[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 everybody! I've released a minor update for v1.12.As mentioned in a previous post, I've made some changes to the GC2_Conversations.xml. Mainly to fix the remaining empty war declarations, but also to enable several more unique dialogues for all race-combinations (I missed a few of those the first time around).I've also removed the AddTradeRoutes01 UP proposal. It just doesn't seem to work anymore.Have fun!
Edit: Thanks for the sticky!
How well do you find the AI adapting to the new ships design? I think it's a step forward - the fact that defense can now keep up with offense.
I don't see the AI favoring any particular class right now, but my bigger concern is that they don't always respond well to my choices.
Out of curiosity, has anybody ever had an AI fight the peacekeepers and win?
Edit:
Also Twilight default directory is:
Stardock Games\Galactic Civilizations II - Ultimate Edition\Twilight\Mods\Autumn Twilight
This mod is absolutely fantastic. I love you and hate you at the same time for it, as it has brought me back to wasting time playing after a few years.
For the first time, AI seems capable enough to offer an interesting game. For my skill level and play style, this means that I like how the AI will now develop more then one defense tech line, so he is able to defend himself much more efficiently than before.
I would like to combine this mod with Star Trek vs Star Wars mod.
Some of the AIs design decisions are a bit questionable (like weapons on colony ships, constructors, and freighters), but that has always been the case. Overall though, it's pretty good.
It's weird though. I've tried to improve the defenses for almost three years, but all of my previous attempts just didn't work out as I had planned. I guess, it's as the saying goes: if at first you don't succeed, try again, and again, and again...
In all the years I only had one encounter with the peacekeepers, so I really can't answer that.
Only if you've clicked on "Default". In a fresh install, the directory is the one I listed in the OP.
You're welcome.
That's okay, as long as you don't publish the combined mod.
Hey guys i'm kindof new to the game and almost at start i decided that the game needs a fix (aka this1)
however... after trying and trying diferent mod placings in the galciv2 folders i simply cannot start the damn mod. i can find it in options and all and get to start loading screen when all of the sudden the game crashes like a big supernova . i need help BADLY cous i simply cannot run the damned mod :/
i'll give any info you might need but trust me i done everything ever mentioned on this forum
edit: i do find it interesting that there are folders in mod named /planet improvements and similar that are empty tho. could that be the case?
No, that is perfectly fine. I don't use most of the sub-folders.
Could you tell me where you have installed the game, where you have installed the mod, and maybe post the contents of the debug.err file (you can find it under My Docs\My Games\GC2TwilightArnor)? Especially the latter could give a clue as to what's going on.
Thank you for the kind words. However, Autumn Twilight has become outdated, due to the Community Update. The CU contains several of my changes and fixes, but is much more refined and balanced. Even better, it will eventually get integrated into the core game. So you won't need to mod GalCiv 2 anymore, in order to improve the AI (or fix the bugs, for that matter).
I'm not sure yet, if I'm going to upgrade Autumn. However, once the CU has become part of the game, I'll definitely add a disclaimer that Autumn is obsolete.
Well, you would have actually been correct with that assumption up until two months ago. Nobody suspected that Stardock would ask the community for help to fix the remaining bugs.
Hey everyone!
I've added a disclaimer to the OP, stating that this mod has become outdated due to the Community Update, along with a link to a preliminary version, and a spreadsheet detailing most of the changes.
So, what is different between this version and the previous one? For starters, I'm using version 4 of the Community Update as a base. This adds several fixes for typos and bad grammar, along with some new tech descriptions. The emphasis of the mod has also changed. I'm now trying to stay as close to the vanilla game as possible. There are still differences between the mod and the original game, but they are far less severe. This means, that the amount of new techs, planetary improvements, etc., has been greatly reduced. The balancing has also been improved.
In case you prefer the previous version, I'm keeping the link for it. However, I will most likely release a small update for it (removing no longer necessary files, and so on), once the Community Update has been integrated into the game.
Hey everyone! I've uploaded a new version of the preliminary update.
So, what is new? Well, the Torians and Iconians are back on AIP 10, thanks to the new executable provided by Frogboy. You'll have to download the .exe from one of the links in the Community Update thread, in order to make use of the fixed AI.
The Drengin, Altarians, and Korx have their old starting abilities back. Though the Drengin now start with a Logistics of 20. Some of the other races also saw some adjustments to their abilities. The races who saw the biggest changes are the Torians (they've lost the bonus to Luck again, and now have a -10% penalty to research), Iconians (their Morale bonus is now 25%, they've got a -10% penalty to Soldiering, and their Logistics score is now 14), and the Krynn (they've lost their Diplomacy bonus, and their Espionage bonus is now at 25%).
All political parties now have a -25% penalty to Espionage. This is one of the new additions in the Community Update I really like. Well, sort of. The change itself is a bit too "in your face", in my opinion, but still necessary. The AI is simply wasting too much money on espionage, so something had to be done.
I've also made another pass through the ability bonuses. Some of them are now closer, if not identical, to the original values (mainly Morale, Military/Social Production, Research, Pop. Growth, Influence, and Diplomacy). Others are bit different (e.g., Economics, Range, and Luck).
The starbase modules saw a major overhaul in some areas. The Starbase Fortifications techs are back, and the defense modules (starting from Battle Stations II and Defense Grid (now called Fortifications) onward) have been moved to them. The culture modules saw some minor changes (Foreign Relations Center is back, while Galactic Forum, Supreme Forum, and the Drengin modules are gone; Utopia is back to it's old bonus). The production-assist and mining modules saw the biggest change. They changed both in the number of individual modules, and in the total bonus for each race. Overall, the total bonuses are now much closer to the original games, with only some small variations here and there (the production-assist bonus for the Factory-users and the Drengin is 1%, and for the Iconians and Yor 4% higher; the mining bonus for the Factory-users is 4% lower, and for the Yor 3% higher).
I reduced the power of the new invasion tactics a little. Stellar Marines now has the same values as Mini-Soldiers. Shock Troops now has the same values as Gas Warfare, with the exception that it doesn't reduce PQ and is slightly more expensive (300 instead of 250. Mechanized Warriors is now a bit more expensive than Stellar Marines (600 compared to 500, has a 10% higher min- and max-value (50-80%), and a much higher chance to destroy improvements (40-50%). Terror Drones now have a fixed bonus of 50%, a fixed chance of 30% to destroy improvements, and costs 400bc.
The planetary improvements saw a major overhaul. Several buildings are back to their original values (or close enough). For example, the Space Cannon and the Wretched Harvester have their morale bonus back (though the latter's is now at 10%, instead of 5%), the Capital SPs now (again) provide a 50% bonus to their areas, instead of 100%, morale improvements have an increasing maintenance-cost again, etc. The racial wonders are now all SPs (with the exception of the Propaganda Machine, because it's bonus only works for GAs). This is another addition from the Community Update. I'm not entirely happy with it, because some of the racial SPs provide ability bonuses. Those will stack, if you get additional copies of the improvement. However, this is only an issue if you play with multiple custom races using the same tech tree, so I let it slide.Neutral felt a bit weak now, compared to Good and Evil, so I re-activated the Historical Preserve and made it Neutral-only. It provides a nice boost to influence (both planetary and civ-wide). The Drath also got a unique starting SP, the Diplomatic Brain Trust. It provides a small boost to planetary influence (25%) and a moderate bonus to Diplomacy (10%).
The Arceans still felt a bit weak compared to the other races. I decided to re-activate the Advanced Navigation Center. However, it is now a separate building, the Temple of Navigation, and not an upgrade for the Navigation Center. I also moved the Speed-bonus from the tech Advanced Navigators (now renamed to Temple of Navigation) back to Interstellar Navigation. This makes sure, that the Arceans get an immediate speed-boost for researching the tech. However, this still didn't quite feel enough, so I turned the Stellar Forge into an SP. This way all Arcean planets can produce high-quality ships. The increase in 1pps shouldn't be a problem for the Arceans, thanks to the 10% PQ-bonus from Weather Control.
There are a lot more changes (small and not so small). However, the post is already long enough as it is.
Overall, the mod is pretty much done now. I still need to write a new readme for the final release, and do some minor bookkeeping. The biggest remaining issue is the changelog. I haven't decided whether to use v2.04 or the Community Update as base for it. Using the former would make things simpler, because I could just use the existing changelogs (with some minor clean-up). However, it would make the file extremely big (even bigger than my previous one), and hard to go through. Using the latter would make the changelog much shorter, but would also require more effort.
Speaking of the Community Update, I still haven't had a proper look at the latest version, only skimming through it a little. I'm curious what changed since I left the project.
I suspect that a bigger file in this day and age is probably not a big problem. On the other hand there is the advantage of standardization if the community mod is used.
On that note, I think that most people have probably moved on to GC3 beta by now, so activity is probably much lower than in the past.
Which is why I ended up using the CU as base for the changelog. This also helped me find some bugs in my files (one minor and one major). Plus, it triggered me to make a few more adjustments (primarily regarding the costs of the ship weapons and defences).
I'm almost done with the changelog. Only the tech trees remain. If everything goes smoothly, I'll upload a new version of the preliminary update by the start of next week.
True. However, I'm doing this update mostly for myself. I simply don't like leaving half-finished stuff behind.
It contains the new changelog (based on v6.0.1 of the Community Update). However, it doesn't contain all of the files mentioned in the changelog, because they aren't necessary yet.
There have also been a few more changes. The most important one is a bugfix: the Drengin and Korath couldn't add the Stellar Slave Center to a mining starbase, because the module requirement was set incorrectly.Other than that:- the Aul Incinerator no longer has a maintenance cost is previously intended- the cost for beam and mass drivers weapons have been slightly reduced- the ultimate weapons are now slightly more expensive- the cost and absorption of the defences have been readjusted (cost is now 50% of the weapons of the same tier, and the absorption is identical to the attack of the weapons of the same tier)- the minor races now use different race themes (instead of all using the Terran theme) along with the corresponding ship style (e.g., the Dark Yor use the Yor theme and ship style, the Snathi use the Korath one, etc.)
I hope you like the new changes.
It's only a minor update, containing the new readme-file and some small changes:
1. I made some edits to the GC2_Conversations.xml again. This should finally fix the text-less war declarations. I haven't gotten them in any of my test-games since the change. So, cross your fingers.
2. The Economic Direction Unit of the Thalan now only grants a 25% economics bonus again.
3. I moved the Ultra Spices TG back to Extreme Entertainment.
I've also updated the opening post, because the integration of the CU into the base game seems to be getting closer, from what I gathered.
PS: I'm considering doing another pass over the weapons and defences. They still feel a bit too streamlined, and beam weapons not really worth researching. Though maybe that is just my impression.
Hey everyone! I've uploaded a new version.
It's a pretty big update this time, following the previously established "back to the roots" theme:
Weapons & Defences
Well, as I've said in my last post, I wasn't happy with the current state of the weapons and defences. After several more iterations, I've ended up using values which are pretty close (if not identical) to the vanilla ones. Quite ironic, considering that I originally changed those values in order to make upgrading the ships more straightforward. In any case, there is now much bigger variation in size and strength between the weapons, making it a bit more interesting to go for different categories. The good defences and evil weapons are now tier 4 instead of tier 3, and the ultimate weapons and defences are now both a bit weaker (twice as strong as their tier 5 equivalents) and a bit smaller.
Starbases
Due to the weaker ultimate weapons, I've also reduced the maximum bonus of the attack-assist SB modules.
Speaking of SBs, I changed the production-assist and mining modules again to make them closer to the vanilla game. Every race starts with the modules Starbase Factory and Mining Center, and then unlocks their own race-specific ones. The total bonuses are now equal to the vanilla ones, minus the values from the removed modules (Mining Barracks, Extraction Center, and Smart Drones).
I've also re-activated the Diplomatic Outpost SB module, and changed the culture bonus of the Interstellar Embassy module back to 10% to compensate. This way, influencer starbases have a module available to them from the start. Just like economy and mining starbases.
Races
The Arceans no longer have a bonus to Military Production, and are now using the Industrialists as standard political party. The Stellar Forge is a SP again.
The Iconians no longer have access to the Government techs, and Alliances now requires Diplomatic Relations. Just like in the vanilla game.
The Graft of Ages improvement of the Korath is now a 1pp again, only provides a +20% bonus to planetary economy again, and no empire-wide bonus anymore.
The Korx no longer have access to the Xeno Entertainment techs. Just like in the vanilla game. Their main source of income is from trade, making taxes (and therefore high approval ratings) less important.
The Minor Races no longer have unique copies of the history techs and starting improvements (e.g. Minor Industrial Revolution and the Minor Traditional Factory). I was still worried that having multiple improvements with the same InternalName can lead to problems (in any other game this wouldn't have worked in the first place). If the result of this change is that the Minors may not have access to some of the starting improvements, then so be it.
The Terrans no longer have a penalty to Social Production.
The Pop. Growth penalty of the Thalan is back at -30%, and Xeno Biology and Xeno Medicine are no longer starting techs. Instead, the techs Xeno Colonization and Alien Soil Studies now use Xeno Biology and Xeno Medicine (respectively) as base (similar to War Rooms and Space Militarization for the Arceans, or Xeno Slavery and Planetary Improvements for the Drengin).
The Torians have access to the Xeno Farm Construction techs again, and the Harvester improvement is a 1pp again.
The Yor no longer have a Pop. Growth penalty, and I re-adjusted the Pop. Growth bonuses from the techs Advanced Population Acceleration, Spark of Life Enhancement, and Extended Lifetime (+10%, +10%, and +15% respectively). The tech Charging Stalks now only provides a Morale bonus of +10%, and the improvements Charging Stalks and Charging Stalks II now provide a morale bonus of +10% and +20% respectively.
General tech and improvement changes
I re-activated the Fertility Clinic improvement, and changed the Pop. Growth bonus of the Fertility Acceleration tech back to +10%. Originally, I removed the Fertility Clinic because the AI couldn't use it properly (fill a planet with them, wait until the planet reached max population, then build over the Clinics). However, the AI still has some issues with growing its population, so I decided to bring back the Clinic. It's a 1pp now, in order to prevent the AI from wasting to many tiles on it. I'm just not sure, if a +25% bonus is good enough.
I removed the starting farms (Basic, Slave, Minor), re-added the Advanced Xeno Farm (now called Xeno Farm III) along with its requisite tech, and increased the provided food of the Xeno Farms (2, 4, 6 respectively). The techs Xeno Farm Construction II and III are set in a way to reduce the chance of the AI to research them. This should limit the possibility of the AI to end of with overpopulated planets.
The Aphrodisiac TG is now unlocked by Xeno Medicine. In the vanilla game it is unlocked by Habitat Improvement. While that made no logical sense, it at least meant that Aphrodisiac was available for all races. I moved it to Fertility Acceleration, which made more sense, but that also made the TG only available to a handful of races. Moving it to Xeno Medicine fullfills both criteria.
The Technological Victory tech no longer provides any ability bonuses. I got the impression that those bonuses made going for this tech feel almost mandatory in games with this victory condition disabled. They were just too good (intentionally so, but still...).
There are a couple more changes, but nothing major.
Well, I hope you like the new version and have fun playing it.
It's another big update. In some cases even more so than the last one. So, let's get started:
Campaigns
I've noticed that I forgot to change the names of some of the Campaign-files. This means that, despite my claim to the contrary in the OP and readme, they will overwrite some of the original files when installing them. Sorry about that. While trying to fix this mistake, I noticed that my changes didn't work properly. They got overwritten somehow. I looked into it and made an astounding discovery: the campaigns do work from the mod-folder. According to the the modding-guide and the structure of the mod-folder, campaigns are supposed to be placed in the folder Mods\Mod Name\Data\Campaigns, but they don't actually work from there. They do, however, work when placed into Mods\Mod Name\Campaigns.What does this mean for Autumn Twilight? Well, installation just became a whole lot easier. No need for installation-instructions just for the campaigns anymore. No more messing around with the game-folders, risking overwritting original files. Just place the whole mod into the designated mod-folder and you're set.
General tech changes
The Life Support techs have a bonus to the Range-ability again, although lower than the vanilla value (max. 100%, instead of 160%).
Industrial Revolution provides a 10% bonus to Social Production again.
General planetary improvement changes
Traditional Factory, Advanced Factory, Xeno Factory, and Manufacturing Center have their vanilla buildcosts again (50, 75, 100, and 150 respectively), while the Industrial Sector costs now 250.
The Fusion Power Plant, Anti-Matter Power Plant, and Quantum Power Plant are back to their old selfs as upgrading 1pps. The only difference to the vanilla versions is that the AMPP has a maintenance of 3bc (instead of 4bc) and the QPP a buildcost of 375 (instead of 450). I just wasn't happy with the changes. They just never felt right. The factory-users either ended up too weak or too powerful compared to the vanilla game. There is still the risk that the player or the AI end up being unable to rebuilt the Power Plants under some circumstances (the reason why they got changed in the first place), but I think it's worth taking. I mean, the 1pp-bug has been around for years, and how many people have complainged about being unable to build the Power Plants or the Navigation Center? It's too rare of a occurence to dictate game balance, in my opinion.
I've increased the cost of the Research Lab, Research Center, Research Academy, Invention Matrix, Discovery Sphere, Research Coordination Center, and the Neutrality Learning Center to 50, 75, 100, 150, 250, 200, and 455 respectively. They used the same cost-progression as the factories, and I want to keep it that way.
The standard morale improvement are now slightly cheaper, and the Entertainment Network and Multimedia Center use different Icons and QueryGraphics.
The pop. growth bonus of the Fertility Center is now +50%. I'm still not sure, if that is too high, but it definitely helps the AI in quickly growing its population.
The Artifical Slave Center has its old tech requirement, cost, and Icon and QueryGraphic. It just felt odd that the Drengin/Korath got the same kind of bonus from the same tech multiple times.
The Omega Defense System no longer provides a planetary defense bonus.
The Propaganda Center now costs 300, the Mind Control Center 1200, the Galactic Bazaar costs 900 again, the Galactic Showcase 1200, the Temple of Evil/Righteousness/Neutrality cost 1600 again, and the Secret Police Center cost 300 now.
The Tir-Quan Training now has a +50% planetary defense bonus.
I removed the Historical Preserve GA again.
Cleaned up some of the descriptions.
Terrans
The Innovation Complex SP has its vanilla bonuses again. The Creativity bonus just felt too strong.
Drengin/Korath
The Xeno Slavery tech no longer provides bonuses to Military Production and Research, and the Social Production bonus is +5% again.
Enhanced Slavelings and Artficial Slavelings no longer provide a bonus to Social Production.
Pain Amplification only provides a +5% bonus to Research again.
The Death Furnace 1pp has a maintenance of 5bc again.
The Slaveling Training Center and Artificial Slave Pods 1pps are back (cost 250 and 330 respectively, maintenance 5bc, +20% manufacturing).
The Slaveling Imagination Lab and Improved Slaveling Lab cost 40 and 60 again, while the Ultimate Slaveling Lab now has a maintenance of 5bc, a cost of 180, and provides 12rp again.
I also removed the Agony Coordination Grid 1pp again. It made balancing research too difficult.
Altarians
They no longer have access to the techs Good and Evil, Concepts of Malice, Concepts of Righteousness, and Balanced Vision again.
The tech requirement for Creative Good, Paradise Worlds, and Righteous Might is back to Xeno Ethics.
Arcean
They no longer have a Courage bonus.
The Navigation Center 1pp upgrades to Temple of Navigation again
Torians
Yor
The Maintenance Grid has its old Icon and QueryGraphic again.
The techs Efficiency Studies I, II, III provide a Economics bonus of 5%, 10%, 10% respectively again, and the Efficiency Center 1pp is back (cost 100, maintenance 2bc, +25% economy). I ran a few tests, and the tax income is actually higher this way (despite the maintenance of the Efficiency Center).
The tech Biological Studies no longer provides bonuses to Social and Military Production, and instead has a +10% bonus to Morale.
The Distributed Energy Matrix is a 1pp now, costs 250, has a maintenance of 5bc, and gives a manufacturing bonus of +30%.
Drath
They no longer have access to the tech Creative Good.
I removed the Diplomatic Brain Trust SP again. It just didn't feel fitting.
Thalan
They no longer have a bonus to Loyalty.
They've lost access to the techs Good and Evil, Concepts of Malice, Concepts of Righteousness, and Balanced Vision again.
Their unique Ethic tech require Xeno Ethics again.
Defense Industries no longer provides a bonus to Military Production.
Iconians
They no longer have a bonus to Research, and their Logistics value is now 20.
Their strength is now designated as "+ Precursor Technologies" instead of "+ Research".
The tech Precursor Studies no longer provides a Research bonus again.
The Precursor Library improvement has its vanilla stats again (1pp, cost 50, maintenance 5bc, 16rp, +10% research).
Korath
They have their +25% bonus to Morale again.
The cost of the Graft of Ages 1pp is back to 300.
Krynn
They have their +25% bonus to Diplomacy again.
All in all, the balancing is almost back to vanilla status. Just a bit more fine tuned. I'm actually quite pleased with the results.
Well, I hope you like the changes too and have fun playing!
There are a lot of changes in this update. Too many to list them all, but here are the most important ones:
General tech tree changesThe techs Xeno Engineering, Capitalism, Entertainment Networks, Traditional Temples, Traditional Slavery and Black Market Dealing are gone now.The techs Basic Logistics, Interstellar Construction, Nano Materials, Planetary Improvements and Planetary Adaptation now require Artificial Gravity.The techs Space Mining and Xeno Refining now require Interstellar Construction.Xeno Refining and Expert Refining can no longer be stolen.The following techs are individual techs again instead of modifications to Planetary Improvements: Xeno Slavery, Stellar Production, Biological Studies.The following techs can be traded again (and stolen if they have an * ): Fortified Freighters, Super Trade Starbases, Interstellar Navigation, Sub-Space Drive, Temple of Navigation, Organic Materials*, Organic Hulls*, Self-Healing Hulls*, Planetary Fortification, Ultimate Shock Troops*, Terror Drones I, II, III, Starbase Victory Strategy and Starbase Supremacy.The techs Xeno Geology and Enhanced Adaptation have a tech requirement of None again.The Cost and ability bonuses of several techs also got adjusted.
Planetary improvements changesRemoved the improvement Tradtional Temple.The Civilization Capital provides 16 food again, no economy bonus, and the influence and planetary defense bonus are now only +25%.The Propaganda Center is now a 1pp, costs 150 again, has a maintenance of 1bc, and provides a +20% bonus to culture resistance.The Basic Slave Pit and the Black Market require the tech A Ruthless History again.The Market Center and the Entertainment Network now require the tech Industrial Revolution.The Drathian Temple now upgrades from the Entertainment Network, costs 55, and provides a +18% bonus to morale.The Stalks increase food directly again, instead of simply providing a bonus to it (+1 for Basic Stalks, +2 for Charging Stalks and +3 for Charging Stalks II).The Manufacturing Capital costs 350 again, requires the tech Xeno Industrial Theory again, and provides an economy bonus of +10% again.The Secret Police Center is a SP again, costs 600 again, and now finally provides a fixed bonus to planetary approval of +20%. In other words, it now works as advertised since the game got released.The Hyperion Matrix and the Gaia Vortex no longer provide a food bonus.The type, maintenance, cost, description, bonus type and/or values of several more improvements have also been adjusted (usually towards vanilla values).
ArceansAlliances require Advanced Diplomacy again.Interstellar Republic requires Interstellar Government again.Superior Hulls, Master Hull Building and Massive Scale Building are now slightly cheaper.Planetary Bombardment and Planetary Defenses require Planetary Invasion again.Cathedral of Valor requires Planetry Fortification again.
DrenginsThey now have access to the tech Master Trade.The techs Industrial Starbase Construction and Advanced Industrial Starbases are back again.The techs Xeno Economics, Xeno Trade Centers, Xeno Bank Construction and Galactic Stock Exchanges got replaced with Cut Throat Trading, Malicious Bargaining and Graft of Ages.Corrupted Genetics has a requirement of None now, and Extreme Colonization now requires Corrupted Genetics.
IconiansSuperior Adaptation is now a modification of Enhanced Adaptation instead of Planetary Improvements.The con of the AbilitiesDescription is now "- Expensive Improvements" instead of "- Soldiering",The Iconians no longer have a +10% bonus to Economics and a -10% penalty to Soldiering. Their bonus to Morale is back at +20%, and they only have 7 customisation points again.
KorathThe have access to the techs Xeno Propaganda and Xeno Brain Washing again.The tech Dark Influence requires Xeno Brain Washing again, costs 4000 to research and no longer grants a bonus to Influence.Corrupted Genetics has a requirement of None again, and Extreme Colonization now requires Corrupted Genetics.The Diplomacy-penalty of the Korath is now -30% instead of -25%.
KrynnChanged the tech requirement for Robust Hulls and Advanced Hulls back to Interstellar Construction and Robust Hulls respectively.They only have 9 customisation points again.
ThalanThe tech Xeno Ethics has a tech requirement of None again.Basic Logistics and Space Mining require Basic Gravitronics again.Habitat Improvement costs 1000 again.The tech requirements for Advanced Troop Mod and Mechanized Warriors are now Planetary Invasion and Advanced Troop Mod respectively.The con of the AbilitiesDescription is now "- No Farming Improvements" instead of "- Expensive Improvements".The Thalan only have 8 customisation points again.
ToriansThe tech Interstellar Construction costs 500 again.Removed the cost-modifiactions from the techs Advanced Hulls, Medium Scale Building, Superior Hulls, Master Hull Building and Massive Scale Building.The Torians no longer have a -10% penalty to Research, and the only have 8 customisation points again.
Starbase modules changesThe Smart Drones economy module is back (requires the tech Hyper Mainframes, the module Starbase Factory, and grants +4% production-assist).Re-adjusted the Factory-based economy modules (total bonus is back at +24%).Split the Drengin economy and mining modules into the old Drengin and Korath-specific ones, with the vanilla tech requirements (and values in case of the Korath).
Invasion TacticsRemoved the Marines tactic.Reduced the PQ-penalty of Gas Warfare.Shock Troops is now identical with the old Mini-Soldiers tactic.Tidal Disruption and Core Detonation have their old bonustype again (the new one made them actually weaker), and Core Detonation now reduces the defenders attack by 50-70% (instead of 40-50%).Overhauled Mechanized Warriors and Terror Drones.
There are still a few minor things I'm considering to adjust (like the mining modules and the AbilitiesDescription of some of the races). Other than that, I'm happy with the current state of the mod.
Have fun playing!
Off topic, but I get the impression that by 2020, we're going to need a GC3 variant of this at some point.
It is still very early in the development cycle of GC3, but I think it's probable. The good news is that it is a 64 bit game, so there is a lot more potential for development. The AI though I think is the current weakness of GalCiv 3. I also am not a big fan of the micro-ing with starbases, which now play a larger role.
Hi everybody! Autumn Twilight v2.0 is finally out!
However, the work on the CU isn't done yet. There are still some typos to be fixed, and some changes to the campaigns to be done. I will incorporate those into AT along the way. So, expect an update in the next couple weeks. If all you care about is the sandbox though, then you are good to go right now.
Congrats!
Yeah I think that the bulk of the community has moved onto GC3 by now, but it's nice to see this mod being maintained.
Thanks!
That may be true, but not everbody is willing or capable of making that move yet. For those, GalCiv 2 is still the best alternative. Plus, the release of GalCiv 2 on GOG.com and of v2.20 is bound to bring in more players (both new and old).
So, have you played my new version yet?
Hi,
is your mod modular?
After the CU has been completed with the last corrections I want to try it first without all the changes made by your AT mod.
But I would add immediately the smarter minor races, if possible. Thanks
Sadly, no. There is no way to simply pick and choose certain changes, due to the way the files in GalCiv 2 work.
However, I could upload a modified version of the CU RaceConfig.xml which includes the changes to make the minors smarter.
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