Improved performance when zooming out. Fixed some Artifact Powers that weren't playing their action FX. Misc. Minor Fix for Grell Civ Logo. Pacing Policy screen is locked by default. Research "Colonial Policies" tech to unlock. Leaders screen is locked by default. Create "Colonial Leadership Co...
In GalCiv, we assume #2. Our flagship, the TAS Discovery is investigating an artifact just outside the solar system. So we reach Mars and there’s a situation. Depending on the game, I pick different things. In this situation, I’m going to go with minerals because I happen to know ...
I have no idea where tamate gets "scowling", though: "cu" in motecuhzoma, "he scowls like a lord", is an artifact of the transliteration (the rooks are te(u)c, "lord", and (mo)zoma, "become angry, annoyed irritated"). I believe it is a form of ihcuani, "stand aside", ...
You don’t have to worry about other civs trying to create a new city within your borders; that’s now automatically considered an act of war. If a non-allied civ enters your territory, you can tell them to get out (and they may choose to obey or ignore you). However, once they g...
If eventually adapted into usable Progenitor Technology, the Artifact became worth many times its inital value. With the universities of Earth under close government control, few colonists of the New Worlds could ever hope to muster the vast knowledge, resources, and containment facilities necessary ...
Meanwhile, the Discovery has finished investigating the artifact: This will be nice for later. Now off to the next anomaly: Month 3 My colony ship has reached the Malmo system. This planet used to be a Precursor world that refined Promthion. It’s an amazing world, so I’m going to...
Earth here starts with an artifact whose study will give us a cool new power. The economy in Galactic Civilizations III works like this: A planet has raw production. This raw production can be increased with various types of improvements and channeled in various ways like into research, ship ...
Changed first choice to modify leader Diligence by -10 for 10 turns, providing a Precursor Archive artifact power. Removed Claustrophobia, Cult Revelation, and Career Diplomat. The "Breakway Colony" Event likelihood increased slightly. Fixed events that were missing the speaker's name. ...
Changed first choice to modify leader Diligence by -10 for 10 turns, providing a Precursor Archive artifact power. Removed Claustrophobia, Cult Revelation, and Career Diplomat. The "Breakway Colony" Event likelihood increased slightly. Fixed events that were missing the speaker's name. ...