Slow Start 2.0 for Galactic Civilizations 2 - Twilight of the Arnor
Click on the above external link to download.
This Mod was written because I've always felt there has been a bit of a problem with too much too soon in this game.
Range - Range has always been too powerful at the start and throughtout the game to the point where it doesn't really mean much at all. Colonzie a planet or two and you can just about reach the whole universe. Life support modules on ships became unnecessary almost immediately.
Because of the above, inital range is now given at -100. I've also given -20 to starting speed. All the life support modules have had their range reduced to the bare minimum. They go 1 up to 6 instead of the rediculously high range numbers they are given in vanilla.
You may notice this limitation is particularly apparent on the smaller maps where you may only have up to a couple of planets for quite some time and you hit your range limitation (about one sector) very quickly. But this is deliberate. For strategy, you can build constructors at the edge of your range limit and thus extend your range that way in early stages of the game.
Stellar Cartography - I feel this technology is a bit of a cheat, being able to see the placement of all the planets relatively early on and therefore doing away with the need for seeing stars on the map. In the vanilla game, I've been inclined to switch the star indicator off because it is just clutter.
However, with this MOD, I have DISABLED this technolgy for all races completely! This means you need to know where all the stars are and actually go explore around them to find out if there are planets there. With the limitation in range, it's now possible you may never know throughout the entire game where everything is or get to fully explore everywhere. Personally, I think this makes things more interesting.
Where Stellar Cartography was on the tech tree, I have replaced with something called "Space Extender". This helps compensate for the starting loss of range and speed by giving half of both attributes back. However, it costs 10 times more than Stellar Cartography did. Furthermore, races that normally began with Stellar Cartography do NOT get this replacement tech instead.
Starting Ships - I really hoped Brad would give the option to switch off starting ships as they are another cheat IMO, especially the survey ship when you don't even have the technology for it yet. Whoever builds a second survey ship anyway? The anomalies are pretty much eaten up by then.
I had to do a workaround by some tricky ship name changing. The upshot of this is that you begin with three ships that are completely gutted and, in fact, you can't even see them. But they are there and the game will find them like any other ship. While you CAN use them to begin exploring, albeit at minimum speed, I suggest you disband them.
To further impede quick expansion early in the game, I have multiplied the cost of various ship modules by 10. This includes colony, constructor, and mining modules. I have also multiplied the cost of star ports by 10.
Universal Translator - This is another example of too much too soon. I think there should be a little bit more time or suspense before you can actually talk to other species. Therefore I have divided the translator into three levels, each level giving it bit more of what the vanilla tech gives all at once such as unlocking buildings and tech branches. Other races can only be directly communicated to after Universal Translator III is discovered.
Now, in an interesting thought concerning the above, I don't know if others races can declare war BEFORE you can talk to them. It would be interesting to see. It would probably mean that you simply can't make peace until Universal Translator III is discovered.
Any feedback is welcomed.
Click on the external link at the top of the post to download.
Seems interesting, though....
I build about 5 per game. It's a fairly common practice amongst the MV players.
I like you idea's though, well done!
This is, indeed, one of the "weird" GC2 principles - when MrKorx and i were trying to maintain active fleets from within the usual Types.xml & Ships.xml files, we couldn't scramble the init trio either. Although, he managed a few tricky design choices by using the ASA tree and its settings "state" at boot.
The entire other features you expressed above are particularly interesting if only to create a different challenge based on tougher 'values' for key things such as Range & "unknown locations of planets"... i thought we'd all have to wait for GC3 to experience such variations - i was wrong.
Great mod, and many thanks for your contribution.
Some very nice ideas there and a welcome to the game.
Range has always been one of my bugbears as i always thought the range modules should have more of a meaning than they do. An initial setting of your current sector and those immediately surrounding them would have been a perfect start for myself. However seen as we have never been given the option to limit the initial range i, like others, have had to make do.
Looking forwrd to playing with your mod as soon as RL allows me time to do so.
I don't know that I'll download your mod and try it out; as I'm still in the process of getting familiar with mods & modding. I do agree (in part) with your comment about the starting ships. I've never understood how you can start with a ship that you don't have two thirds of the technology required to recreate it.
This brings to mind an idea for Gal Civ 3, (which I'll have to post in the appropriate thread): Surveying anamolies should be doable with a scout ship, except it'd take multiple turns to finish (until you acquire the survey technology). Sort of like what the miner does with asteroids.
BTW, I did notice that anomolies randomly reappear thoughout the game; so don't give up on that survey ship so easily.
SK
I like it - I concede my own solution to the 'survey ship' was to add a dialogue in my game that said "We have completed the survey ship - it has a great deal of 'black box' technology received from other races" in my personal mod to imply that these ships were the result of an interstellar conference where different thig were traded back and forth among scientists.
Jonnan
To Rusty Gamer
Just interested in getting you though on the AI ability to use range and speed. I really liked you mod but because I exclusivly play on an immense map I chanhed the range modifier in hyperdriver to -250. This play really well for me (human) but I was wondering on the effect that this will ahve on the AI. Also, it seems to me that the AI always has very slow ships, focusing entirely on weapons. By reduce speed ever futher does this make the problem ever worse??
I actually find the game's start-up to be too long as is, but I know talent when I see it, and I'm definately seeing it. Nice work!
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