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Galactic Civilizations III download

Free Colonize planets, build starbases and fight for freedom
2.6 (latest)
Nov 27, 2017
1.8
Jun 21, 2016
1.5
Jan 4, 2016
1.4
Nov 16, 2015
1.3
Sep 14, 2015
1.2
Aug 14, 2015
1.1
Aug 22, 2015
1.0
May 16, 2015

What's new


v1.8 [Jun 21, 2016]
Version 1.8 has a pretty substantial update in terms of the underlying plumbing of the game as well as new features.
A lot of work has been spent on the multiplayer parts of the game. While few people currently play GalCiv III multiplayer, it is a part of the game that we want to improve the general robustness on as it, in turn, makes the single player game more robust.
We are also putting some work into the AI diplomacy. This is mostly about making the AI substantially more sophisticated when dealing with other players.
As you can see in the screenshot, we are also bringing back asteroid mining in 1.8.
Road Map 2 is in the works
image
For fans of Galactic Civilizations III this next year is going to be pretty exciting. There’s going to be a stand-alone expansion for the game next year (and “expandalone”). All DLC for GalCiv III will work on it as well but the main thing is that like GalCiv II: Dark Avatar and Twilight before it, this will be a major revamp of the entire game from top to bottom.
Now that the GalCiv III engine is maturing along with the completion of Ashes of the Singularity we can turn more attention to the next phase of GalCiv III.



v1.4 [Nov 16, 2015]
AI
The AI does a much better job at building worlds
Added AI governors to better manage starbase construction
Improved budget management
Improved constructor movement logic
Governors
Player governors do a much better job of building planets
Added spending foci to the planetary screen. This allows players to shift their planetary production between manufacturing, research, or wealth.
Added a Balanced Governor type that builds worlds that are balanced between manufacturing, research, and wealth spending.
Known issue
Players who haven't updated to 1.3 previous to this update will need to delete the following directories and their contents:
My Games/GalCiv3/gfx
My Games/GalCiv3/Screens
Change Log
AI Changes
AI creates specialized planets instead of generic worlds.
AI prioritizes building starbases around planets instead of strictly claiming resources.
If the AI determines that it is overspending and cannot support the fleet size, it will aggressively decommission ships. Older ships are decommissioned first.
Improved AI and Governor planetary project (e.g. Economic Stimulus, Cultural Festival, etc.) selection
After conquering a planet, AI will pick Governors based on the existing improvements.
AI now picks Governors based on planet bonuses.
AI now uses spending foci.
AI tech Governor now has a better tech order provided.
AI will no longer overbuild starbases and it only builds what it wants to build.
Add Governors for the AI to manage Starbases.
Tweaked the AI War strategy to focus a bit more on Research.
Improved Constructor movement logic:
- Constructors will no longer get stuck in a logic loop when entering dangerous areas.
- Fixed weird edge cases regarding constructor building rings and resource capturing.
Made the AI research weapons better by increasing the priority of all weapons types slightly to work better with tech governors.
Added multiple new AI prototype blueprints and designs such that the AI is now much better at using Resources to kill you.
AI ships now patrol their territory if they do not have a specific target.
AI now use shipyards and planets as rally points.
Adjusted levels at which the AI will start decommissioning ships
Fixed a bug where the AI was being notified that a ship has stationed in a fleet when it wasn't.
Weak ships will fall back to starbases.
The AI will now prefer to build up transport fleets before building attack fleets. This will make AI invasion fleets stronger and invasions easier for the AI.
Governors
Added spending percentages to the manufacturing, research, and wealth tooltips. For the manufacturing tooltip, also added social and military percentage information. This help clarifies the effects of the new spending foci
Added spending focus to the planetary screen. This allows players shift their planetary production to manufacturing, research, or wealth. Choosing a focus diverts 25% of the planetary production to that area.
Added a "Direct Control" governor that allows players to manually place planetary improvements (similar to the old "remove governor" button)
Added a Balanced Governor that builds worlds that are balanced between manufacturing, research, and wealth spending.
Gameplay
Added new Military Subsidies Planetary project that funnels excess social manufacturing production into a sponsored shipyard.
Created new Moral Allowance planetary project that funnels social manufacturing production into boasting the planet's morale.
Lowered tech weights on some defense techs.
Drengin are now able to build Approval starbase modules.
Tweaked the common medium habitable planet from 25 to 22
Increased the priority of life support on most blueprints.
Lowered mass of several components slightly
Diplomacy Polish
In the trade window, added the relations slider underneath the Leader's name
Diplomacy Trade screen: added confirmation before declaring war
Added mouse tooltip to the "speak to" button if the opponent wasn't available for trade
Add an "available to talk" icon to faction power list on the main screen
Trade screen: collapsed ships stay collapsed each time between screen transitions
Trade offers should properly consider the credit value of a stack of items.
The cancel button in the "Home Star System Window" now works properly






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