v2.20 improves AI, Balance, and Gameplay
Published on December 17, 2015 By Island Dog In GalCiv II News

 

The crew here at Stardock cares a lot about our community and the games that we produce for you.

That's why we're pleased to announce that version 2.20 for Galactic Civilizations II
is available for you today! 

Even when a title is "finished" and put out to market, there are always little things we find that could use a tweak or a change here and there. We also know what it's like to enjoy an old game so much that you keep going back to it, even when there are newer and "better" versions of it out there. 

With help of some awesome community members, the Dev Team has taken all of the suggestions and implemented them into this update. You can find he entire change log (spoiler alert: it's long!) at the bottom of this post.

 

A few words from our CEO and President, Brad Wardell:

"It was awesome being able to work with the fans to integrate years of their own mods and tweaks into the base game. They also gave me a long list of areas where they thought I could improve the AI, which I used to dig into the now 10 year old AI source code base to implement."


We hope you enjoy the update. We have an awesome community here at Stardock and are so very happy that you're a part of it. Have a great holiday season!


Special Thanks

To Antonio "Mabus" Invernizzi, Gaunathor, SilasOfBorg, Kamil "OShee" Bober, DARCA1213, Sam "MarvinKosh" Edwards. Steffem "Maiden666" Jenter, MarvinKosh, Leiavoia, Frogboy and everyone else who helped out!


GC2-ai GC2-combat GC2-diplomacy
GC2-invasion GC2-ship GC2-strategic

Version 2.20 Change Log

[ Gameplay ]

  • General
    • The Capital now increases Morale to 35 (up from 25) and Economy to 25 (up from 10)
    • Advanced Hulls is now unlocked from Basic Logistics
    • Life Support is now unlocked from Advanced Hulls
    • Several techs moved to improve AI use
    • Mind Control Center moved to Concept of Malice
    • Shrine of the Mithrillar now gives a 10% population growth bonus civ-wide
    • Shrine of Tandis now gives a 10% morale bonus civ-wide
    • Information Warfare tech now requires Advanced Diplomacy (instead of Planetary Invasion)
    • Temporal Mechanics cost increased from 10 to 30
    • Hyperion Packages cost increased from 10 to 30
    • Entertainment Center now requires Innovative History
    • Slave Pits, Slave Labs, Collectives and Maintenance Grid have had their costs adjusted
    • Research Matrix bonus decreased from 12 to 10
    • School maintenance increased from 1 to 2
    • University maintenance increased from 2 to 3
    • Space Weapons no longer grants a Military bonus
    • Economic Direction Unit bonus reduced from 50 to 25
    • Ultra Spices now requires Extreme Entertainment instead of Xeno Cultural Trends
    • Merchant Trade Complexes cost increased from 800 to 1100
    • Buffed Tier 1/2 starbase attack modules and battlestations 4; removed Singularity Armor
    • Neutrality Learning Center cost increased from 500 to 1000
    • Cultural Enlightenment no longer has a pre-req; moved to Pure Research
    • Healing Pools now requires Planetary Improvements; cost decreased from 300 to 100
    • Nano Materials now requires Basic Space Construction
    • Advanced Philosophy now requires University
    • Enhanced Adaptation cost increased to 150/450/600
    • Robust Hull Construction now provides 15 HP (up from 10)
    • Precursor Library cost decreased from 400 to 100
    • Miniaturization techs bonuses updated to be better
    • Empathic Tactical Center now grants a defense bonus of 25% instead of an attack bonus of 20%
    • Various weapons rebalancing
    • Plus much much more adjustments. See the Progressive Changelog for more.
  • Terran Alliance
    • Changed default alignment from 50 to 75
    • Now start as Mercantile political party
    • Starts with +10 Economics, -10 Social Production, +25 Trade and 12 Logistics (up from 6)
    • Starting techs changed to: HyperDrive, Industrial Revolution, Fusion Reactors, Traditional Research, Innovative History, Capitalism and Basic Space Construction
    • Terrains gain a 10% bonus to propulsion and diplomacy research
  • Drengin Empire
    • Now starts game as War Party political party
    • Starts with: +10 Military Production, -30 Diplomacy (increased from -25), 20 Loyalty (up from 0) and 14 Logistics (up from 7)
    • Starting techs changed to: Fusion Reactors, Ruthless History, HyperDrive, Stellar Cartography, Specialized Research, Capitalism and Traditional Slavery.
    • Propaganda Machine is now a special project
    • New invasion tactic added (version of Information Warfare)
    • Drengin suffer a 50% penalty to trade techs; and a 100% penalty to diplomatic techs
  • Altarian Resistance
    • Now starts game as Pacifists political party
    • Starts with: +10 Luck (up from 0), 10 Logistics (up from 5)
    • Starting techs changed to: HyperDrive, Industrial Revolution, Fusion Reactors, Traditional Research, A History of Benevolence, Stellar Cartography, Capitalism and Basic Space Construction.
    • Social Matrix is now a special project
    • Altarians gain a 20% bonus in Labs research
  • Arcean Empire
    • Now starts game as War Party political party
    • Starts with: +10 Economics, +10 Morale, +20 Military Production, +30 Ship HP (up from +20), +20 Soldiering (up from +10), +25 Courage, +20 Loyalty and 20 Logistics (up from 8).
    • Starting techs changed to: Glorious History, Fusion Reactors, HyperDrive, Industrial Revolution, Stellar Cartography, Traditional Research, Capitalism and Basic Space Construction.
    • Stellar Forge and Cathedral of Valor are now special projects
    • Arceans now gain a 20% bonus to Hull and Logistics research
    • Arceans now gain:
      • 15 HP from Superior Hulls (up from 10)
      • 20 HP from Master Hull Building (up from 15)
      • 15 HP from Reinforced Hull Design (up from 10)
      • 15 HP from Hardened Hull Design (up from 10)
  • Torian Confederation
    • Now starts as the Populists political party
    • Starts with: +30 Loyalty, 16 Logistics (up from 8)
    • Starting techs changed to: Torian History, Fusion Reactors, HyperDrive, Stellar Cartography, Inherited Technology, Capitalism and Basic Space Construction.
    • Can now research Advanced Aquatic World Colonization cheaper
    • Aquatic Transport Station is now a special project
    • Torians now suffer a 20% penalty to Hull research
    • Changed Advanced Computing requirement to University (from Scientific Method Implementation)
    • Changed Planetary Improvements and Enhanced Adaptation to require Basic Space Construction
    • Added Basic Space Construction with cost 75
    • Xeno Communications now requires Cultural Enlightenment
  • Yor Collective
    • Now starts game as the Industrialist political party
    • Starts with: -30 to Diplomacy and 12 Logistics (up from 6)
    • Maintenance Grid and Distributed Energy Matrix are now special projects
    • New invasion tactic: Terror Drones (Cost 250, 20% bonus to attack, 25% improvement damage)
    • Yor now can a 20% advantage in Labs research
  • Dominion of Korx
    • Now starts as the Mercantile political party
    • Starts with: +15 Economics, +10 Diplomacy and 12 Logistics (up from 6)
    • Starting techs changed to: A History of Mercantilism, HyperDrive, Stellar Cartography, Industrial Revolution, Fusion Reactors, Traditional Research, Capitalism and Basic Space Construction.
    • Festival of Capitalism, Mercenary Academy and Freighter Command are now special projects
    • Korx gain a 20% bonus to economic research
  • Drath Legion
    • Changed default alignment from 75 to 50
    • Now starts as the Populists political party
    • Starts with: +25 Espionage (up from 0) and 16 Logistics (up from 8)
    • Starting techs changed to: Way of the Drath, Industrial Revolution, Basic Space Construction, HyperDrive, Fusion Reactors, Traditional Research, Stellar Cartography and Capitalism.
    • Drath gain a 20% bonus to diplomatic research
  • Thalan Empire
    • Now starts as the Technologists political party
    • Starts with: -50 Population Growth (increased from -30), +40 Loyalty and 12 Logistics (up from 6)
    • Starting techs changed to: Fusion Reactors, HyperDrive, Stellar Cartography, New Propulsion, Artificial Gravity, Xeno Biology, Xeno Medicine, Xeno Engineering, Hyperion Packages, Temporal Mechanics and Interstellar Construction.
    • Gaia Vortex and Church of Valor are now special projects
    • New invasion tactic: Mechanized Warriors (Cost 250, 50%/90% min/max bonus to attack, 100% improvement damage)
    • Thalan suffer a 50% penalty to trade and diplomatic research
  • Iconian Refuge
    • Now starts as the Federalists political party
    • Starts with: +10 Morale (decreased from 20), +20 Research, 0 Espionage (decreased from 100), -5 Soldiering (decreased from 0) and 16 Logistics (up from 10)
    • Precursor Library is now a special project
    • Expert Engineering is now unlocked after Advanced Hulls
    • Soil Enhancement, Xeno Biology and Space Mining moved to the Enhanced Adaptation tree
    • Iconians gain a 20% bonus to terraforming research
  • Korath Clan
    • Now starts game as War Party political party
    • Starts with: -30 Diplomacy (decreased from 0), +10 HP (decreased from 20), +30 Soldiering (increased from 10) and 14 Logistics (increased from 7)
    • Starting techs changed to: Fusion Reactors, Ruthless History, HyperDrive, Stellar Cartography, Specialized Research, Traditional Slavery and Black Market.
    • Graft of Ages is now a special project
    • New invasion tactic added (version of Information Warfare)
    • Korath suffer a 50% penalty to trade techs and a 200% penalty to diplomacy research
  • Krynn Consulate
    • Now starts as the Universalists political party
    • Starts with: -15 Research (decreased from 0) and 12 Logistics (increased from 6)
    • Starting techs changed to: HyperDrive, Industrial Revolution, Basic Space Construction, Fusion Reactors, Traditional Research, The Path, Stellar Cartography, and Capitalism.
    • Super Spy Training Center, Temple of Espionage, and Oracle of Krynn are now special projects.
    • Krynn suffer a 20% penalty to labs research but gain a 20% bonus to government research
  • Minor Races
    • Changes to various minor races that play more into their background lore. Watch out for the Snathi!

[ Graphics ]

  • Updated race colors for Iconian Refuge and Krynn Consulate
  • Improved Rally Point indicator
  • Various UI tweaks

[ AI ]

  • Each race's AI has been tuned to better match their background lore and relative strengths
  • All AI opponents will now use the maximum amount of CPU possible

Comments (Page 7)
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on Dec 30, 2015

auboy105

I submitted a support ticket to get the Ultimate Upgrade but have not heard anything?

Please give the guys a few days to get back to you as Stardock is on the Xmas-New Year break...

on Jan 01, 2016

Same old same old...original owners have an all but impossible time to update. 

 

A link to download would be far to complex...gotta rebuy though steam or deal with the old converted nonsense of failed suppliers.

 Best part is how bad the gamestop site is...click twice because the 1st click takes you to ebgames ads...the second takes you somewhere else.

 

Pure garbage.

 

Actually one of the reasons I never bothered with Civ-III...no point in buying in early...the games are modder supported...the devs just grant their blessing of sorts.

 

 

on Jan 01, 2016

I admit that I was at first disappointed that Stardock did not make a point of ensuring us old SDC/Impulse customers had instant access to the patch. But giving me a free Steam key within a few days is a nice compromise. Rather than be upset, just put in a ticket, and I'm sure they'll help once they're back from the holiday. 

Or if you're really, REALLY impatient to play it right NOW, at only $4 on Steam via the holiday sale, that's a great deal.

-HM

on Jan 03, 2016

The stand-alone GC2 UE update was available in my Account.  (As was the Steam note, but I hate Steam and don't use it. I can't recall a product with a less user-friendly UI.)  Downloaded and installed 2.20 in a new location.  All the options that I had selected for 2.04 were in effect when running the new version (one presumes that they are saved in ProgramData...).  Reset to No Mods to see what Stardock has did.

Very nice changes overall.  Not the least being that the AIs are not nearly as OCD as they were.  OTOH, I've been playing on Tolmekian's mods for so long that I may have forgotten the original tech tree. 

BUT

Is it true that there are NO defensive modules for starbases? 

 

I've pushed through large chunks of both the Thalan and Altarian trees, and in no case (Mining, Eco, Military) can I apply a module with a starbase defense factor.   Whaaat??

 

 

on Jan 04, 2016

I had the same problem downloading from chrome (I have the ultimate edition if that matters). I just switched over to firefox and it worked fine!

Thanks to maiden for the info about the map editor. I'll hold off playing since the mod community seems to have some updates to the patch that they want to make soon.

on Jan 04, 2016


BUT
Is it true that there are NO defensive modules for starbases? 
 
I've pushed through large chunks of both the Thalan and Altarian trees, and in no case (Mining, Eco, Military) can I apply a module with a starbase defense factor.   Whaaat??

This was the result of some extensive thinking on how to find a good way to balance starbase weaponry... because:

- The AI prioritizes to destroy enemy starbases - no matter how strong they are

- Even if a fleet is unsuccessfully attacking one, he will send another, and another...

- So if you just give a starbase enough defenses, perhaps in conjunction with a good hitpoint rating, and some repair... then your starbase will become invincible - and it will wreck most AI military and his MMR. This was esp. the case with Thalans who get all SB mods at once.

To fix that, we gave SBs only offensive power. They still can take down strong fleets, but they will (always) suffer, at least, some minor hitpoint loss from the first round initial attack. Thus, if an AI decides to continously send ships against a SB, it will fall sooner or later.

You (or the AI) may still counter-act that by sending a constructor to a SB and applying the SB Repair Kit-module - its cost has been reduced (from 200 to 100) and its hitpoints-healing increased (from 20 to 50) to make it worthwhile.

on Jan 04, 2016

Maiden666

To fix that, we gave SBs only offensive power.

What are you talking about? There still are defensive modules. They are unlocked by Shields III, ECM III, Duranthium III, Superior Force Fields, PD Combo III, and Ultimate Adamantium.

on Jan 04, 2016

What a great form of staff training and development. showing the team 10 years on the Stardock way. Very impressive execution and great use of staff CPD, new assignment and new Team Development training.

 

Really Great, enjoyed this game loads and pleased Stardock is wrenching future value out of its back catalogued

on Jan 04, 2016

Gaunathor

There still are defensive modules. They are unlocked by Shields III, ECM III, Duranthium III, Superior Force Fields, PD Combo III, and Ultimate Adamantium.

Sorry, so I stand corrected. Still, they've been nerfed considerably, and I can understand why a Thalan player not getting any SB defense mods w/o researching into defense, as previously they got Singularity Armour which now is attack... 

on Jan 04, 2016

Derek you wrote:

"If you don't own Galactic Civilizations II: Ultimate Edition, but you own an earlier version through Stardock feel free to contact support and we will upgrade you to the Ultimate Edition for free so you can get the new patch."

But the reply I got Stardock Customer care:

"I'm not seeing any expansions for GC2 on your account. Just the base game. Unfortunately I wouldn't be able to upgrade you to the Ultimate Edition. If you had the expansions, I'd be able to though."

Can't get the update I would love the see the new improvements on this.

 

Juha



on Jan 04, 2016

Sto6612

But the reply I got Stardock Customer care:

"I'm not seeing any expansions for GC2 on your account. Just the base game. Unfortunately I wouldn't be able to upgrade you to the Ultimate Edition. If you had the expansions, I'd be able to though."

Can't get the update I would love the see the new improvements on this.

 

Juha

Do you own Dark Avatar and Arnor? If so, you'll have to work with Stardock to get them to acknowledge this to get the update. Otherwise, well, you missed your opportunity to get GalCiv2 Ultimate for $4 (which is beyond cheap if you don't own the expansions).

-HM

on Jan 04, 2016

Thanks for the explanation.  While I understand the thinking behind weakening SBs, seems to me that the real fix would be to remove the tumor from the AI's brain: de-prioritize SB attacks.  Starbases are rarely determinate anyway.  (Likely easier said than done if the AI doesn't distinguish Fleet from SB, though.)  I haven't accounted the Repair effects, though I will note that even if they are effective, there will be a net change to the viability of remote SBs.  Too bad I missed the discussion of this as there are several facets ... 

Guanthor, I could swear I pushed past Point Defense and got no enabled module, but I'll check again.

--

Okay, a couple more checks:

* Thalan tree has NO tech that will increase the population that a world can support? 

* Thalan must slog through Xeno Eng, Planetary Adaptation, Stellar Production, and the Adaptation techs before it gets any production improvement (other than the Hyperion Unit)?  That's 4000 RPs to the first factory under Very Slow, and at a rough estimate would take two years or more!  Is this a change from the 2.04 tree?  If so, what is the rationale?\

 

BTW, contrary to the list of changes above, Thalan does not start with 12 Logistics, but 6 as previous. 

The other changes are tough to check from within the game, but I don't recall that Trade research was unusually expensive.  I do note that the Diplomacy penalty has had a major effect on Tech Trading. 

on Jan 04, 2016


While I understand the thinking behind weakening SBs, seems to me that the real fix would be to remove the tumor from the AI's brain: de-prioritize SB attacks.

If we could have done that, we would have. It's hard to change the AIs behaviour without access to the source-code. We are just glad that Frogboy was willing to fix some of the more serious bugs in the AI code.


Okay, a couple more checks:

* Thalan tree has NO tech that will increase the population that a world can support? 

* Thalan must slog through Xeno Eng, Planetary Adaptation, Stellar Production, and the Adaptation techs before it gets any production improvement (other than the Hyperion Unit)?  That's 4000 RPs to the first factory under Very Slow, and at a rough estimate would take two years or more!  Is this a change from the 2.04 tree?  If so, what is the rationale?

That's how it always was. Okay, we added Xeno Engineering between Artificial Gravity and Planetary Adaptation, but that's the only difference as far as number of techs and tech-cost is concerned.


BTW, contrary to the list of changes above, Thalan does not start with 12 Logistics, but 6 as previous. 

Did you previously play as the Thalan on this computer? That would have left a .raceconfigxml in the My Docs-folder, which is overwriting the new values. It's the only explanation I have for this. The Thalan definitely have a Logistics of 12 now. I've checked the files.

on Jan 04, 2016

Gaunathor

Did you previously play as the Thalan on this computer? That would have left a .raceconfigxml in the My Docs-folder, which is overwriting the new values. It's the only explanation I have for this. The Thalan definitely have a Logistics of 12 now. I've checked the files.

Ofc. But I suspect that this error will happen in alot of games since not many know to delete these files or do clear/save on any stockrace.

on Jan 04, 2016

Boy (or whatever)!  You can say that again!  Yes, of course, I've played Thalan on this computer.  I've played all the races and a couple of my own.   I've played GC since the early OS/2 days and this is the first I've heard of .raceconfigxml.  (Actually, it's existence may explain why I can't seem to get rid of my Yor-based custom race.)

You suggest that .raceconfigxml is not being overwritten.  Do you mean that 2.20 installation did not overwrite the file because it already existed?  If so, that is a big problem with the upgrade procedure!  Either significant portions of the upgrade are not being applied, or (perhaps) some backward compatibility could be lost. Stardock really needs to address this.  Heck, just Release Notes would be enough.  But maybe $%&(# Steam can't work that way.

Anyway, what do I need to do?  Delete some files?  Which ones?  Reinstall?  Will it affect my existing game?  Or should I just buy a new computer?  Yeah, right.

 

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