Project origins
There was some discussion on the Steam forums as to how to get an update to GalCiv 2 out there.
Draginol popped in and suggested that an update incorporating the expertise of the fanbase would be the best way forward. A bugfixing update would soon be on the way.
I sent a message to the other tech tree modders, and luckily secured the assistance of Gaunathor, and later MabusAltarn, as well as some dedicated members of the community who posted some valuable feedback. They have been instrumental to the success of the community update, and I'm glad to have played a small part along the way.
Progress report
The community update has been released as part of a rollout of Stardock products on GOG.com and is also available as an opt-in beta on Steam!
Downloads and links
Issues which can't be fixed with XML manipulation.
The file archive folder, hosted by MabusAltarn.
The list of bugs which can't be fixed with XML manipulation.
The spreadsheet of data changes, hosted by MabusAltarn.
Initial discussion on Steam forums
Credits for community member and Stardock staff involvement
Gaunathor - Tech tree changes, descriptions and standardisation. AI value adjustment. Planetary improvement changes and fixes. Keeper of the change logs, spreadsheet and file archive.
MarvinKosh - Typo and description changes (English.str, Techtree.xml). Additional spreadsheet analysis.
DARCA1213 - Tech descriptions.
MabusAltarn - UI changes, tech tree changes, AI value adjustment, keeper of the file archive, spreadsheet and change logs.
Maiden666 - Suggestions for improvement (technology victory bonuses).
OShee - tech descriptions.
SiliasOfBorg - tech descriptions.
Frogboy - executable code changes.
Maiden666 wrote: I think your SpaceWeapons mod did fix some of the problems, it would actually be easy if techs could have multiple pre-requisites. On the other hand your mod was the hell annoying to play because of the limitations.... For example it's a common occurrence suddenly CivXYZ (who are militarily ahead) declares war on you and you are now pressed to do something about it. Researching weapons usually takes too long, besides, the AI might do the same with a higher RP so you'll loose this conflict on both ends. Yeah. It's something that I plan to revisit in a new version of the mod, after the community update is finished. Equal access to militarization seems to be a good thing, rather than slowing things down, and encourages me to grow an economy as quick as I can so I can power research and get on with weapons as soon as I can support a fleet. I think that having a military tree with weapons, defences and hull research (I think that's roughly how it is in GC3) would be a step in the right direction for my mod, but maybe not for the community update. I mean Gaunathor did just lock down the tech tree layout last week to update the campaigns and scenarios. Maiden666 also wrote: The techcost of weapons, their sheer number and the fact they increase their cost with every new tech researched does do this for weapons pretty well, but hulls, miniaturization, defense and logistics are suitable candidates IMO. Yeah. I agree, I think it may be worth rebalancing tech costs. Maiden666 finally added: One thing to keep in mind with hullbalancing is that the bonuses each hull gets do work our multiplicative, ie better hitpoints-ratio of 1.3, better capacity-ratio of 1.3 and a better logisticsratio of 1.3 will finally make your ships better by factor ~2.2. If you just increase all those ratio's to 2 the net advantage would be factor 8(!) - which would mean omnipotency, fleetbattle without loosing ships. And this can be a very dangerous scenario, because here a very small number of ships could defeat entire army. I believe this shouldn't be the case by simply advancing one tier of technology. Fair point. I think maybe I'll look at figuring out an actual improvement factor. Up until now I've basically just been eyeballing the ratios when I tried out new stats. There may be a surprise or two in there. Okay here we are: Improvement factor Tiny – Small 1.067 Small – Medium 1.875 Medium – Large 1.575 Large – Huge 1.607 This assumes that Cost PHP, CPHPR, and CPLR are enough to judge a hull's effectiveness compared to the earlier size when multiplied together. I needed to invert things for Cost PHP and CPHPR because those measures have better values when they decrease. To figure out how much better Huge is than Medium, you just need to multiply 1.575 and 1.607 together, yielding a value of about 2.5
Maiden666 wrote:
I think your SpaceWeapons mod did fix some of the problems, it would actually be easy if techs could have multiple pre-requisites. On the other hand your mod was the hell annoying to play because of the limitations.... For example it's a common occurrence suddenly CivXYZ (who are militarily ahead) declares war on you and you are now pressed to do something about it. Researching weapons usually takes too long, besides, the AI might do the same with a higher RP so you'll loose this conflict on both ends.
Yeah. It's something that I plan to revisit in a new version of the mod, after the community update is finished. Equal access to militarization seems to be a good thing, rather than slowing things down, and encourages me to grow an economy as quick as I can so I can power research and get on with weapons as soon as I can support a fleet.
I think that having a military tree with weapons, defences and hull research (I think that's roughly how it is in GC3) would be a step in the right direction for my mod, but maybe not for the community update. I mean Gaunathor did just lock down the tech tree layout last week to update the campaigns and scenarios.
Maiden666 also wrote:
The techcost of weapons, their sheer number and the fact they increase their cost with every new tech researched does do this for weapons pretty well, but hulls, miniaturization, defense and logistics are suitable candidates IMO.
Yeah. I agree, I think it may be worth rebalancing tech costs.
Maiden666 finally added:
One thing to keep in mind with hullbalancing is that the bonuses each hull gets do work our multiplicative, ie better hitpoints-ratio of 1.3, better capacity-ratio of 1.3 and a better logisticsratio of 1.3 will finally make your ships better by factor ~2.2. If you just increase all those ratio's to 2 the net advantage would be factor 8(!) - which would mean omnipotency, fleetbattle without loosing ships. And this can be a very dangerous scenario, because here a very small number of ships could defeat entire army. I believe this shouldn't be the case by simply advancing one tier of technology.
Fair point. I think maybe I'll look at figuring out an actual improvement factor. Up until now I've basically just been eyeballing the ratios when I tried out new stats. There may be a surprise or two in there.
Okay here we are:
This assumes that Cost PHP, CPHPR, and CPLR are enough to judge a hull's effectiveness compared to the earlier size when multiplied together. I needed to invert things for Cost PHP and CPHPR because those measures have better values when they decrease.
To figure out how much better Huge is than Medium, you just need to multiply 1.575 and 1.607 together, yielding a value of about 2.5
Also, P.S. quoting is still broken, I decided I would format the quotes in italics and add atrribution at the top for the hell of it.
Is it true the AI doesn't need sensors? I wasn't aware of this.
This used to be a hot topic because lots of players were annoyed that the AI cheated himself through the colonial rush. SD reacted by making the AI building more scouts and announced that "the AI now has to scout out planets before he colonizes them" but if you fastly get a 3rd espionage level on him (to check his ship destinations) you'll sooner or later come to realize that this still isn't the case.
There's even been some threads were players uploaded "AAR"s with screenshots in order to prove that the AI will target resources were he has never been before. Of course a few screenshots don't really prove that but it's pretty easy to find out on your own by giving the AI a negative sensor-racial, maximum range, yourself maximum sensors, setup tiny map vs 1 AI, control-N until you are in some corner of the map with a resource, now simply use your ships to keep the AI away from this, and sooner or later he will send a constructor there *exactly* to the location of the resource....
Basically the AI "knows" the map inside-out right from the start, all colonizable planets, resources and he further doesn't have a fog-of-war (this can easily be seen how he adjusts the heading of his fighter-fleets, lets say you have alot of speed+sensors while giving him the opposite, fly a fleet which is current target out of his sensor range and advance one turn, you'll see he did update the heading exactly to your new location... just be careful not to fly out of his range... repeat ad nauseum...)
In essence the game is programed to trick you into thinking that the AI needs scouting - his increased building of scouts actually does nerf the colonial rush a bit giving the human player a better chance - these scouts are (typically) send at your homeworld, sometimes even in a row - which is the result of one of his worlds producing one scout per turn and so releasing them all with the same heading. These scouts in a line can occasionally be seen or discovered if you trade for his ships. Of course if you want to clear the fog-of-war you rather want your scouts to spread in different directions instead of having them all follow one another, besides he only needs a single scout to send to your homeworld not 5 in a row etc...
Me too. If I don't find a better solution I'm going to cut away two thirds of the weapons-tree (so each race will only be able to either research beam, missiles or mass-driver). I used this concept in the past for the Minor-tree (which was radically cut-back in several places in order to compensate for their low RP and make them only research important stuff) and it might appear to be a radical change but if you think a little bit about it then it's not really a big deal.....
For example once a choice for one branch of the weapon tree has been made it is simply best to stay in that branch. I've never found it useful to research multiple weapons but I sometimes find the AI researching lasers although he already has ships with harpoons....
On a threefold weaponstree you can only circumvent that by steadily increasing the AI values for each following tech but this can bear the negative danger that the AI will transfix itself totally to weapons-research and never get back to social stuff (esp. considering that the low-tier weapons do need a reasonable high AI value, getting them early is of grave importance!)
Having only one branch available can fix that, the starting AI values could be very high and subsequently fall down from tech to tech, which would mean that, after some time, these values drop so low that the AI will re-focus on other stuff, ie. upgrading industry, terraforming....
Basically the AI values of the whole tree have to be this way (always slightly droping from tier to tier) so the AI will change oftenly thereby getting alot of easy low-tier starting technologies and developing his game equally on all fronts without getting stuck somewhere...
Additionally, if we would have only one weaponsbranch all those current worries about statoverkill (miniaturization + logistics etc) could easily be solved by integrating them into the weaponstree. Just reduce the standard miniaturizationsbranch to 3 techs but add the boni of the deleted techs to some high tier weapons, and this could be done to all sorts of "dangerous" techs (eg starbase defenses)- ie. making the weaponstree (with its huge techcostinflation) a pre-requisite.
Doing likewise with defenses (for fun) could add a totally new tactical element to the gameplay - ie. some races will be strong defensively versus other races because their defenses do always match the opponents weapons (although the opposite scenario could also happen). In these cases a human player could either focus on all-attack, or simply shy away from this particular threat and rather try to expand versus weaker enemies....
I'm afraid there's something missing because finally the hull will make a warship who will do combat in fleets. As such, there's the additional factor of firepower-elimination. To explain, if you send a fleet of huge warships vs medium warships (with everything maxed out) then the huge will have a (starting) advantage of factor 2.5. As the fight progresses the medium ships will have to face losses earlier as the huge ships, then it is very realistic to assume that in following combat rounds -n mediums have to go versus -0 huge ships. With every loss of medium hull the advantage factor should increase, although, it could also decrease if the huge hulls do also loose a ship etc...
Now I have absolutely no clue how to incorporate that esp. because that using average rolls isn't quite what is happening within the game. We should have something like a combat simulator for this!
But nevertheless, these ratios can give a overview and hint towards possible unbalancedness - for example you'll see how strong medium is (the intro screenie is well justified. Capital Ships. ...) and I'm surprised by how weak small is vs tiny. I think if you throw in a few starbase assist modules tiny is going to blow small out of the water easily.
I agree, although I don't know what others have unsuccessfully tried in the past but I enjoy going versus AI's who have all PQ +8 planets maxed out to 15-20b people universally. As you proposed, using 1pp structures is the key. We could give already existing structures food-boni, Recruiting Center as initial upgrade and Counter-Esp. Center as secondary would make suitable candidates, while increasing the base food prod. of Capital and Initial Colony building, and throwing farms out of the game.
I've even used upgrades to the Initial Colony buildings although the results were inconclusive.
This would settle & solve some issues which are still ingame:
Spamable farms do always bear the danger of occasionally overpopulated planets. The bigger empires do get the greater increases this chance and it takes only one such planet to destroy the tax balance.
With spamable farms you either decrease their AI values then most worlds will be without farms and stay at 8b ppl (this is the case in my testgames the last 2 weeks in 80% of all worlds - playing without techtrade)
Or you increase their value then the AI will spam them which will do more harm then good.
However, on 1pp improvements you can increase the value to levels which ensures the AI will always build them. (Although if everybody has the Counter Esp. Center I realize that alot of bcs will be wasted on esionage for just nothing. Although the current situation, were alot of spies are immediately cancelled out isn't much better. On that matter I'm thinking if the loss of bcs could be helped by getting all races a negative espionage racial, and I wonder how far that could be driven....)
Not being able to use food bonus tiles is unfun for the human player, and it also can do harm to the AI. In a game last week Ive found the Altarian filling their world with 2 basic farms - increasing from 8b to 10b. My personal opinion is that 2 tiles for this small upgrade is a rather weak choice, any other building would have been better. Sure, if those farms would have received an upgrade OR planted on a working bonus tile then it would have justified having these farms - but none did happen.
Minor races are cut down by 50% in population!!! If anything you should boost them, they usually cannot fight back with ships so a high pop is their bread and butter. They also have so little RP you can't expect them to plow through the farms-techs, besides, if they already filled the planet up with the starting buildings then they are NOT going to overbuild any of these improvements with farms...
The Civ Capital planet starts already maxed out (no growth during the first weeks of doing inital research)
Spamable farms are only necessary if one wants to go for hyper-pop planets (until +99b ppl) but this is only realistic with super-high morale/structures. Basically only a fancy thing for the human player, such a building could be integrated as a late-game with 0 importance for the AI (return of the Food Distribution Center maybe). Or even better, made an ethical tech which is totally out of reach for the AI. To explain, AI's will always stay within their starting ethics no matter how many colonization events they have, so eg creating a neutral/evil tech for Torians will only be used by the human player, or in some very rare events when they've shifted their ethics due to a Random Event.
I also added some bonuses to techs that only unlock a GA, but don't provide anything else, because I don't like the idea that two races could get the same tech, but only one would receive any sort of benefit from it. The techs in question, and their new bonuses, are:Mercenary Academy (+10% Soldiering)Cathedral of Valor (+20% Courage)Fanatics (+20% Courage)
I still need a bonus for Fortified Freighters though. The most fitting ones, a bonus to Trade or Trade Routes, are out of the question, due to the Korx' super ability and the hardcoded limit on trade routes respectively.
How much is that hardcoded limit on trade routes actually?
On another thing, if I remember correctly the Cathedral of Valour used to a small racial soldiering bonus, isn't it? Do you know why this didn't work, I mean racial stats comeing from spamable improvements... Because if it did that would open up very interesting possibilies
The module is a remnant of GalCiv1. Actually, a lot of data, pics, descriptions & some stats are, unused but not deleted. Such an over-repair also takes place if you take damaged ships back to planets, or with enough repair-ability. But it's not really a big deal. Esp. not with starbase modules who only work in a small areal. You could see it as a "hitpoint booster" or something alike.
I've never been a big tbs fan or player and it takes a interesting game to make me be one, this is just it. I love the game, the AI, and after some self tweaking it ms perfect. I enjoy galciv that much more now.
Set the AI value to zero on high class farms, lower the food, make them a 1pp, its not as bad as gaunathor made it seem. Even just make the techs give the bonus instead!
On farms:
Even with an AI value of zero on a farm structure the AI will still build farms and it will put them on 300% food tiles. It's been tried. It doesn't work.
Making farms 1pp would trigger the 1pp upgrade bug. Basically if an upgraded 1pp structure is destroyed you lose the ability to rebuild it. So, that won't work either.
To my knowledge there's no civ wide bonus to food production. Besides if you do give say, +20% food to a whole civ. Imagine the morale impact on the whole empire when the population spirals out of control.
On the Cathedral of Valor:
A stat that works civ wide doesn't work on normal (1pp included) structures. It has to be an SP or GA.
Minors:
The minors could could get a large soldering bonus to make them harder to conquer. Personally I like the fact homeworlds are capped at 8 bln people. Conquering minors is easy no matter what you do and handing a few 16 bln planets to a player is, imo, overpowered.
On the trade route limit:
From the top of my head. 10 or 11 or so. Any more +Trade Route bonuses will be ignored.
On the Espionage trait:
This is a weird stat as it doesn't effect how often you steal teach or the effectiveness of your spies. It allows you to spend more money on espionage allowing you to train spies quicker. That's it. I've tested this thoroughly.
@Maiden666
re: "Basically the AI "knows" the map inside-out right from the start, all colonizable planets, resources and he further doesn't have a fog-of-war"
While that is true, the AI can't colonise planets it hasn't "seen". I've tested this extensively, and it is the case. For example, in one game there was a habitable planet in a star system right next to the AIs. However, it didn't colonise it, despite having multiple colony ships. That only changed when one of the AIs scouts got close to the planet. In another game, there was a uncolonised cluster. The AI still had several colony ships left, and could easily reach the cluster without having to extend its range. However, it never colonised the cluster, because its scouts were busy in other directions. I finally took the cluster for myself, almost three years after the start of the game.
You can easily verify this for yourself. Just start a game, disable the FOW, let the AI play for itself, and watch what it does. It's always the same procedure:-use the starting colony ship to colonise a planet within sight (usually the secondary world of the homesystem)-build scouts, and send them out to find planets-build colony ships, and send them to the scouted planets
I never saw any deviation from this.
re: "With spamable farms you either decrease their AI values then most worlds will be without farms and stay at 8b ppl(this is the case in my testgames the last 2 weeks in 80% of all worlds - playing without techtrade)"
The AI isn't yet researching the farming techs properly. Except for the Yor, but even they still need some work.
re: "Or you increase their value then the AI will spam them which will do more harm then good."
The AI will never build more than four farms. With a low enough food bonus, this won't be an issue. I specifically set the farms up so that this will lead to a max population of 20b. Now the AI only needs to build enough morale improvements to keep the populace happy.
re: "However, on 1pp improvements you can increase the value to levels which ensures the AI will always build them."
You can never be sure about that, no matter how high you set the value. Even with a value of 500+, there will always be cases where the AI just doesn't build the improvement.
re: "Minor races are cut down by 50% in population!!! If anything you should boost them"
This had to be done, because it is impossible to balance for two different sets of base food production. No matter whether you go for 1pp farms or spammable ones, if the AI builds them on the homeworld, they'll have an over-population problem. If you balance the farms for the food value of the homeworld, then you'll screw over the colonies, because the farms will barely do anything. You'll also hurt the Yor, because their economy relies on high population.
re: "How much is that hardcoded limit on trade routes actually?"
12. The Korx already start at 10 (11 originally).
re: "The module is a remnant of GalCiv1. Actually, a lot of data, pics, descriptions & some stats are, unused but not deleted."
I know. It's just weird that the manual still mentions the module, even though it has never been in GalCiv 2 (except for maybe the beta for DL).
@Mabus
re: "A stat that works civ wide doesn't work on normal (1pp included) structures. It has to be an SP or GA."
Or a TG.
re: "The minors could could get a large soldering bonus to make them harder to conquer."
I was thinking of adding a planetary defense bonus to the Civ Capital. That would help everyone, not just the minors. It also makes sense, in my opinion. You'd want your homeworld to be as secure as possible.
I've been running a few test game of AI vs AI battle. I've noticed the AIP11's don't research Interstellar Construction on an AI value of 25. I recommend it's set to 35 (same for Nano Materials) as often this crucial technology is completely ignored.
AIP8 seems to be just fine with this.
Then this planet will be one which has a higher population, right now it is no different. The chances that the AI will build 4 farms onto a single planet are very low, I've probably seen this with Yor & Iconian but never with other races + ordinary farms. And to get to the standard 20b max they also need to complete the research into farms, and then still be in the process of upgrading planets. (some AI do sooner or later turn to 100% military global slider setting and totally forget about upgrades or empty tiles or research.....)
This all comes down that in a bigger game where an AI has +100 planets you'll find 1 or 2 such planets while all others stay at 8b ppl or maybe 10 etc.... and because of these 1 or 2 high populated planets the AI will generally adjust tax down for all planets - and isn't this precisely the problem that should have been fixed?
Granted, placing a +7b farm on a 400% bonustile will make the scenario far more worse because of the moral inflation beyond ++18b, but still the problem persist of having potential uneven max pop. Besides, a planet with 20b ppl also needs quite some boosts through moral improvements or resources otherwise it will be stuck into red moral long before 20b are reached....
I desperately need to learn more about this ominous bug. Maybe this was the thing that was responsible for my inconclusive results with tinkering with the Initial Colony building.
Hmm, how about making farms indestructible then?
Another method could be to not use any upgrades at all.
Initial Colony +10b, Recruiting Center +3b 1pp, Counter Esp. +4b. Planets will mostly be +13b or +17b midgame if the AI researches into it. Give these improvements base +1 food and add in the rest with a foodprod modifiers. Bonustiles could be used but a overkill would only happen in very rare event. A single 200% bonustile will result in 1 +14b or +18b planet, only a used +400% tile used and with both improvements researched+placed+mid-gamesetting with pop already maxed out+no transports build would mean a negative and unusual high population. That's alot of factors.
Of course it would require a major overhaul of alot of techs/improvements because common farming would have to go, now I'm not proposing to do this here, all I'm saying is that it should be possible to let the AI have way higher populated planets (which does just add another difficulty level to the game).
I know, but question was *why* it doesn't work.... and if there's maybe anything that could be done to help this or make it running by some sort of out-of-the-box editing . The possibilites for balancing, putting a racial stat into relation of the planet-count would be fantastic!
"Making farms 1pp would trigger the 1pp upgrade bug. Basically if an upgraded 1pp structure is destroyed you lose the ability to rebuild it. So, that won't work either."
@Mabus: The hell it won't. That's a great solution with a minor defect compared to others, its rare for that to happen because it would have to be conquered and that's just the game. The planet would have to go without a farm then, or at least run the minor risk its like power plants or research centers do. No one objects to them being 1pp's.
@Gaunathor: Yes, four may be the most farms, but that is rare. 1-2 is normal to be honest, and with a max farm of 4b being a 1pp (2b, 3b, 4b,). Then it stands to reason that 12-18 would be the mean average and thus better. Even with four farms made currently it equals 20.8b Vs 21b, barely different. Hell, having a 1pp get destroyed would actually help because it stops potential over population
Sooo...
DARCA 2
I just spend 2 hours with this and saw a deviation in 95% of all test. Always from turn 1-3. I assume my setup differs from yours:
-I took Thalans so the AI has to send his initial Colony Ship out of the system
-Took away all sensors from the starting ships
-Gave them negative sensors, so that in any case, they only had to +5 sensor range of their starting planet
-Gave them +100 range, on a tiny map they practically can go everywhere
-Started a game with them in order to check their sensor range
-Map tiny, suicidal diff, all rare, loose cluster
-Control N until no colonizable planets are near their system
-Used the cheats to clear the FOG. Sometimes used cheats to give me all their ships not including their colony ships.
If a habitable planet in the range of +10 to +15 parsecs was available, then the colony ship already does have a course set for it. Although the planet is quite some parsecs out of sensor range. Right in turn 1. This happened in about 30% of all cases.
In the remaining cases where habitable planets were even farer away then the colony ship will be taken into the planet in turn 2, but be released right in turn 3 with its destination set to a habitable planet totally out of sensorrange.
Mostly the AI will rushbuy another colony ship in turn 1 and this does do the cheating likewise. Occasionally he will rushbuy a scout, which will usually go somewhere else, even unhabitable planets.
Maybe it has something to do with AI personality, or probably the use of cheat codes does reveal the map equally. I usually don't use them. All I can say is that a few years ago, where I favoured a all-labs strategy with lots of techbrokering etc I made it one of my top priorities to get all enemy scouts ASAP to turn into Surveyors and also explore the map with them... if scouts would be a pre-requisite for colonisation then these AI wouldn't have been able to much of that because they seldomly had scoutships....
re: " I've noticed the AIP11's don't research Interstellar Construction on an AI value of 25. I recommend it's set to 35 (same for Nano Materials) as often this crucial technology is completely ignored."
Done and done. I also increased the AIValues for the other hull techs too, while I was at it.
re: "-Map tiny, suicidal diff, all rare, loose cluster"
Here is the reason why the deviation is so big for you. The AI gets a huge bonus to sensor-range on Suicidal. It basically encompasses the whole map, if I remember the post by Frogboy correctly (I need to look up where it was again). Try it on Tough, or even Crippling, and you'll see a different picture.
Anyhow, I thought some more about the farms, and decided to make some further adjustments. One of the main problems is that most of the races don't start with any kind of farming improvement. This often lead to them not having enough space to build farms once they researched them. So I decided to make one for them (or rather three: one for the factory-users, one for the slavers, and one for the minors).Going for a max of 4mt per farm, however, proved untenable. Several worlds of the Torians and Arceans ended up with a max value of 24mt (three farms, and one Harvester/Weather Control). In the end, I removed the tech Xeno Farm Construction III in order to keep the total number of farms down to three. Only the scenario Battle of the Gods is affected by this. However, I don't think that I need to make any adjustments there. Still, this is going to be the only exception to the lockdown on the tech trees. No further changes.
The AI seems to handle this change well enough. Though its behaviour remains the same. Sometimes it's quite decent...
...and sometimes you wonder, if the whole thing is worth the effort.
Those screenshots are all from the same game. The AIValue for the morale improvements were at 200, and for the farms at 100 (because AIP 8 doesn't care much for farms). Now tell me again how this is not so bad, DARCA.
I made some further changes to a couple improvements:-The Civ Capital now has a 50% planetary defense bonus. If you want to take the homeworld, you will have to bring the big guns.-The Weather Control Zenith no longer provides a food bonus. It was fitting thematically, but was too troublesome to keep it. In exchange, the Biosphere Modulator got a higher maintenance cost (3 instead of 2).-The Shrine of the Mithrilar got its MP and RP back (though at 6, instead of 5). The morale bonus, however, got drastically reduced (from 75% to 35%), because the AI has problems handling planets with big morale bonuses.-The Dark Energy Lab now provides 6 MP. Just like the Anti-Matter Power Plant. However, I'm considering to increase it to 12 MP, like the Manufacturing Capital has. Same goes for the Doomsday Generator.
I think, I know what to do with the Technology Victory tech now. It's basically a mix between what I already did, and what Maiden666 suggested. Just with a few tweaks:
1. Everyone gets a 100% bonus to Economics, Social and Military Production, and Soldiering.
2. Each race will then get an additional bonus:
-Terran: 100% Defenses
-Drengin: 100 Logistics
-Altarian: 50% Luck
-Arcean: 100% HP
-Torian: 200% Morale
-Yor: 100% Miniaturization
-Korx: 50% Purchase Now Reduction
-Drath: 20% War Profiteering
-Thalan: 100% Weapons
-Iconian: 50% Planet Quality
-Korath: 200% Soldiering (instead of only 100%)
-Krynn: 200% Influence
For the minors I'm thinking 100% Defenses, and for the DL 100% Weapons. However, neither really matters, because the minors rarely survive long enough to go for a Tech Victory, and the DL simply don't research the tech.
Any other suggestions?
@Gaunathor.
No looks pretty good imo.
Is it worth considering turning the Precursor Library into an SP? I know it's not a structure you start with but the iconians practically trip over it. It's a good structure but perhaps it's not game braking if there's a few more of them in a game.
I ran a little experiment linking hull tech to industrial. The idea was you'd unlock factories then a bigger hull. Of course you could omit medium hull building and go straight for large by researching the next set of factories.
Suffice to say it wasn't a success.
*sigh* Hulls have been giving me a headache ever since apt1.0. I guess we're stuck with how it is.
Lies, all of it! Its rare! Lol jk.
Really, I'm not just talking out my ass,I am trying to help besides descriptions. I sent a message to Brad about the HC. I am trying to decrypt the hardcoding without luck, so I'm asking Trims2u (who knows programming well) to help me with it, so maybe we can end up teaching the AI to build less farms when Trims comes online on Steam later today?
DARCA
I've given the AI a negative sensor-range so that in the case he gets something like the hidden-research multiplier etc he would still end up with a negative rating.
Then I thought maybe the increase is a flat +n put on top, and subsequently increased his penalty ffrom -99 even to -9999. No effect. Got espionage on him to check if the gamre took it in, confirmed.m Crazy that they would give him a +several thousand increase when there aren't even maps available in that range, and then there's a sensor-cap also...
But probably the AI's game isn't using the sensor-stat at all, so I changed the setting to immense galaxy and gave him additional range. Still the same.
Changed difficulty to cakewalk, then normal, then tough. Still the same.
This is a screenshot of the very first game on normal immense galaxy. Note the date is 15th Jan, it's the 3rd turn. The ship benath Thala is not a scout but his survey-vessel who lacks sensors+survey mod (he doesn't use this ship). On turn 1 the colony ship was parked back to Thala, but destined to a faraway planet in turn 2. On turn 3 you see it already moved.
The distance this ship has to travel is 55 parsecs!!! There are absolutely no scouts on the map nowehere. Or other ships in that region or somewhere else, except my own homeplanet which is even more far away. Because this system lies somewhat diagonally away from Thala, his sensor-range increase should have been somewhere +75 pcs (!!!) for him to be able to see this system. On normal difficulty!
But maybe there's still something wrong with my settings...
On the TechVic-boni:
They're fine and fitting except I find the Korath one rather weak. They don't need soldiering offensively at all. but defensively it will help them with their planets they got from colonization. The problem are there spored worlds. Population growth that starts at 0.01b ppl is so increadibly slow these worlds will still be very easy to inavde no matter how much soldiering is.... Then, if the Korath aren't at war with everybody all these planets will succumb to foreign influence. I've played games where this was the case every turn. Overpowered buildings like the Dark Influence are probably ment to mitigate this but without a reasonable amount of pop nothing can come out of a planet anyway, because everything is based on pop initally.
The same is with their economy, spored planets stay in red bcs forever, which means that the AI is going to sell them. Negative diplomacy rating further aggravates that matter. I consistently buy all their planets. Having Korath ingame and keeping a good diplomacy rating with them is an "easy win ticket".
Then, sometimes they don't research into Advanced Tocix Atmosphere Reductor, so only half production comes out of these planets, but the maintenance stays the same. That the use of spore doesn't wipe planets clean - instead all buildings stay intact - also aggravates that matter
Now these are a lot of problems and I'm not suggesting in trying to balance them via the TechVictory, but nevertheless, that soldiering bonus won't do much if they have lots of spored worlds. Popgrowth & loyality would help them, but those don't fit thematically considering they live a rather destructive lifestyle and even go against their cousins... they're anything but loyal...
On the 2 stupid pics, I don't know what exactly to make out of them. You don't see exactly the source of the problem. Sure, moral is too low which indicates tax slider is too high. But is this because of a sole planet that has already pop above 20b?
What I find interesting is that the bc income matches nearly the expenses. If I now add how extensively the AI uses espionage (sometimes up to 50% of his global tax income) I can fathom he might still be globally be into red bcs just because of this. Although it's just a wild guess.... Nevertheless, on higher difficutly settings you will never see this problem because his economy nets 3-5 times his expenses easily. So he doesn't have to put the tax slider so high it will destroy his population. Although if he still does, he will get quite an amount of bcs for it
On another note, now you have to have 4 tierIII farms to go to 20b, tradtionally it has been 2 tierII farms. And usually 1 or 2 moral improvements, which do make now 5-6 improvements for pop alone. Sure, the AI won't be able to play out this concept on all worlds, and when he does not, something will go astray. You see how randomly the AI develops his planets. The more you increase the factors (in this case, number of buildings that have to be used to have optimal pop) the greater are the chances it doesn't work. That is why 1pp improvments are actually a very good choice in trying to help the AI, or buildings such as Stalks who introduce multiple boni that automatically deal with the penalty.
edit:
wait wait 6% moral on such lowpop would automatically mean 0% moral on high pop worlds that's suicide. you've written you made moral improvements to 200 value, did he spam VLC's on big worlds and now adjust slieders accordingly? see, then the situation is reversed, this has nothing to do with high pop or misuse of farms... actually if pop would be too high in one of his worlds his tax sliders would need to go down which in this case would save the planet....
re: "Is it worth considering turning the Precursor Library into an SP?"
The Precursor Library bonus tile is once-per-map, so I'd like to keep the actual building the same. Still, if we remove the 10% civ-wide bonus, I might consider turning it into a SP. But then, this would also remove some of the uniqueness of the PL. Now it really would be just a Tech Capital with a higher base value.
@DARCA
re: "so maybe we can end up teaching the AI to build less farms"
We can already do that by reducing the AIValue of the farms. Getting the AI to build them in a reasonable amount is the problem, because three AIPs, with different attitudes towards farms (and morale improvements), use the same building. Even within the AIP itself is a difference, depending on which race they were made for. For example, the Altarian and the generic version of AIP 11 like to build farms, while the Arcean version doesn't (it's closer to AIP 8 in that regard).
re: "But maybe there's still something wrong with my settings... "
I don't know what else to say. If I set the difficulty to Suicidal, I see the same thing as you do, but not on the lower settings.
re: "On another note, now you have to have 4 tierIII farms to go to 20b, tradtionally it has been 2 tierII farms. And usually 1 or 2 moral improvements, which do make now 5-6 improvements for pop alone. Sure, the AI won't be able to play out this concept on all worlds, and when he does not, something will go astray."
The point isn't to make the AI go for 20b on all planets (except for the Yor maybe), but to build a reasonable amount of farms (one or two, three max) along with enough morale improvements to keep the population happy.
re: "That is why 1pp improvments are actually a very good choice in trying to help the AI"
With 1pps you want the AI to build them on all planets. However, that doesn't work. Even with very high values, the AI will still not build them everywhere. I've tried it before, with no success.
re: "wait wait 6% moral on such lowpop would automatically mean 0% moral on high pop worlds that's suicide. you've written you made moral improvements to 200 value, did he spam VLC's on big worlds and now adjust slieders accordingly?"
More or less. You can see the difference between Altaria and Wisp: three Temples (plus the Shrine of the Mithrilar) on Altaria, no Temples (or any other morale improvement) on Wisp. Again, that's with a value of 200. You'd expect at least one Temple on Wisp. However, that's another problem with the AI: it rarely builds morale improvements on (terraformed) low-PQ planets. It usually turns them into manufacturing worlds, as can be seen in the screenshot.
I'm still adjusting the value for farms and morale improvements, but, so far, it hasn't gotten any better.
I've been doing some tweaking with the AI values but I think the current version (V3+scenario's) is a little out of date. Is there an ETA on the next version?
re: "Is there an ETA on the next version?"
I'll put it up this evening (in 6-8 hours). I just want to make sure everything is working properly first. Once it is up, I have no problems with you doing some tweaking too. Maybe one of us can find some good values.
In the meantime, I've been looking for Frogboy's post regarding AI colonisation (or rather "cheating") again. I think, I've found it. In addition, I also found this and this.
@Gaunathor
Thanks. I'll do that. Question. How do you feel about switching a few categories around so both AIP11 and AIP8 research more or less the same techs.
For example. AIP11 rarely if ever reseaches Xeno Com > UniT > Basic Dip > Trade.
Personally I feel these are essential early game techs which are a good source of income to anyone. As it stands the AIs rarely research them. For APT2 I used a few "hacks" to force the AI into these techs.
Changing some of the categories is always necessary. I've no issue with that.
As for that particular line of research, I've seen AIP 11 do it, but not often. It seems to depend somewhat on what races there are, where they are, and pure chance. But then, I haven't yet adjusted the AIValue for those techs. So that would be the first thing to look into, in my opinion.
Good to know. I'll start with the Krynn and work my way towards the Yor from there.
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