
- Tiny hull cost increased from 20 to 25
- Tiny hull maint increased from 1 to 2
- Tiny hull acceleration increased from 0.2 to 0.3
- Tiny hull max speed increased from 0.2 to 0.3
- Small hull cost increased from 30 to 40
- Small hull maint increased from 1 to 2
- Medium hull maint increased from 1 to 2
- Large hull cost increased from 150 to 250
- Large hull maint increased from 1 to 2
- Huge hull maint increased from 1 to 2
- Huge hull logistics cost increased from 12 to 15
- Starbase maint increased from 1 to 3
- Trade Route income reduced from 5% of planet income to 3%.
- Snathi get 4 instead of 3 trade route licenses with Xeno Commerce in order for Stardock to survive their inevitable culling of Earth.
- More typo fixes.
- Rework to various colonization events to give the evil choice more goodies because evil will always triumph because good is dumb.
- Epiphany now costs 2 instead of 1 Spice
- Central Bank provides 1 wealth instead of 100% wealth (was a bug)
- Central bank provides 1 wealth per level
- Starports now cost 1 maint
- Bureaucrats get 10 instead of 25 bonus administrative points.
- New Improvement: Diplomatic Corps. Let's the player train Diplomats.
- Players now start out with a leader.
- Awe trait now provides benefit to all civs rather than just minors since you don't trade with Minors in Crusade
- Interstellar governance now provides a leader upon researching
- Republic government now provides a leader upon researching
- Democracy tech now provides a leader upon researching
- Star Federation tech now provides a leader upon research
- Various high end diplomacy techs now provide a diplomat
- Cultural Influence tech now provides a celebrity
- Xeno Economics now provides an Entrepreneur upon researching
- Xeno Farms now provide 0.5 food per level instead of only 0.3 (along with all the upgrades)
- Various recruit projects on planets cost less but now require a special resource.
- You can now recruit celebrities but you cannot yet eject them into space (patience).
- Treasure Hunt mission is now available at start of the game.
- Prototype hyperdrive base cost increased from 8 to 50 (duh)
- Beam weapons use slightly more mass
- Plasma weapon cost increased from 60 to 70
- Phased cannon cost increased from 70 to 90
- Rapid recharger mass dramatically reduced but cost increased from 12 to 32
- Energy Accelerator mass greatly reduced but cost increased from 23 to 50
- Harpoon cost reduced from 80 to 60
- Photonic warhead cost reduced from 150 to 90
- Triton missile cost reduced from 250 to 120
- Photon Torps reduced from 300 to 120
- Kinetic weapon mass substantially reduced across the board
- Kinetic weapons damage slightly increased
- Quantum Driver cost reduced from 120 to 90
- Singularity driver reduced from 140 to 90 cost
- Rapid reload and other special modules have their cost increased but their mass decreased. Idea is that special modules should be used by wealthy civs.
- If a commander is already in the fleet the "Add Commander" button (if available) is disabled.
- Colony and Constructor module costs reduced from 16 to 10.

UI
- Added new hotkey for building asteroid mining base (defaults to "B")
- Added tooltips to the fleet stats entry in the main game window saying what each stat represents
- Fleets now use the closest star system plus roman numerals for their name when 'creating' a new fleet ('creating' meaning when a single ship becomes a fleet)
- Fixed small space at the bottom of the command buttons list in base game mode
- Added Design Author field to the ship style set editor that shows the ship design's author (hides if it's a core ship design)

Bugs
- Fixed issue where the city improvements were showing as lit up and available to build when there were no more tiles left to place the city on
- fixes issues with some hotkeys not working, like CTRL+S, as well as being unable to assign those keys with flags correctly
- Fixed issue where fleets were getting hidden underneath things like asteroids and rally points when you select the fleet
- Fixed issue where clicking on a different improvement in the planet's build queue would not update the Rush button's tooltip with the correct rush cost
- Fixed issue where a few of the ship components with abilities were not showing up in the fleet/ship abilities list.
high rated
Galactic Civilizations III

Changelog for Patch 2.61 (added 09 November 2017):

Performance
- General improvements to turn times.
- Improved performance on lower end video cards.

Gameplay / Balance
- AI much better about prioritizing construction of transports if they have military dominance.
- Assassination event made more common
- Fixed issue where the AI move limit was being doubled multiplied.
- [Crusade] Factory output increased.
- AI now has a separate mid and late game strategy system rather than relying on a single strategy the entire game.
- Shipyards are no longer transferred to a player when a given player surrenders.
- More techs provide administrative points.
- AI bonuses at higher difficulty levels reduced due to improvements in AI.
- Yellow stars are more likely to have habitable planets than previously.
- Culture Module balance pass (slight decrease in culture output).
- Adjacency bonuses for factories made to be the same as research buildings.
- Cities now require Durantium and Promethion to construct in addition to food.
- Fixing incorrect uv problem on relic
- Changed Work Camp from base 5% manufacturing bonus to 2.5%, which makes upgrading to a Forced labor camp (5%) more appealing
- Added morale bonus to Slave Works upgrade so you didn't lose that bonus from the lower tier improvement
- Updated Yor tech tree so they can build the advanced research and economic starbase modules.

Multiplayer
- [Crusade] Unit's gender is now the same on the peer and the host (prevents desyncs)
- "Word on the Street" calculates the same number of planets for each player (prevents desyncs)
- Fixed various other desyncs
- Custom maps once again load for multiplayer games
- You can no longer eject ships from starbases you don't own. Nasty cheaters!

Bugs
- [Crusade] the planet window now only shows a Legions Available stat, instead of Garrisons and Legions as two separate stats on the screen
- Stationing a transport at a starbase will no longer kill everyone on board.
- The Alerts listbox scrollbar will no longer scroll past the bounds of the listbox
- Starbases now correctly show up in the ship style set editor
- Fixed typos
high rated
Galactic Civilizations III

Changelog for patch 2.70 (added 14 December 2017):

Modders: The game now scans both your base game and Crusade folder on startup. Previously, it would scan just the Crusade folder.

Update 12/13

- Changed Space Elevator bonus from 0.025 to 0.25
- Fixed a problem where if the notification list had multiple entries on one turn and then only one on the next turn, the area under the notifications wasn't clickable

Update 12/12

- A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits).
- Farm level ups increased food production by 0.1 per level
- Biomass Replicator food production bonus reduced from 50% to 25%
- Recruit Citizen now requires Star Federation technology rather than Galactic Governance

Gameplay

- AI increases the odds of building farm improvements if it is running low on food
- AI more aggressive in terraforming tiles.
- AI more aggressive in building up planets before switching to durational
- General AI improvements to what citizen type it will choose based on galactic conditions
- Minor balance pass on Crusade tech tree costs based on recent changes on benefit from improvements.
- Made many of the planetary improvements destructible again based on player feedback
- Removed Megapolis improvement as it is now redundant
- Balance pass on costs based on community feedback
- Increased the money/power cap to 1 million
- Updated the Entertainment Center to use the same stats as Crusade
- Administration Centers now provide the correct additional administration
- The AI no longer queues starbase modules it can't afford

UI

- Added game option to show Turn as a date. Can also click on the date/turn string to toggle between them.
- Fixed issue where you couldn't use the mouse wheel to scroll the startup popup unless the mouse was over the scrollbar itself
- Fixed sorting issue for ship designer functional components

Bugs

- Fixed issue where asteroid system was checking for ownership changes constantly, instead of at the beginning of each turn This was producing false alerts for asteroid bases culture flipping
- Fixed crash at the end of the game. On large maps and/or long games, the game was still processing turn stuff in the background while it was trying to upload game results.
- Fixed issue where global modifiers were not being applied to the player (eg. Galactic Events like Blood Lust)
- MP: Fixed a desync that happened around turn 200.
- MP: Fixed a desync related to mining bases and influence areas.
- Fixed a few crashes related to the game to access hidden screens
Post edited December 14, 2017 by DeMignon
high rated
Galactic Civilizations III

Changelog for Patch 2.80 (09 February 2018)

- Required starbase spacing reduced from 4 to 3.
- Balance pass on defenses based on new combat update that makes defenses a lot more worthwhile.
- Updated AI ship blueprints to reflect the changes to the battle system.
- Pacing improvements for the Crusade tech tree.
- Fixed typo. Near bay ships...to Nearby ships.
- Industrial Sector maint reduced from 2 to 1
- Recruit Celebrity requires an Aurorus Arbortetum instead of Helios Ore because, uh, why would any celebrity be interested in raw ore? How does that even work? Hey, famous movie star, here's some metallic ore for you. Please do a USO tour. Because... you know, you'll get some ore! As the famous saying goes, you will attract more celebrities with flowers than...ore.
- Fixed shipyard window to always show the military production generated by the sponsors regardless of if there's a ship in the build queue or not
- Fixed issue in influence system where it was displaying "Foreign ship in your ZOC" alerts for ships owned by allied players
- Torians can once again increase their population cap (opt-in bug)
- Restored missing improvement and tech text that was missing from the opt-in.
- Commander ships are no longer stackable in a fleet
- Mega Resort -- changed the bonus from +25% bonus to a flat +4.
- Financial buildings now provide +1 to influence growth
- Major boost to defenses: Defenses are now reduced by the squareroot of damage rather than full damage making defenses much better.
- Base Research Lab returned to base game
- Cultural Festival now requires Cultural Influence
- Peacekeeper event won't trigger until at least turn 200 (instead of 100)
- Defenses on Peacekeepers reduced so that they can be worn down faster.
- "Go to" renamed to Auto Pilot.
- More AI research focus attention
- AI improvements to planetary improvement choosing.
- Cosmetic change to the FOW color.
- Cosmetic change to the size of ships on the main map.
- Cosmetic change to the starbox visuals.
- When receiving messages from a Civ, it names the Civ in the title bar.
- Added tooltips to the various "idle" button states.
- Added tooltip support for notifications.
- Clarified message for insufficient population to eject a colony ship.
- Crash fix in the event that the AI can't negotiate with another AI for a tech trade.
- Fixed AI related multiplayer desync bug
- AI better at early game administration resource and late game invasion legions
- Upgrading to a ship to a colony ship class penalty increased.
- You can no longer colonize planets with empty colony ships. This also addresses a problem where the Yor AI could quickly colonize the entire galaxy.
- You can no longer launch colony ships from a starbase without population

Gameplay

- AI now will adjust how big its fleets need to be based on the assignment of the fleet. Thus, scouts and survey ships don't need escorts while mega fleets now need larger fleets.
- AI smarter at picking quality ship designs.
- AI much better at going after key technologies based on the conditions of the game
- Streamlined the base game tech tree.
- Tweaked the AI fleet governor to use defenders.
- Adjusted the culture tree to be more in line with the planetary improvements
- Set default colony ship population to 1.0
- Minimum population for colony ships increased from 0.5 to 1.
- Decreased the spacing between civilization starting positions and pirates
- Base game laser weapon now comes with Militarization tech.
- Nerfed several of the crazy Lost Treasures DLC rewards
- Navigation Center is now a Galactic Wonder
- Eliminated ship moves going up based on the level of certain planetary improvements
- Galactic Navigation Center global moves decreased from 3 to 1 (yeeesh!) ...and it now longer provides an additional 0.5 points per level! (double yeesh!)
- Galactic Navigator's Guild benefit reduced from providing 4 moves per turn to 1! ...and it no longer provides an additional 0.5 points per level in moves!
- Galactic Mainframe research bonus increased from 0.3 to 0.5
- Starport level benefit increased from 0.5 to 1
- Synthetic Race population increase Promethion cost reduced from 10 to 1
- Synthetic Race population increase Duranitum cost reduced from 5 to 1
- Synthetic Race population increase improvement increases by 0.5 instead of 1
- Changed default invasion from 1 legions to 2.

Bugs

- Base Game: Custom factions with the "Raider Ship Style" will now get the proper ships awarded by events and anomalies.
- Fixed crash in battle tooltip if privateer is stationed by itself in a starbase or shipyard
- Fixed several improvements tooltips that were saying they were both "one per player" and "one per galaxy"
- Fixed typos and sTough
- Added dialog if the game fails to start because the graphics driver fails to initialize. This is usually caused by out-of-date drivers.
high rated
Galactic Civilizations III

Changelog for Patch 3.00 (added 11 April 2018) - Part I:

Hello!
Today we are releasing v3.00 which is a massive update to the game. This update is required in order to be able to access the content from the Intrigue expansion. Here are some of the major new features:

Features
Taxes
- You can set your tax rate on the govern screen. Increasing the tax rate will decrease your Civilization's morale. You can decide if you want your GDP to remain in the hands of your citizens, or go toward supporting your latest war effort or infrastructure project. Note that high taxation does not effect the morale of synthetic species, feel free to give everything to government when playing the Yor.

New Tutorial
- Updated tutorial and a re-worked user experience to better introduce new players to the game

Tourism
- Tourism is now based on the amount of tiles you own. This is doubled if these tiles are connected to your home planet and multiplied by Tourism improvements on each colony. The more Influence you have, the more space you control, the more money you will make from Tourism. (this change requires Crusade)

Food
- Arable Land has been added. Most planets have at least 1 arable land tile. Don't worry you can destroy pretty nature and build a parking lot. Farms can only be built on arable land. Cities no longer require special resources, just food. The higher the class of the planet, the more likely it is to have Arable Land. (this change requires Crusade)

Extreme Worlds
- Extreme planet frequently increased substantially.
- Corrosive Worlds: Can be colonized by Carbon based life but not by Synthetic without tech
- Bacterial Worlds: Can be colonized by Synthetic but not by Carbon without tech
- Frozen worlds: Can now be colonized by Synthetic civs without tech
- Barren worlds: Can now be colonized by Synthetic civs without tech
- Radioactive worlds: Can now be colonized by Silicon civs without tech

AI
- AI is more likely to request tribute.
- AI will use larger ships for defender class vessels
- AI values trade routes based on wealth rather than pure quantity
- New AI evaluation system for deciding when to build large ships vs. small ships.
- AI now updates its ship blueprints when a tech is researched rather than every N turns reducing turn times and making the AI smarter.
- Improvements to AI research
- AI is more willing to talk to players it doesn't like.
- AI will talk more to you regarding your evil immoral ways.
- Made AI "dumber" on lower difficulty levels.
- Slight HP adjustment on genius AI.
- Improved AI researching of extreme planet techs
- AI will give extra defense coverage for its capital world.
- AI is better at stationing defenses around key worlds rather than spreading them evenly.
- AI smarter about how many ships to keep in orbit based on planet class and other factors
- AI smarter about when to build defenders
- AI slightly smarter in handling garrisons
- AI improvements in research choosing
- Better AI constructor navigation late Game
- AI a lot smarter about trading resources with player to match marketplace pacing.
- AI defends worlds a tiny bit better.
- Decreased the default AI difficulty to beginner
- Weakened AI fleets will now intelligently regroup behind the lines to reform larger fleets rather than fight to the death. AI Supreme Commander now looks at fleets as pieces of a much larger task force.
- Reduced the AI war threshold from -5 to -3
- Proclaiming friendship with someone will make their enemies dislike you more.
- AIs that want to go to war who are running a government that can't go to war will switch to a form of government that can declare war upon their next opportunity so that they can declare war.
- Small adjustment to the weighting of transport ships so that the AI is more likely to build them if it has none of them at all.
- AI more likely to place legions on important planets.
- AI more likely to rush defensive ships if it feels it is threatened.

Balance
- Tourism buildings converted to the new system.
- Maintenance introduced for many planetary improvements to balance the new tourism money
- Galactic Colony Capital converts 2% of tiles into tourism money
- Normal colony capital converts 1% of tiles into tourism money
- Balance pass on ship hull maint.
- Reduced starbase maintenance on early modules.
- Reduced starbase mining output to be more balanced.
- Update Culture Traits and Improvements to be the same in Base as in Crusade.
- Adjust Biosphere Perfection description to be more generic, since the planets unlocked are now dependent on the race type.
- Space Elevator level up bonus increased from 0.5 to 1.0
- Xeno Factory cost reduced from 200 to 100
- Resistance planet traits changed to military
- Remove durational planetary projects
- Balance pass on ship designs for the AI to generate better ships.
- Combat Rating adjustment to be more accurate.
- Stellar Bomber now starts favored by default
- Cosmetic numbering changes for hull sizes (i.e. how many crew they hold)
- Smaller ships now move faster
- Reduced advanced defense costs
- Phasor effect is blue-ish instead of green-ish.
- Most improvements are now destructible
- Modest increase in cost to improvements
- General moving around of improvements in the tech tree to reduce the number of improvements early game to just ones that the player might actually use.
- Approval growth curve changed to provide more benefits and more penalties for high and low approval
- Capital World now provides 4 morale by default (instead of 2)
- Colonies now start with 3 morale (instead of 1)
- Increased the colony capital raw production default from 1 to 5 to improve early game pacing
- Increased the weighting of HP when determining starship strength.
- Move Solar Power plant to be unlocked by Advanced construction in base game.
- Improvements now give a percentage of their production cost as credits when destroyed
- If a player doesn't have any ideology traits unlocked, the primary ideology is now determined by the ideology personality trait, instead of always returning neutral
- Alliances can expire.
- Added checks to diplomacy system to make sure that you can't offer non-aggression treaty to ally.
- Moved Planetary Invasion up in the technology tree so invasions can begin earlier.
- Shared borders diplomatic penalty increased but greatly decreased for certain personality types.
high rated
Galactic Civilizations III

Changelog for Patch 3.00 (added 11 April 2018) - Part II:

UI
- Added a new popup giving a brief overview of 3.0 features.
- Added suggested system specs for different map settings
- Minor tweak to music for planet window.
- Polish pass on the shipyard screen
- Renamed Jamming to Dodge.
- Fixed a case where the Bazaar button tooltip said it was not available when it is
- Fixed issue with stat breakdown tooltip and tourism tooltip where it was doubling up multipliers it should've been aggregating
- Fixed several cases where UI was breaking in medium UI
- Moved tactical speed to be grouped with other stats under Ship Role on the shipyard screen
- Removed Attached Starbases line from shipyard screen
- Fixed issue where the approval breakdown tooltip headers weren't accounting for the unrest and colony limit modifiers
- Added tooltip to "Set Capital" button
- Shrink queue in the Planet Window
- Added max players enforcement (controlled by cap categorized by galaxy size)
- Approval rate displays as a % on the top right instead of just an integer.
- Updated the social/military manufacturing breakdown tooltips to be more accurate to how the math is being calculated for the stats
- Fixed issue where the max num of players wasn't being updated whenever a custom map was selected
- Fixed issue where influence tooltip was sometimes showing up blank on the edges of larger influence blobs
- Updated net income tooltip to be more coherent
- Tweak text in the Production window tutorial description to reflect button title change to Civilization.
- Colony income, tourism income, and commonwealth income are now always displayed on the economy screen
- Added patch notes pop up window
- Adjust size of the Anomaly Window to fit longer anomaly descriptions and bonuses.
- Extreme Planet Icons are no longer too small on 4K screens
- Radial icons were too small in larger resolutions

Performance
- Power consumption tweak for Surface Pro users.
- Broad reduction in memory requirements.

Map Sizes
- Update to map sizes for better balance:
- Tiny: 20 to 28 sectors
- Small: 36 to 40 sectors
- Large: 90 to 70 sectors
- Huge: 120 to 90 sectors
- Gigantic: 180 to 120 sectors
- Immense: 250 to 150 sectors (didn't touch the really big map sizes so the lunatics -- you know who you are -- won't murder me).

Fixes
- Typo fixes
- Fixed an issue where players with a galactic wonder queued on one planet could start building it on another
- Fixed to fix memory overruns which lead to crashes
- Fixed several crashes related to destroying planets
- Fixed a rare crash related to fighting near starbases or shipyards
- Adjust size of Anomaly window to fit longer anomaly descriptions and bonuses.
- Added checks to the invasion system to prevent a possible crash
- Crash fix for the case where a personal transport is using a ship design it can't find.
- Fixed a formatting issue with ship production on the economy screen (extra space)
- Fixed missing Nebulas in the base game
- Added a fix for galaxy starting without a planet
- Fixed several crashes related to destroying planets
- Crash fix for the case where a ship design is missing a component.
- Fixed exploit whereby the player could potentially trade an AI to an alliance no matter what else was happening
- Fixed issue where it would play the "bought" sound when using the "Build Asteroid Mining Base" hotkey, whether you could afford it or not
- Fixed issue where changing ownership of a station wasn't properly ejecting the other faction's ships from the station
- Fixed missing Artocarpus Viriles icon
- Fixed issue where trade values that evaluate to negative would screw up the pie bar display in the trade screen
- Fix missing sort descriptions on for some of the Generic Tech Specializations.
- Fix for crashing events that spawn ships in a player's territory.
- Fixed issue where the loading window was not unhiding whenever starting a multiplayer game as the client.
- Added null checks to invasion system to prevent a possible crash
- Crash fix for the case where a personal transport is using a ship design it can't find.
- Fixed a formatting issue with ship production on the economy screen
- Added code to check to see if a custom faction was loaded in intrigue without a valid tech tree (because crusade was disabled) and tries to fix the tech tree value

Mercenaries
- Happy People mercenary nerfed. Provides 3 morale instead of 5.
- Fix assorted mis-matched descriptions on the mercenary ships.

Crusade
- AI more likely to have garrisons on planets.
- Shared borders without a treaty has greater negative relations impact.
- Central Bank now provides +5 raw wealth
- Hot Springs benefit reduced from +2 to +1
- Pilgrims mission benefit increased.
- Farms no longer have a maintenance cost.
- Eliminated resource costs (other than food) from Cities
- Market Center provides +1 to approval in adjacent bonuses rather than wealth
- Entertainment Networks now provide wealth bonus to adjacent tiles rather than approval
- Reduced the mining power of starbase mining operations (this is to balance the reduced costs of resources elsewhere)
- Balance pass on starbase defense bonuses
- Snuggler Colony gives approval bonus to adjacent tiles. I mean, they're snugglers after all!
- Lots of balance changes to make the technology tree progression more responsive to the player.
- Brutal soldering benefit changed to a %.
- Ideology cost goes up equally in all categories to encourage players to pick an ideology and stick to it.
- Thalan now receive Eminence instead of Star Federation tech for free
- Xenophobic ability now has a substantial influence penalty
- General balance pass through the improvement tree to reduce the amount of resources needed to go with the recent reduction to the mining capabilities.
- Several technologies now provide a percentage bonus to growth
- Legions only require Durantium to train.
- Colony Capital now provides Approval to adjacent improvements
- Colony Capital now provides Population bonus to adjacent improvements
- Most galactic achievements or special improvements now require an exotic resource.
- Interstellar Mining brought forward into the tech tree
- Updated Planetary Defense Dome tech to give a resistance bonus instead of Planetary
- Defense since the Planetary Defense stat is no longer used in Crusade.
- Removed the pointless enhanced training specialization tech group.
- Tweaked the preference weight of the garbled text so that other garbled text options have a chance of being used.
- Manufacturing Capital now provides a +5 level to adjacent tiles instead of 3.
- Reduced growing tech cost slightly.
- Mission reward for treasure hunt max reduced from 500 to 300.
- Upgraded colony capital morale given +1 more.
- Fixed invasion crash due to not having enough swarm particles.
- Balance pass on Crusade Improvements.
- Invasion crash fix.
- Fixed a crash when trying to use a civ created in Crusade in base game
- Custom factions can now get the "Overlord"
- Fixed to fix memory overruns which lead to crashes
- Fixed an issue that caused the game to disable music if you use specified music for an event
- Updated the Espionage HUD icon to be more sneaky
- Space Elevator level up bonus increased from 0.5 to 1
- Xeno Research Lab cost reduced from 100 to 75
- Reduced the factory production bonus slightly.
- Exploration Treaty moved earlier in the tech tree.

Precursor Worlds
- Reduced credits from anomalies by about 20%
- Fixed a lot of incorrect text descs on the precursor anomaly (says it gives 500 research when it actually only gives 300, etc).

Revenge of the Snathi
- Reduced the Snathi mining modifier from a flat 1 to multiplier 0.2
When Can we get patch to 3.01 ?? too many CTD's after about 100 - 150 turns can't finish game