[Disclaimer: Stardock does not endorse or support this mod. This thread has merely been stickied so users can more easily direct comments or questions to the authors of this popular modification.]
About:
Autumn Twilight v2 is a overhaul mod for Galactic Civilizations 2 - Ultimate Edition. Its purpose is to remove the more extreme changes made to the game due to the integration of the Community Update, to make the gameplay more like how it was in the last official version (v2.04), and to fix as many of the remaining bugs as possible.
Highlights:
restored a lot of content that got removed/replaced by the Community Update (e.g., technologies, planetary improvements, starbase modules, etc.)
changed the tech trees to more closely resemble the original ones, and made a few balancing adjustments (primarily to the weapons trees)
changed a lot of techs so you can trade and/or steal them again
restored the original gameplay values (i.e., abilities, planetary improvements, and so on) and made some small balancing adjustments
undid several changes to the UI made by the Community Update (e.g., the removal of the ability to buy planets from the AI)
and more...
For more details regarding the changes made in the mod, please take a look at the changelog.
For a comparison of the gameplay related differences between Autumn Twilight and v2.04 of GalCiv 2, please take a look at the Comparison spreadsheet.
You can download the mod on NexusMods.
Questions, feedback, and general comments are always welcome!
I hope you like Autumn Twilight, and have fun playing it!
Installation:
1. Download and unzip the file, then place the Mods folder into GalCiv 2's Twilight folder.
The exact path depends on where you got the game from and where you installed it.
For example, the standard-path for the Steam-version is:C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations II – Ultimate Edition\Twilight
While for the GOG-version it's:C:\GOG Games\Galactic Civilizations II\Twilight
1.1 This part is optional. If you don't care about the campaigns, then continue with point 2.
Place the unzipped Campaigns folder into the following folder:...\Galactic Civilizations II - Ultimate Edition\Twilight\Data\English
1.2 When asked to overwrite the existing Campaigns folder, press 'Yes'. None of the existing files will be overwritten.
2. Start the game and go to the Options menu. On the 'Game' tab, activate the 'Use Mods' option.
3. Now click on the 'Change' button in the lower right corner of the 'Current Mods Directory' box. This will open a new window. There click on 'Default'. This will close the window and cause the game to use the mods directory for the expansion Twilight of the Arnor instead of the base game.
4. Click on 'Change' again. Now select Autumn Twilight and click on 'Done'. The 'Current Mods Directory' should now look like this (depending on your game-version and installation path): C:\GOG Games\Galactic Civilizations II\Twilight\Mods\Autumn Twilight
5. Restart the game, so the changes take effect.
6. If you have played the game or a previous version of Autumn Twilight before, go to the folder User Name\My Documents\My Games\GC2TwilightArnor and delete any files with the ending .raceconfigxml. Otherwise, any changes to the races can't take effect. You will also need to start a new game, because mod-changes cannot affect games currently in progress.
Uninstallation:
1. To uninstall the mod, change the 'Current Mods Directory' to 'Default' in the game. Then delete the Autumn Twilight folder under Galactic Civilizations II\Twilight\Mods and repeat all steps from point 6. of the Installation instructions.
2. To uninstall the updated campaigns, delete all files starting with AT from the Campaigns main and sub-folders under Galactic Civilizations II - Ultimate Edition\Twilight\Data\English\Campaigns
Credits:
MarvinKosh – for inspiring me to expand my original mod to fix the tech trees too, and inviting me to help with the CU (which ultimately lead to this new version of Autumn Twilight)
Tolmekian – for discussing several balance changes in the original version of my mod with me, and providing general tips
Sole Soul – for providing information regarding several game mechanics (especially logistics and taxes)
MabusAltarn – for providing information regarding some issues with the minor races' tech tree and how the espionage flavour text entries work
MisterAedan – for helping with the testing of my original mod, providing feedback, and giving me an idea for some small changes to the Drengin tech tree (part of which are still in the new version)
UnleashedElf – for helping with the testing of my original mod and providing lots of feedback and encouragement
Spinorial - for providing a fixed version of the RaceImage05_neutral.bik (fixes the flickering)
Maiden666 – for discussing several balance changes with me (primarily to the ability bonuses, political parties, and UP proposals)
Hi Gaunathor, I just spotted this thread after a long break from GalCiv. This looks like a great mod and I'm hoping to take it for a spin soon, once I get my current pile of work sorted out. When I do, will provide any feedback I can.
Really pleased to see this mod, and that the GalCiv modding community is still active.
I just found your mod and it looks interesting, especially the weapon differentiation. I'm curious about how the AI chooses its weapons now, if it favors a particular path. Unfortunately I just bought Civilization 5 a week ago and I can't play anything else for now, I'm addicted to Civ 5. But when I'm all better, I'll be sure to play your mod and give you some feedback.
I modified Tolmekian's mod myself, merged it with HRG Mod 2.0 and changed some things I didn't like. I also attempted to make the AI use influence starbases, and partially succeeded, see here. I think we should try to extract some cool ideas from all the mods currently alive and try and make a supermod which sticks to the vanilla experience but improves it and fixes some of the game's flaws.
One question. Does your mod address the AI personality flaws that Tolmekian mentions? Example: Personality 7 ending up not colonizing much.
You, Tolmekian, and the major modders are the saving grace of the game. Without you GC2 is a pretty paperweight. With you it's the best space 4x ever. Thanks for your work. Brad should hire you guys to finish what he starts.
In Custom Planets, give them 3-5 good worlds to start with. Perhaps that would jump start them enough? You'll have to play around with the numbers for balance, of course.
That could work, but I'd rather not change their home-systems. That would just go too much against my main objective: staying as close to the lore as possible.Also, my guidelines for the map settings seem to work for now. I have seen the Yor, and sometimes the Drengin or Korath, win against multiple enemies. It still can be improved, but it isn't as bad as in vanilla.
To me, game play trumps all other considerations... but if you feel you have them playing well enough then I suppose that's all that matters.
One change I would recommend considering is to make the 3 Thalan starting GAs into Super Projects. The reason why is because where there are multiple players with the Thalan Tech Tree, it becomes a race to build the Hyperion Matrix and EDU first. Not having them is a huge disadvantage to one of the Thalan players, which can build momentum and lead to a weakened start.
Good idea. I probably do this to the Hyperion Matrix, but I'm not so sure about the TEM and the EDU. Both work civ-wide now, because the AI had trouble dealing with the planetary bonus. If you could get either one multiple times, it could seriously unbalance the game. Still, it is unlikely that someone would play with more than two races with the Thalan tech tree (at least in my opinion), so it might actually not be that bad. I will think about it.
I suppose so. The only real way that could happen would be if you were able to capture the enemy planets of the other player using the Thalan tree, which could happen.
Of the 4 mods available, I think yours is the most reflective of the story and overall in terms of balance, the most effective. I'm going to be testing this one out and seeing what else I can find about it. So far though, I think you're reaching a point of rapidly diminishing returns with your mods to the tech tree.
I've had only a limited amount of time to play this week (busy with life), so my sample size is somewhat limited, but here's what feedback I can give you:
The Torians, very much like Altarn and Tolmekian's mods do much better early game. Without AI 10 holding them, they seem to expand very rapidly and have a significant early game advantage. Now whether they can translate this into overpowered endgame domination seems to be inconsistent. Often the AI does catch up after some time for the other races, and they manage to "close the gap". In other cases, the Torian advantage is so overwhelming that nobody can really catch up.
I am also somewhat concerned about the Drengin. At the moment, they still do seem to play like a weaker version of the Korath. The other concern is that by the endgame, the Korath super ability is noticeably more potent than the Drengin one during conquest. They have certain technologies that the Drengin do not have something "as good" so to spreak. The Korath through Dark Influence are also a surprisingly decent choice for pursuing a cultural victory. I am unsure though of strictly from a lore, or a balance standpoint how to address this - in fact, I am not sure if this should even be addressed at all.
I'll be playing more games next week, so I'll hopefully have some more extensive feedback.
Thanks for the feedback, UnleashedElf!
The Torians really are a strange case. Changing them to AIP 8 should have slowed them down a little, because AIP 10 is the expansionist, yet that wasn't the case. I tried to reduce the power of the Central Mine, but that didn't work out so well. It also worried me, because, if the Central Mine gets quickly outdated by factories, it is nothing but a trap for the AI. I may try to increase the price a little, once I can go back to testing, and see how that works out.
Calling the Drengin a weaker version of the Korath is actually an apt description, based on the lore. Yet, I was hoping my changes make them play differently enough. I could probably change the racial abilities of the Korath a little. Remove the Morale bonus and increase the Soldiering bonus to +30%. This would not only fit in with the lore (the Korath were the shock troops of the Drengin), but would also help the AI against being invaded.
Speaking of Dark Influence, that actually gives me an idea. I could remove Xeno Propaganda and Xeno Brain Washing from the Korath tech tree. The Korath don't really need them, as Dark Influence alone is powerful enough. Plus, it makes it easier for the AI to research DI. The Drengin, on the other hand, I could give some additional Culture modules. When combined with the Propaganda Machine, this would make their Influencer starbases quite useful. Maybe not as good as DI, but at least better than what they were before.
From what I remember, Xeno Propaganda was originally supposed to unlock a improvement that increases planetary resistance against foreign influence. I may try to implement it, but I'm not yet sure how. If I turn it into a 1pp improvement, the AI has trouble with it. You would want to build 1pps on all of your planets, but the AI has a tendency to quickly fill them up. So, if the AI doesn't research the necessary tech ASAP, it won't have enough space left. On the other hand, if I turn this improvement into a SP, I will need to use a bonus to Loyalty, but that would make it too similar to the Propaganda Center. Not that there aren't already several buildings that are very similar to each other. I just don't want to add even more, if I can help it. I might as well use the Propaganda Center then, but that would weaken all the other Evil races.
The production of the Korath is also bothering me, but I'm not yet sure what to about it. Those percentage bonuses are hard to balance.
So, what do you think about those changes?
What I did with the Torians was to make the Central Mine upgradeable to their own version of the factory. You can do that, have 1pp upgrade to unlimited improvements.
It means that they're guaranteed to have a little bit of industry on each world that has or had a Central Mine, but they're not left with an outdated improvement either.
I tried a similar approach about two years ago, by giving the Torians an independent line of factory-techs, complete with unique Mining and Production-Assist modules. Once I found the limit for starbase modules, I scrapped the idea. Maybe I should take another look at it? The Torians already have a unique Mining module, and I have enough space for four more, so that isn't an issue anymore. If necessary, I could even replace one of the new Culture modules for the Drengin.
Still, I actually like the Central Mine as a 1pp, and rather not turn it into something else. Maybe I should increase the cost for the Factory-techs? I already did that with the Torian version of Xeno Industrial Theory. Not that AIP 8 cares about that.
I really have to think about it.
To be honest, I'm not sure the Korath need a culture nerf. I'd be hesitant about making changes in this area. The question is, should the Drengin be getting a culture boost - or perhaps a boost elsewhere such as economy?
And of course, any buffs or nerfs need to affect the balance of the 2 races to the others.
I would recommend against turning it into a 1per planet. The AI simply will not demolish or "reserve" tiles needed to build. With a PP, they'd quickly run out of space, not build it and no realize the benefit. I'd have to say that the super project falls under the category of "lesser evil". With super project, you'll have to use something other than the Propaganda Center or give the evil races something else to counter the changes.
Perhaps the best option is to just integrate it into research and make it more expensive to research. There are 2 options - integrate it into Xeno Propaganda and up the cost of researching Xeno Propaganda or the other option is to create a new technology down the line. Make it untradeable and unstealable. In the end, you're going to come up with an imperfect compromise no matter how this gets altered.
I'm not too sure of what your goals are here.
At the moment though, it seems the Korath have
- The slave canyon (shared with Drengin)
- A PP Devil's Forge (shared with Drengin)
- A PP Death Furnace (shared with Drengin)
- A PP Wretched Harvester
- A PP Aul Incinerator
Now it's the bottom 2 that are unique. It seems right now, only higher level worlds can truly take advantage of these incrementing bonuses, but at the same time, it makes the Korath very potent. One option is to get rid of the Devil's Forge and Death's Canyon, adjust that section of the tech tree, and balance the Korath by giving them only 2 PP industry improvements.
Without further clarification on what you want from the Korath tree, I can't really give feedback.
The more I think about it, the more I think that a technology based bonus is the only way to do it. The limitations of a PP improvement have already been discussed.
SP has another drawback. Suppose that the intended race builds an SP. This SP gives an empire-wide effect. What if it were to fall into enemy hands? It would make a bad situation worse. Imagine a culture SP that was on a planet that was "flipped" via enemy culture. That bonus is now in enemy hands. Now a human might put such an SP in a "core world" not so easily captured, but the AI given its limitations is not capable of doing that.
All types of improvements have their drawbacks. However, you have to use them in some cases, because providing the bonus via a technology makes no sense, is impossible (some bonuses are planetary only) or is simply OP.
In case of the Drengin, I decided to add a +10% Loyalty-bonus to Xeno Propaganda. They already have enough 1pp improvements. Adding another one would make things only worse. A SP would have been too similar to the Propaganda Center. Not to mention all the other drawbacks a SP would bring.
I'm currently testing my changes, and just realised why I took a break. The Drengin's research pattern is completely nonsensical. They go for everything, except the techs they could really use, like Slave Pits, Diabolical Research or Cutthroat Trading. I have no idea if this is due to one of my changes, or because I'm using a different testing-method.
One more thing I noticed is, that I forgot the Navigation Centers when I was "fixing" the 1pps. In other words, it can still happen, that the Arceans can not rebuild the NC, if they have upgraded it, and it got later destroyed. I have three ideas on how to fix this, but all have some drawbacks:
1. Remove the Advanced Navigation Center improvement and add the speed-bonus to the tech. The drawback here is that a +10% bonus seems pretty low for a cost of 3500, but that was already the case before. Plus, one tile seems like a pretty high price to pay for just +1 move. To fix the former, I could either move the +10% bonus from Interstellar Navigation to ANC, so it provides a total of +20%, or reduce the tech-cost for ANC. No idea about the latter though.
2. Remove the NC. This would have the drawback, that the Arceans would be much slower in the beginning. Not to mention, that there is the likelihood that the Arceans don't have any tiles left by the time they research ANC.
3. Remove the ANC improvement and add a +20% speed-bonus to the tech, remove the speed-bonus from Interstellar Navigation and increase the move-bonus of the NC to +2. This is a variation of the first idea. The drawbacks here are, that only the ships build on a planet with the NC get a speed-bonus in the beginning, and that the Arceans become overall much faster. I already gave them a boost by removing their speed-penalty. Giving them yet another boost seems like overkill. The Arceans are supposed to be slow.
One last thing: I reworked the maintenance-costs for Labs and Factories again. Since I began working on my mod, I alternated between a slowly increasing maintenance-cost (as it is in the current version) and a fixed maintenance-cost. Now, I went back to the fixed cost and think I'll stay there. The AI has far too many problems coping with the increasing maintenance. My current values are:
Factories 3bcSlave Pits 1bcReplicators 2bcCollectives 2bcLabs 5bcSlavelings Labs 2bcSchools 3bcResearch Collectives 4bc
The Thalan improvements are unchanged.
If I manage to tame the Drengin and nothing major comes up, I'll release the new version this weekend.
The other big problem with the Korath I find is that the AI isn't building all 4 PP improvements nor are they demolishing tiles on their planets for them.
When you have the time to, I'd recommend going through the Drengin and Korath AI values and costs tech by tech. At the moment though these two races don't fare too that poorly, provided the map settings to AI 7 are used.
I haven't had the time to observe the Arceans a lot but they do tend to struggle somewhat during the initial colony rush. So do the Korx to a lesser extent.
Depending on the game though, they often do recover, although neither of these two races tend to become the top powers in their games, at least from my experiences.
Right now, I'd lean in favor of a consistent maintenance pattern across each improvement, except maybe for the Thalan.
Deleted - double post.
Also regarding the Korx, I do not know how aggressively they should be relying on trade early game versus using a traditional "colony rush" strategy.
Sorry about the triple posting - my browser formatting is giving me issues right now.
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