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Galactic Civilizations III v.Next - Beta Now Available

Published on Wednesday, May 26, 2021 By redskittlesonly In GalCiv III News

Galactic Civilizations III's next update is now in opt-in and ready to test out! Players can expect tons of improvements and user requested changes, check them out below:
 
 
GalCiv III v.Next Changelog
  • Tiny hull receives +2 speed buff
  • Small hull receives +1 speed buff
  • Cargo hull cost increased
  • Slight bump to improvement costs.
  • Colony ships cost more
  • Prototype hyperdrive requires anti-matter instead of Promethion
  • Fixed bug that could cause an AI player to rush a ship when it didn't want to.
  • Easier difficulty levels made easier with "dumber" AI.
  • Default player count per map size increased:
    - Small: 3 to 5
    - Medium: 6 to 9
    - Large: 8 to 11
    - Huge: 12 to 17
    - Gigantic: 16 to 21
  • Star distance reduced from 7 tiles to 5 tiles.
  • AI more reasonable in tech trading
  • Planetary Improvement tech increases admin points +1
  • Colonial Engineering tech increases admin points +1
  • Artificial Gravity tech increases admin points +1
  • Interstellar Resupply tech increases admin points +1
  • Xeno Commerce tech increases admin points +1
  • Xeno Entertainment tech increases admin points +1
  • Maps given more habitable planets:
    - Tiny map habitable planet count increased from 32 to 36
    - Small map habitable planet count increased from 40 to 48
    - Medium map habitable planet count increased from 100 to 120
    - Large map habitable planet count increased from 200 to 250
    - Huge map habitable planet count increased from 300 to 320
    - Gigantic map habitable planet count increased from 400 to 450
    - Immense map habitable planet count increased from 500 to 550
  • Content approval threshold reduced from 45% to 40%
  • Starting year increased from 2242 to 2243 for Retribution
  • Starbase particle beam support weapon no longer requires Elerium
  • Starbase Stinger missile support eapon no longer requires anti-matter
  • Starbase Shield Generator support module no l,onger requires Elerium
  • Starbase Point defense support module no longer requires Elerium
  • Starbase Titanium plate module no longer requires Durantium
  • Starbase perimeter Scanner no longer requires Durantium
  • Starbase sector scanner Durantium cost reduced from 2 to 1
  • Starbase modules resource cost reduced by 1
  • Starbase Archeology module benefits increased
  • Starbase level 1 economic modules no longer require special resources
  • Planet class 26 added
  • General balance of planets classes moved down some.
  • Players can start slightly closer together.



We'll be updating this list as we put out new updates. We have a lot of plans for this Summer.

To Access

Go to Steam, go to the properties, go to Betas and choose the Opt-in (regardless of what it's labeled).