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BoomBoom
11-09-2017, 05:05 AM
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Galactic Civilizations III v2.60+11xDLC-GOG (PC/ENG/2017)
English | PC | 2017 | 8.72 GB
Genre: Strategy | Turn-based | Sci-fi
Never the same game twice, Galactic Civilizations III is the largest strategy sandbox ever made. Each new game offers an array of options as you set it up - choose your map size, abundance of planets and resources, frequency of events, and more for a unique play experience every time.

Galactic Civilizations III also removes linear victory conditions and offers you multiple objectives that you can choose to pursue in order to win, such as military conquest, cultural domination, technological ascension, or political alliances. The new multiplayer capabilities also allow you to expand your challenges and fights beyond an AI in order to face off against fellow players. All of this, topped with a rich and in-depth custom ship designer ensure an immersive and exciting experience as you decide how to rule your galaxy.

Never the same game twice: Play in the ultimate sandbox where each game has a unique map, worlds, and challenges to face all on a massive scale. Play against 16 to 100 opponents.
Multiple paths to victory: Win through military conquest, cultural domination, technological ascension, or political alliance.
Story-based campaign: Get brought up to date on the 20-year story arc behind the rise of humanity in the 23rd century.

Includes:
> Soundtrack
> Registration Gift DLC
> Map Pack DLC
> Revenge of the Snathi DLC
> Mega Events DLC
> Precursor Worlds DLC
> Mercenaries Expansion Pack DLC
> Builders Kit DLC
> Rise of the Terrans DLC
> Lost Treasures DLC
> Altarian Prophecy DLC
> Crusade Expansion Pack DLC

Patch Notes:

Patch v2.60 (12th October 2017)

Base Game

Gameplay / Balance
Custom factions are available in MP.
High-level factories require Durantium to build.
Fusion Power Plant requires 1 anti-matter to build
Research Cloister Promethium cost reduced from 10 to 5
Cities can be built any number of times on a planet but now have 1 Promethium 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.
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 eventsirates 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)
Added personality traits to Diplomacy Report Window

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
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
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

Crusade

Gameplay / Balance
Custom factions are available in MP.
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.
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 eventsirates 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.
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

Patch 2.50 (15th September 2017)

Important

Save games from earlier versions of the Galactic Civilizations III will not be supported. Yet, the previous 2.33 build is available as beta called "Galactic Civilizations III: Classic". Mods will likely need to be updated as well.

Mods will likely need to be updated as well.

Consolidation Detailed Changes

Merged Crusade and "base" game code. There is now only one exe for both products. Most fixes and improvements will be shared between both games.
The following Crusade specific game play elements are disabled in base game: Citizens, Invasions, Promotions, Espionage.
Base game players continue to have following:
Use the Production Wheel (instead of Citizens) to adjust your planetary and civilization economy. Note that we've removed coercion from the game
Invasion system 1.0
Minor Civilizations 1.0
Administration points are tied to galaxy size rather than citizens.
Base Game changes from Crusade
Crusade and Base game now share a common UI base. Aside from elements tied to version specific features, the UI looks identical between the two versions. For base players, this means a cleaner and more functional UI.
Resources system overhaul. Resources accumulate over time, are required for more ships and improvements, and are more valuable in trading.
Starbases are now upgraded using resources, not constructors.
Updated the diplomacy screen window.
Improvements to the Diplomacy and trading system to use the new resource system; as well as more intelligent and fun to trade with.
Cities/ Food you now use food (a resource) to build cities, which determine your colony's population cap. Food can be traded, just like any other resource.
Added "word on the street" quick feedback on the status of your planet.
Merged down some of the alerts from Crusade
Crusade specific elements of civ builder are disabled in base game mode.
Race Type and Starting Fleet are hidden outside of Crusade
Citizen portraits/names buttons hidden outside of Crusade
Flavor Text portion replaced with customizing startup screen outside of Crusade
Disabled Fleets tab outside of Crusade

Missions

Ship designer is now on the main menu
Moved game text down to base data files. This will make future changes much easier.
Merged many asset files (music, sounds, special fx)
Merged over the improved Crusade version of icons, improvements, and planetary tile thumbnails.
Removed a lot of redundant game data from Crusade and the base game.
Updated the base ship design files to use their Crusade versions (which look nicer).
Updated Ship class defs and ship style set defs so that there is only one ship class defs file and the defs say which uses them.
Made substantial improvements to the DLC data system that improves stability and speed.
Use "-DisableDLC "Crusade" to disable Crusade.
Moved custom data templates to the base game folder and renamed the files to be a little clearer. Changed the Conversation System to use the new location. (Modders! This might affect you).
Moved all the schema from Crusade down into the base schema folder. (Modders! This will very likely affect you).

Base Game Improvements

Gameplay

Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
Every unit of population now produces 1 raw production point.
Eager bonus reduced from 1 per conquered planet to 0.25
Rush cost multiplier increased from 10X to 20X
Coercion penalty eliminated
Base population growth reduced from 0.2 to 0.1
Tech inflation increased from 0.01 to 0.02
Asteroid base cost reduced from 500 to 100
Base colony production points reduced from 5 to 1
Capital world population cap reduced from 10 to 5
Default colony population cap reduced from 5 to 3
New Improvement: Space Elevator
New Improvement: Computer Core
New Improvement: City (consumes food to provide population)
New Improvement: Administration Center (build to get more administrators, consumes food)
General re-balance to planetary improvements to go with the new population model
Improvements changed to support the new differentiation between military manufacturing and social manufacturing
Various improvements are now set as indestructible to eliminate various cheese strategies
Yor can increase population easier but it now costs a Durantium to do it.
Improvement maint. generally reduced
Eliminated Colonial Hospital Improvement.
General balance update of improvements to deal with the new resource system.
Economic Stimulus now doubles planet's economy rather than provide a 5% bonus
Research Project doubles planet's research.
Cultural Festival doubles planet's influence production.
Birthing subsidies double planet's birth rate.
Planet features (Cataract, etc.) updated to support new social/military manufacturing system.
Weapon systems now use some resources: Antimatter for high-end missiles, Elerium for high-end beam and Thulium for high-end kinetic-weapons.
General reduction of maint costs for weapons
Updated balance of weapons based on feedback
Hull costs increased to deal with inchard coded50 to 50
Shipyard cost reduced
Starbase defenses reduced from 10 to 5
Influence starbase modules greatly increased in power.

UI

The Production Wheel now dynamically resizes to its parent window
Removed an ancient camera control window that no longer used.
Updated the Title Window to work with both Crusade and Mercenaries.
Fixed title of Load Transport Popup Window
Removed text for obsolete ships that weren't being used.
Reduced AI bonuses at higher difficulty levels since the AI itself is now much smarter.
Added special popup message if the player tries to load an older save game
Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat

Bugs

Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.
Added ghosting to data compiler so that the game does not appear to be hung when starting up.
Fixed potential crash in movement phase from trying to using a null pointer.
AI won't send colony ships off the map when intentionally missing a distant planet
Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
Fixed a GWG bug where the base game administrators didn't show up on the first turn
Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
United Planets actions are now handled by the host (adds stability, and prevents checksum error)
If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.
Updated the Title Window to work with both Crusade and Mercenaries.
Fixed issue where Administration tooltip wasn't showing correct available administrators number in base game mode
Fixed issue where "Report" button on ship context window did not actually bring up the faction report screen
Fixed issue where the social/military manufacturing tokens were not clearing whenever manufacturing was at 0
made it so that manufacturing is always split, whether the colony is sponsoring a shipyard or not
Fixed issue where when you purchased a mercenary, the rest of the entries would no longer display their resource cost (you were still prevented from buying the merc, but it gave the illusion that all mercs lost their resource cost)
On the ship context window, the "Report" button is now disabled for special players (like the Dread Lords)
Added error code for transport having no population
Re-implemented the error for "Not Enough Administrators" as it was sometimes not showing up at the right time.
Added stability to the Influence Border System
Fixed issue where the AI could set a ship's destination to a negative y value
Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
Added new material def for rally points (all rally points now use this material instead of the faction materials)
Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases
Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
Message box errors on invalid starbases and civs are hidden unless it's running Crusade mode.
Added null check to prevent crash when mousing over a fleet in the map editor
Fleets are now named using the owning faction's full name, instead of the short name
Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
Fixed MP data loading to better handle mismatched DLC.
Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required
DLC 4 (Precursor Worlds)

Production point bonus from one of the events reduced from 4 to 3
Production point bonus from Precursor exploitation reduced from 30 to 3
There's a bunch of the above. Insta-win if you got one of these.
Expansion 1 (Mercenaries)

Mercenary costs increased substantially
Mercenary ships that cost resources cost when you buy them rather than per turn
Mercenary tag added to the mercenarydefs.xml
Crusade

Gameplay

Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
Population to raw production now 1 to 1.
Starting capital world population reduced from 10 to 5
New improvement: Administration Center. Provides an Administration point
Basic laser renamed Enhanced laser as it requires Elerium
Starbase default defenses nerfed somewhat
Starting credits increased from 2500 to 3000
Rush cost multiplier reduced from 25 to 20
Tech inflation added. Now to the 1.02 power.
Governors more friendly to synthetic populations
General balance pass on planetary improvements to go with the new population model
Unique planetary improvements can no longer be destroyed
Planetary Invasion is now in the Age of Expansion (arrives earlier)
Various tweaks to planet features for better pacing
Slight reduction in cost for civilian ship components
Substantial increase in the cost for military ship components
Fixed issue where some improvements would switch their bonus when they upgraded which caused them to be inferior in some cases
General balance pass on weapon values based on feedback
Shipyard HP increased from 25 to 50
Tweaking to various planetary resources to improve pacing.
Calculation of player objects moved out of update AI to improve multi-core stability
Fixed bug where the human could exploit the AI for free ships if the AI treasury was negative (ya bastards!)
AI more risk taking with its colony ships
AI now has its own fleet formation function to avoid ships not becoming fleets (safe)
Fixed bug that would prevent transports from finding a destination in some cases
AI much better about saving up its resources to use with ships
AI much MUCH better at building up its planets, using farms, building cities, etc.
Fixed issue where the Yor would not build up its planets because it was obsessed with reproducing.
AI will replace existing weaker improvements with superior improvements late game.
AI much more careful about rushing improvements and ships to keep a decent bank balance so that it can better build up asteroids, hire mercenaries, etc.
AI functionality to determine tiles it should replace with newer improvements.
AI better at fleet handling.
Fixed bug where the AI didn't always recognize the human was trying to culture flip their Planet
Default players per map size updated:
Tiny: 3 to 2
Small: 4 to 3
Medium: 8 to 6
Large: 12 to 8
Huge: 16 to 12
Gigantic: 20 to 16
Excessive: 30 to 32
Crusade owners will now play the base game campaigns using the base game rule set (e.g. without Citizens, Espionage, etc.).

UI

Removed an ancient camera control window that no longer used.
Updated the Title Window to work with both Crusade and Mercenaries.
Removed text for obsolete ships that weren't being used.
Made the Administration Center precluded by synthetic and silicon based life for Crusade
Base game now has the same (substantially lower) ship maintenance values as Crusade.
Added special popup message if the player tries to load an older save game
Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat

Bugs

Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
Fixed issue where AI would destroy improvements that were indestructible.
Fixed bug where the approval would get stuck at 100% if certain events triggered
fixed Recruit Entrepreneur description text to not say it's recruiting a Scientist
Various null pointer crash fixes.
Added stability to the Influence Border System
Fixed issue where the AI could set a ship's destination to a negative y value
Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
Added new material def for rally points (all rally points now use this material instead of the faction materials)
Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases
Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
United Planets actions are now handled by the host (adds stability, and prevents checksum error)
If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.
Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.
Added ghosting to data compiler so that the game does not appear to be hung when starting up.
Fixed potential crash in movement phase from trying to using a null pointer.
AI won't send colony ships off the map when intentionally missing a distant planet
Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
Added null check to prevent crash when mousing over a fleet in the map editor
Fleets are now named using the owning faction's full name, instead of the short name
Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
Added Rally point material to Crusade material defs to so they don't sometimes disappear.
Fixed MP data loading to better handle mismatched DLC.
Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required

Patch 2.33 (14th 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.

-

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.

Patch 2.31 hotfix (21st July 2017)

Adds German localisation
Some tweaks to Russian localisation

Patch 2.31 (12th July 2017)

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.
Minimum system requirements:

Windows: 7 / 8 / 10 64-bit ONLY
Processor: 1.8 GHz Intel Core 2 Duo / AMD K10 Dual-Core Processor
Memory: 4 GB RAM
Graphics: 512 MB DirectX 10.1 Video Card (AMD Radeon HD5x00 Series / Nvidia GeForce 500 Series / Intel HD 4000 or later)
DirectX 10
Hard Drive: 12 GB HD space
DirectX Compatible Sound Card
Broadband connection for Internet multiplayer
Mouse, Keyboard

Recommended system requirements:

Windows: 7 / 8 / 10 64-bit ONLY
Processor: 2.3 GHz Intel Core i5 or Equivalent Processor
Memory: 6 GB RAM
Graphics: 1 GB DirectX 10.1 Compatible Video Card
Hard Drive: 15 GB Hard Disk Space
DirectX Compatible Sound Card
Broadband connection for Internet multiplayer
Mouse, Keyboard
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