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.
Lol, ya they sounded like other weapons in the game already which is why I was shocked initially when they were disabled. I now recognize the black hole eruptor as a unused gun in the tech tree files along with some others IIRC*.
This reminds me of something. I used a spreadsheet when I was working on Autumn Twilight. It contains all of my changes to the planetary improvements, ship modules, starbase modules, races, and a few other things. The file isn't 100% complete (some vanilla values are missing) and can be a bit confusing (it was never intended for the public, after all), but I think it might be useful in getting a general idea of what changes we could make.
Here it is: Mod changes.ods
It's still a pretty thorough run-down of modules and techs and stuff, though. And you did bridge the rather large gap between the first four tiers of weapons and the last, which is good.
I did a little bit of number crunching on the spreadsheet (to compare defences and weapons in the two mods) and the two progressions are quite similar. So I don't think there's anything much to argue about there. Well, unless someone comes along and kicks off a debate about which are better, phasers or disruptors.
Go disruptors go!
when do you guys think you'll have enough to go to SD?
Good to know.
Ask again in a month or two. I'm currently just fixing the bugs, and preparing the files for when we get really started. The main point of this project, improving the AI, will take much more time. We need to find a consensus on what to change, how to change it, and then test those changes. It'll be a long process, but worth it in the end.
Speaking of changes, here are the next changelogs. They mostly consist of removing no longer necessary tags. I'm not certain, however if it is really important to write them down. This also takes up a lot of time.
Altarian_TechTree.xml
Reordered the techs in the same general order as in the TechTree.xml
Important notice: I'm using the InternalNames of the techs this time.
IndustrialRevolution: removed the following tags: CanBeTraded and CanBeStolen (already set in the TechTree.xml)
TraditionalResearch: removed DisplayName tag (already set in the TechTree.xml)
A history of benevolence: moved to TechTree.xml
Xeno Communications: removed Group tag
UniversalTranslator: removed Group tag
Diplomatic Relations:
Advanced Diplomacy:
Expert Diplomacy: removed DisplayName tag
Majesty: removed Group tag
Total Majesty: removed Group tag
Counter Espionage: removed DisplayName tag
Trade: removed Alignment tag
Advanced Trade:
Neutral Shipping: removed DisplayName tag
Master Trade:
InterGov: removed the following tags: Group and Alignment
Alliances: removed Group tag
StarRep: removed DisplayName tag
StarDem: removed DisplayName tag
StarFed: removed DisplayName tag
Temples: removed DisplayName tag
ShrineOfTheMithrilar: removed DisplayName tag
ShrineOfTandis:-moved to TechTree.xml-changed Branch from Industry to Culture
HealingPools: removed
Xeno Business: removed the following tags: Group and Alignment
Cultural Domination: removed DisplayName tag
Historical Assimilation:
Xeno Cultural Trends: removed Group tag
Cultural Insurrection: removed DisplayName tag
Cultural Conquest: removed DisplayName tag
XenoMysticism: moved to TechTree.xml
PrecursorHistory: removed DisplayName tag
Xeno Ethics: removed the following tags: Group and Alignment
FusionReactors: removed the following tags: DisplayName and Group
HyperDrive: removed Requires tag
NewPropulsion:
IonDrive: removed Group tag
ImpulseDrive:
Impulse Drive Mark II:
Impulse Drive Mark III:
Warp Drive:
Warp Drive II: removed DisplayName tag
Warp Drive III: removed DisplayName tag
Warp Drive IV: removed DisplayName tag
Warp Drive V: removed DisplayName tag
HyperWarp: removed DisplayName tag
HyperWarp II: removed DisplayName tag
HyperWarp III: removed DisplayName tag
ArtificialGravity:-removed the following tags: Details, Group, Alignment, and PopulationGrowthAbility-removed Category tag (was set to Biology)
PlanetaryImprovements:-removed Category tag (was set to Military)-removed the following tags: Group, Alignment, and Requires
XenoIndustrialTheory:
Xeno Factory Construction: removed Group tag
Manufacturing Centers: removed DisplayName tag
Industrial Sector: removed Group tag
Fusion Power Plants: removed Group tag
Anti-Matter Power Plants: removed Group tag
Quantum Power Plants: removed DisplayName tag
WayOfTheArnor: removed DisplayName tag
WayOfTheDreadLord: removed DisplayName tag
Xeno Engineering: removed the following tags: Group and Requires
Space Mining:-changed Branch from Logistics to Industry-removed Requires tag
Space Mining2: changed Branch from Logistics to Industry
Space Mining3: changed Branch from Logistics to Industry
XenoResearch: removed the following tags: Group and Requires
Research Center: removed DisplayName tag
Research Academy: removed DisplayName tag
Invention Matrix: removed Group tag
Discovery Sphere: removed Group tag
Neutrality Learning Center: removed Group tag
Advanced Computing: removed Group tag
CreativeGood:-changed Branch from Culture to Computing-removed DisplayName tag
Deeper Knowledge: removed DisplayName tag
Galactic Understanding: removed DisplayName tag
Near Omniscience: removed DisplayName tag
Beyond Mortality: removed DisplayName tag
Technology Victory: removed DisplayName tag
XenoEconomics: removed Group tag
Xeno Trade Centers: removed Group tag
Xeno Bank Construction: removed DisplayName tag
Galactic Stock Exchanges: removed Group tag
Xeno Farm Construction:
Xeno Farm Construction II:
Xeno Farm Construction III:
Xeno Biology: removed the following tags: Group and Requires
Xeno Medicine: removed Group tag
Soil Enhancement: removed Group tag
Habitat Improvement: removed Group tag
Terraforming: removed Group tag
DivergentEvolution: removed the following tags: Cost and LuckAbility
ParadiseWorlds: moved to TechTree.xml
ExtremeColonization: removed the following tags: Group, Alignment, and Requires
AquaticWorldColonization: removed the following tags: Details and CourageAbility
AdvancedAquaticWorldColonization: removed DisplayName tag
BarrenWorldColonization: removed DisplayName tag
AdvancedBarrenWorldColonization: removed DisplayName tag
HeavyGravityColonization: removed DisplayName tag
AdvancedHeavyGravityColonization: removed DisplayName tag
RadioactiveWorldColonization: removed DisplayName tag
AdvancedRadioactiveWorldColonization: removed DisplayName tag
ToxicAtmosphereReductor: removed DisplayName tag
AdvancedToxicAtmosphereReductor: removed DisplayName tag
InterstellarConstruction: removed the following tags: Description, Details, Category, and Group
Advanced Hulls:-changed Branch from Industry to Logistics-removed the following tags: Group and Requires
Medium Scale Building:
Superior Hulls: removed DisplayName tag
Large Scale Building: removed Group tag
Master Hull Building: removed DisplayName tag
Massive Scale Building: removed Group tag
Advanced Materials: removed the following tags: Description, Details, and Group
Basic Logistics: removed Requires tag
Enhanced Logistics:
Advanced Logistics:
Expert Logistics:
Ultimate Logistics:
Basic Life Support: removed DisplayName tag
Extended Life Support: removed DisplayName tag
Advanced Life Support: removed DisplayName tag
Ultra Life Support:
Basic Miniaturization: removed Requires tag
Enhanced Miniaturization:
Advanced Miniaturization:
Expert Miniaturization:
Ultimate Miniaturization:
Supreme Miniaturization: removed DisplayName tag
StellarCartography: removed DisplayName tag
StarScanner: removed Requires tag
StarScanner2:
Sensor2: removed DisplayName tag
Sensor3: removed DisplayName tag
Galactic Warfare:
Space Militarization:
Space Weapons:-removed Category tag (was set to PD)-removed the following tags: Alignment and MilitaryProductionAbility
StarshipDefenses:
EnhancedDefenses: moved to TechTree.xml
DarkEnergyResearch:-changed Branch from Industry to Weapons-removed DisplayName tag
UnimaginableDestruction: removed DisplayName tag
Beam Weapon theory: removed Group tag
Laser:
Laser II:
Laser III:
Laser IV:
Laser V:
ParticleBeams:
ParticleBeams2: removed DisplayName tag
ParticleBeams3: removed DisplayName tag
Plasma Weapons: removed Requires tag
Plasma Weapons II: removed DisplayName tag
Plasma Weapons III: removed DisplayName tag
Disruptors: removed the following tags: Alignment and Requires
Disruptors II: removed Alignment tag
Psyonic Beam: removed Group tag
Disruptors III: removed Alignment tag
Disruptors IV: removed the following tags: Description and Details
Doom Ray: removed Alignment tag
Missile Weapon Theory: removed Group tag
Stinger:
Stinger II:
Stinger III: removed DisplayName tag
Stinger IV:
Harpoon:
Harpoon II:
Harpoon III:
Pysonic Missile: removed Group tag
Photonic Torpedo:
Photonic Torpedo II:
Photonic Torpedo III: added
Photon Torpedo: removed Alignment tag
Photon Torpedo II:
Photon Torpedo III:
NightmareTorpedo: removed DisplayName tag
Mass Driver Theory: removed Group tag
MiniBalls:
MiniBalls II:
Mass Drivers:
Mass Drivers II:
Mass Drivers III:
PulseCannons: removed DisplayName tag
PulseCannons2: removed DisplayName tag
PulseCannons3: removed DisplayName tag
Singularity Driver: removed the following tags: Alignment and Requires
Singularity Driver II: removed Alignment tag
Singularity Driver III: removed Alignment tag
Singularity Driver IV: removed Alignment tag
Quantum Driver: removed Alignment tag
Quantum Driver II:
Quantum Driver III:
Black Hole Gun: removed Requires tag
Shield Defense Theory: removed Group tag
Shields:
Shields II:
Shields III:
Barriers:
Subspace Rebounder: removed DisplayName tag
Barriers II: removed DisplayName tag
Barriers III: removed DisplayName tag
Force Fields:
Dynamic Shielding: removed DisplayName tag
Advanced Force Fields: removed DisplayName tag
Superior Force Fields: removed DisplayName tag
Invulnerability Field:
Invulnerability Field II:
Ultimate Invulnerability:
Missile Defense Theory: removed Group tag
ECM:
ECM II: removed DisplayName tag
ECM III: removed DisplayName tag
Point Defense: removed DisplayName tag
Telepathic Defense: removed DisplayName tag
Point Defense II: removed DisplayName tag
Point Defense III: removed DisplayName tag
PD Combo: removed DisplayName tag
PD Combo II: removed DisplayName tag
PD Combo III: removed DisplayName tag
Droid Sentries: removed DisplayName tag
Droid Sentries II: removed DisplayName tag
Droid Sentries III: removed DisplayName tag
Aereon Missile Defense: removed DisplayName tag
Armor Theory: removed Group tag
Duranthium:
Duranthium II: removed DisplayName tag
Duranthium III: removed DisplayName tag
Tri-Strontium: removed DisplayName tag
Enhanced Tri-Strontium:
Arnorian Battle Armor:
Superior Tri-Strontium: removed DisplayName tag
Kanvium:
Kanvium II:
Kanvium III:
Duralthene Armor: removed Details tag
Adamantium Armor:
Adamantium II: removed DisplayName tag
Ultimate Adamantium:
Zero-Point Armor:
RighteousMight:-moved to TechTree.xmlchanged Branch from Defenses to Weapons
RighteousJustice:-moved to TechTree.xml-changed Branch from Weapons to Defenses
DefensiveMeditation: removed DisplayName tag
OffensiveMeditation: removed DisplayName tag
Planetary Invasion: removed Group tag
Planetary Bombardment: removed Group tag
Tidal Disruption: removed DisplayName tag
Space Marines: removed the following tags: Group and Requires
Advanced Troop Mods: removed Group tag
Planetary Defense:-changed Branch from Weapons to Defenses-removed DisplayName tag
Adv. Planetary Defense: changed Branch from Weapons to Defenses
Supreme Planetary Defense:-changed Branch from Weapons to Defenses-removed DisplayName tag
InherentMagic:-moved to TechTree.xml-changed Branch from Industry to Weapons
AdvancedStarbaseConstruction:
Starbase Fortification: removed Requires tag
Starbase Fortification Mark II: removed DisplayName tag
Starbase Fortification Mark III: removed DisplayName tag
StarbaseMilitarization: removed the following tags: Group and Requires
StarbaseMobilization: removed DisplayName tag
StarbaseProjection: removed DisplayName tag
StarbaseDomination: removed DisplayName tag
StarbaseConquestStrategy: removed DisplayName tag
TerrorStar0: removed Alignment tag
TerrorStar1: removed DisplayName tag
TerrorStar2: removed DisplayName tag
TerrorStar3: removed DisplayName tag
TerrorStar4: removed DisplayName tag
Arcean_TechTree.xml
GloriousHistory: moved to TechTree.xml
Diplomatic Relations
Advanced Diplomacy: removed DisplayName tag
Expert Diplomacy:
Trade:
Neutral Shipping:
InterGov: removed Group tag
StarRep: removed Group tag
StarDem: removed Group tag
StarFed: removed Group tag
Xeno Entertainment: removed the following tags: Group and Requires
ExtremeEntertainment: removed Group tag
ZeroGSportsArena: removed Group tag
Virtual Reality Centers: removed DisplayName tag
Xeno Business: removed Group tag
Cultural Domination: removed Group tag
Historical Assimilation: removed DisplayName tag
Xeno Cultural Trends: removed DisplayName tag
Cultural Insurrection: removed Group tag
Cultural Conquest: removed Group tag
Xeno Ethics: removed Group tag
Good and Evil: removed Group tag
Concepts of Righteousness: removed DisplayName tag
Concepts of Malice: removed DisplayName tag
Balanced Vision: removed DisplayName tag
FusionReactors: removed all tags
InterstellarNavigation: removed Cost tag
SubspaceDrive: removed DisplayName tag
AdvNavigationCenters: removed Cost tag
ArtificialGravity: removed the following tags: Details, Group, and Alignment
PlanetaryImprovements: removed the following tags: Group and Requires
Manufacturing Centers: removed Group tag
Quantum Power Plants: removed Group tag
XenoGeology: removed the following tags: Alignment and PopulationGrowthAbility
Xeno Engineering:-changed Branch from Logistics to Industry-removed the following tags: Category and Group
Space Mining: changed Branch from Logistics to Industry
Space Mining2:-changed Branch from Logistics to Industry-removed DisplayName tag
Space Mining3:-changed Branch from Logistics to Industry-removed DisplayName tag
Research Academy: removed Group tag
Xeno Bank Construction: removed Group tag
Xeno Farm Construction
Xeno Farm Construction II
Xeno Farm Construction III
Fertility Accleration: removed Group tag
WeatherControl: removed the following tags: Category, Cost, Alignment, Requires, and CanBeStolen
ExtremeColonization: removed Group tag
AquaticWorldColonization: removed DisplayName tag
InterstellarConstruction: removed the following tags: Category, Group, and Alignment
Reinforced Hull Design removed DisplayName tag
Hardened Hull Design removed DisplayName tag
Robust Hull Construction: moved to TechTree.xml
Extended Life Support:
Advanced Life Support:
Ultra Life Support: removed DisplayName tag
StellarCartography: removed Group tag
StarScanner:
StarScanner2: removed DisplayName tag
Sensor2:
Sensor3:
WarRooms:-removed Category tag (was set to Communications)-removed the following tags: Alignment and CreativityAbility
Space Weapons:
Plasma Weapons II:
Plasma Weapons III:
Phasors:
Phasors II:
Phasors III:
Phasors IV:
Phasors V:
Phasors VI:
Phasors VII:
Doom Ray: removed Requires tag
Stinger IV
Harpoon: removed DisplayName tag
Photon Torpedo:
NeutronDriver: removed DisplayName tag
NeutronDriver2: removed DisplayName tag
NeutronDriver3: removed DisplayName tag
Graviton Driver:
Graviton Driver II:
Graviton Driver III:
Graviton Driver IV:
Psyonic Shredder: removed DisplayName tag
Quantum Driver:
Deflectors:
EnhDeflectors: removed DisplayName tag
ADvDeflectors: removed DisplayName tag
Superior Defs: removed DisplayName tag
Shields II: removed DisplayName tag
Shields III: removed DisplayName tag
Dynamic Shielding: removed Group tag
Advanced Force Fields:
Chaff:
Smart Chaff: removed DisplayName tag
PD Combo III:
Titanitum Armor:
Titanium Armor II:
Titanium Armor III:
Duranthium: removed DisplayName tag
Enhanced Tri-Strontium: removed DisplayName tag
Arnorian Battle Armor: removed DisplayName tag
FleetBattleTactics: removed Group tag
TulonWeaponFocus: removed Group tag
FleetDefense:
XalaxDefenseCoord: removed DisplayName tag
ZalonDefenseMainframe: removed DisplayName tag
AdvancedFireControl: removed DisplayName tag
AdvancedBattleStations: removed DisplayName tag
Planetary Bombardment: removed DisplayName tag
Planetary Defense: changed Branch from Weapons to Defenses
PlanetaryFortification: removed DisplayName tag
CathedralOfValor: removed DisplayName tag
StarbaseMilitarization: removed the following tags: Group, Alignment, and Requires
TerrorStar0: removed the following tags: Alignment and Requires
TerrorStar1: removed Alignment tag
TerrorStar2: removed Alignment tag
TerrorStar3: removed Alignment tag
TerrorStar4: removed Alignment tag
Drath_TechTree.xml
Way Of The Drath: moved to TechTree.xml
Healing Pools: removed
Invisible Hand: moved to TechTree.xml
War Profiteering: moved to TechTree.xml
DivergentEvolution: removed all tags
InterstellarConstruction: removed the following tags: Desription, Details, Category, Group, and Requires
Basic Logistics:
StarshipDefenses: removed Alignment tag
Disruptors IV: removed the following tags: DisplayName, Category, Cost, Group, Model, Alignment, and Requires
Photonic Torpedo II: removed the following tags: Details and Alignment
Photonic Torpedo III: removed the following tags: DisplayName, Category, Cost, Group, Model, Alignment, and Requires
Photon Torpedo: removed the following tags: Alignment and Requires
Psyonic Shredder:
I also overlooked a few things in the TechTree.xml, so expect an update to that changelog soon (just want to make sure, that I got everything this time).
Much kudos. I think I'd go cross-eyed reading through and stripping down one entire tech tree file, never mind two. That being said, can you throw me a few files so I can go through the spelling and grammar?
Three actually. Well, four, if you count the TechTree.xml. And there are still eleven more to go.
Here you go. Knock yourself out. This zip-file contains all of the text-containing files we should go through, in my opinion, except for the last eleven tech trees. I'll add them once I'm done with them.
I also added my version of the GC2_Conversations.xml, though I'm still not sure, whether we're going to use it or not. Even if we are, I still need to do a proper changelog for it.
Okay, thanks. I've got as far as English.str and made a few edits there. Also updated the changelog for the file. Here you go.
Here are the changelogs for the DL, Drengin, Iconians, Korath, and Korx:
Dreadlords_TechTree.xml
IndustrialRevolution: removed all tags (already set in the TechTree.xml)
TraditionalResearch: removed all tags
Xeno Communications: removed all tags
UniversalTranslator: removed all tags
Diplomatic Relations: removed WillingnessToTrade tag
Advanced Diplomacy: removed WillingnessToTrade tag
Majesty: removed all tags
Total Majesty: removed all tags
Trade: removed WillingnessToTrade tag
Advanced Trade: removed WillingnessToTrade tag
Master Trade: removed WillingnessToTrade tag
InterGov: removed all tags
Alliances: removed all tags
Xeno Entertainment: removed all tags
ExtremeEntertainment: removed DisplayName tag
ZeroGSportsArena: removed DisplayName tag
Xeno Business: removed all tags
Historical Assimilation: removed WillingnessToTrade tag
Xeno Cultural Trends: removed all tags
Xeno Ethics: removed all tags
Good and Evil: removed DisplayName tag
NewPropulsion: removed WillingnessToTrade tag
IonDrive: removed all tags
ImpulseDrive: removed WillingnessToTrade tag
Impulse Drive Mark II: removed WillingnessToTrade tag
Impulse Drive Mark III: removed WillingnessToTrade tag
Warp Drive: removed WillingnessToTrade tag
StellarFolding: added (the Arnorian ships use this engine)
ArtificialGravity:-removed Category tag (was set to Biology)-removed all tags
PlanetaryImprovements:-removed Category tag (was set to Military)-removed all tags
XenoIndustrialTheory: removed WillingnessToTrade tag
Xeno Factory Construction: removed all tags
Industrial Sector: removed the following tags: Group and WillingnessToTrade
Fusion Power Plants: removed all tags
Anti-Matter Power Plants: removed all tags
Xeno Engineering: removed all tags
Space Mining:-changed Branch from Logistics to Industry-removed all tags
Space Mining2-changed Branch from Logistics to Industry-removed WillingnessToTrade tag
Space Mining3-changed Branch from Logistics to Industry-removed WillingnessToTrade tag
XenoResearch: removed all tags
Invention Matrix: removed all tags
Discovery Sphere: removed all tags
Neutrality Learning Center: removed all tags
Advanced Computing: removed all tags
XenoEconomics: removed all tags
Xeno Trade Centers: removed all tags
Galactic Stock Exchanges: removed all tags
Xeno Farm Construction: removed WillingnessToTrade tag
Xeno Farm Construction II: removed WillingnessToTrade tag
Xeno Farm Construction III: removed WillingnessToTrade tag
Xeno Biology: removed all tags
Xeno Medicine: removed all tags
Fertility Accleration: removed DisplayName tag
Soil Enhancement: removed all tags
Habitat Improvement: removed all tags
ExtremeColonization: removed Requires tag
AquaticWorldColonization: removed all tags
InterstellarConstruction: removed all tags
Advanced Hulls:-changed Branch from Industry to Logistics-removed all tags
Medium Scale Building: removed WillingnessToTrade tag
Large Scale Building: removed all tags
Massive Scale Building: removed all tags
Reinforced Hull Design: removed DisplayName tag
Hardened Hull Design: removed DisplayName tag
Advanced Materials: removed all tags
Integrity Grid: removed all tags
Basic Logistics: removed all tags
Enhanced Logistics: removed WillingnessToTrade tag
Advanced Logistics: removed WillingnessToTrade tag
Expert Logistics: removed WillingnessToTrade tag
Ultimate Logistics: removed WillingnessToTrade tag
Ultra Life Support: removed WillingnessToTrade tag
Basic Miniaturization: removed all tags
Enhanced Miniaturization: removed WillingnessToTrade tag
Advanced Miniaturization: removed WillingnessToTrade tag
Expert Miniaturization: removed WillingnessToTrade tag
Ultimate Miniaturization: removed WillingnessToTrade tag
StarScanner: removed all tags
StarScanner2: removed WillingnessToTrade tag
Sensor Array: removed (should be Terran-only)
Galactic Warfare: removed WillingnessToTrade tag
Space Militarization: removed WillingnessToTrade tag
Space Weapons:-removed Category tag (was set to PD)-removed all tags
Beam Weapon theory: removed all tags
Laser: removed WillingnessToTrade tag
Laser II: removed WillingnessToTrade tag
Laser III: removed WillingnessToTrade tag
Laser IV: removed WillingnessToTrade tag
Laser V: removed WillingnessToTrade tag
ParticleBeams: removed WillingnessToTrade tag
Phasors: removed DisplayName tag
Phasors II: removed WillingnessToTrade tag
Phasors III: removed WillingnessToTrade tag
Phasors IV: removed WillingnessToTrade tag
Phasors V: removed WillingnessToTrade tag
Phasors VI: removed WillingnessToTrade tag
Phasors VII: removed WillingnessToTrade tag
Doom Ray: removed all tags
Psyonic Beam: removed all tags
Missile Weapon Theory: removed all tags
Stinger: removed WillingnessToTrade tag
Stinger II: removed WillingnessToTrade tag
Stinger IV: removed WillingnessToTrade tag
Harpoon: removed WillingnessToTrade tag
Harpoon II: removed WillingnessToTrade tag
Harpoon III: removed WillingnessToTrade tag
Photonic Torpedo: removed WillingnessToTrade tag
Photonic Torpedo II: removed WillingnessToTrade tag
Photon Torpedo: removed WillingnessToTrade tag
Photon Torpedo II: removed WillingnessToTrade tag
Photon Torpedo III: removed WillingnessToTrade tag
Pysonic Missile: removed all tags
Mass Driver Theory: removed all tags
MiniBalls: removed WillingnessToTrade tag
MiniBalls II: removed WillingnessToTrade tag
Mass Drivers: removed WillingnessToTrade tag
Mass Drivers II: removed WillingnessToTrade tag
Mass Drivers III: removed WillingnessToTrade tag
Graviton Driver: removed Requires tag
Graviton Driver II: removed WillingnessToTrade tag
Graviton Driver III: removed WillingnessToTrade tag
Graviton Driver IV: removed WillingnessToTrade tag
Quantum Driver: removed WillingnessToTrade tag
Quantum Driver II: removed WillingnessToTrade tag
Quantum Driver III: removed WillingnessToTrade tag
Shield Defense Theory: removed all tags
Deflectors: removed DisplayName tag
Shields: removed DisplayName tag
Barriers: removed WillingnessToTrade tag
Force Fields: removed WillingnessToTrade tag
Invulnerability Field: removed WillingnessToTrade tag
Invulnerability Field II: removed WillingnessToTrade tag
Ultimate Invulnerability: removed WillingnessToTrade tag
Missile Defense Theory: removed all tags
Chaff: removed WillingnessToTrade tag
ECM: removed WillingnessToTrade tag
Armor Theory: removed all tags
Titanitum Armor: removed DisplayName tag
Titanium Armor II: removed DisplayName tag
Titanium Armor III: removed DisplayName tag
Enhanced Tri-Strontium: removed WillingnessToTrade tag
Kanvium: removed WillingnessToTrade tag
Kanvium II: removed WillingnessToTrade tag
Kanvium III: removed WillingnessToTrade tag
Adamantium Armor: removed WillingnessToTrade tag
Ultimate Adamantium: removed WillingnessToTrade tag
Zero-Point Armor: removed WillingnessToTrade tag
Arnorian Battle Armor: removed WillingnessToTrade tag
FleetBattleTactics: removed all tags
TulonWeaponFocus: removed all tags
FleetDefense: removed Details tag
ZalonDefenseMainframe: removed all tags
Fleet Warp Bubbles: removed (should be Terran-only)
Fleet Warp Bubbles II: removed
Fleet Warp Bubbles III: removed
Planetary Invasion: removed all tags
Planetary Bombardment: removed all tags
Space Marines: removed all tags
Advanced Troop Mods: removed all tags
Adv. Planetary Defense:-changed Branch from Weapons to Defenses-removed WillingnessToTrade tag
AdvancedStarbaseConstruction
Starbase Fortification: removed all tags
StarbaseMilitarization: removed all tags
TerrorStar0: removed all tags
Plague Cure: added
Disease Cure: added
Drengin_TechTree.xml
SpecializedResearch: removed all tags (they are all set in the Techtree.xml)
A Ruthless History: moved to TechTree.xml
Xeno Communications: removed DisplayName tag
UniversalTranslator: removed DisplayName tag
XenoIntimidation: removed the following tags: Cost and DiplomacyAbility (they are all set in the Techtree.xml)
ArenasI: removed MoraleAbility tag
XenoPropaganda: removed Cost tag
XenoBrainWashing: removed the following tags: Cost and CultureAbility
Xeno Ethics: removed DisplayName tag
Balanced Vision: removed Group tag
IonDrive: removed DisplayName tag
Impulse Drive Mark II: removed DisplayName tag
Impulse Drive Mark III: removed DisplayName tag
HyperWarp:
HyperWarp II:
HyperWarp III:
ArtificialGravity: removed the following tags: Group, Alignment, and PopulationGrowthAbility
XenoSlavery: removed the following tags: Alignment and SocialProductionAbility
SlavePits: removed DisplayName tag
SlaveCanyons:
DevilsForge:
Death Furnaces: moved to TechTree.xml
EnhancedSlavelings: removed all tags
ArtificialSlavelings: removed all tags
Space Mining2-changed Branch from Logistics to Industry-removed DisplayName tag
Space Mining3-changed Branch from Logistics to Industry-removed DisplayName tag
Diabolical Research:-removed Category tag (was set to Communications)-removed the following tags: Group, Alignment, Requires, CanBeTraded, and CanBeStolen
Imaginative Research:-removed Category tag (was set to Communications)-removed the following tags: Group and Alignment
Ultimate Diabolical Research: removed DisplayName tag
PainAmplification: removed the following tags: Cost and ResearchAbility
TormentingRealizations:-changed Branch from Industry to Computing-removed ResearchAbility tag
VisionsOfAgony: removed the following tags: Cost, ResearchAbility, and WillingnessToTrade
TechnologyThresholds: removed the following tags: Cost, ResearchAbility, and WillingnessToTrade
Technology Victory: removed the following tags: Cost and WillingnessToTrade
Xeno Trade Centers: removed DisplayName tag
Xeno Biology: removed Group tag
Xeno Medicine: removed DisplayName tag
InterstellarConstruction: removed the following tags: Category and Group
Superior Hulls: removed Group tag
Master Hull Building:
Hardened Hull Design: removed Group tag
HullStrengthening: changed Branch from Defenses to Logistics
Basic Life Support:
Ultimate Miniaturization: removed DisplayName tag
StarScanner: removed Group tag
Space Militarization: removed Alignment tag
UnconventionalWarfare: removed WeaponsAbility tag
ParticleBeams: removed DisplayName tag
IonBeams: removed Requires tag
IonBeams2: removed DisplayName tag
IonBeams3: removed DisplayName tag
Disruptors:
Disruptors II: removed DisplayName tag
Disruptors III: removed DisplayName tag
Doom Ray:
NightmareTorpedo: removed the following tags: Details and Group
IonCannons: removed Cost tag
IonCannons2: removed DisplayName tag
IonCannons3: removed DisplayName tag
PulseCannons:
PulseCannons2:
PulseCannons3:
Shield Defense Theory: removed DisplayName tag
EnhDeflectors:
ADvDeflectors:
Barriers II:
Barriers III:
Superior Force Fields:
Point Defense:
Droid Sentries:
Droid Sentries II:
Droid Sentries III:
Kanvium: removed DisplayName tag
Kanvium II: removed DisplayName tag
Kanvium III: removed DisplayName tag
VengeanceScanner: removed Details tag
XalaxDefenseCoord: removed Details tag
AmplifiedWeaponry:
KillZoneComputers: removed WeaponsAbility tag
Shock Troops: removed the following tags: DisplayName, Group, Requires, and SoldieringAbility
AdvancedStarbaseConstruction: removed DisplayName tag
Starbase Fortification Mark II:
Industrial Starbase Construction: removed all tags (everything was identical to the entry in the TechTree.xml)
Advanced Industrial Starbases: removed all tags (everything was identical to the entry in the TechTree.xml)
Iconian_TechTree.xml
Precursor Legacy:-moved to TechTree.xml-changed Branch from Computing to Culture
Advanced Robotics:-moved to TechTree.xml-changed Branch from Computing to Industry
Xeno Communications:-removed Category tag (was set to Propulsion)-removed the following tags: Group and Alignment
UniversalTranslator:-removed Category tag (was set to Propulsion)-removed the following tags: Group and Alignment
Alliances: removed the following tags: Group and Alignment
Xeno Persuasion: moved to TechTree.xml
Cultural Domination:-removed Category tag (was set to Economics)-removed the following tags: Group and Alignment
Historical Assimilation:-removed Category tag (was set to Economics)-removed Group tag
Xeno Cultural Trends:-removed Category tag (was set to Economics)-removed the following tags: Group and Alignment
Cultural Insurrection:-removed Category tag (was set to Economics)-removed the following tags: Group and Alignment
Cultural Conquest:-removed Category tag (was set to Economics)-removed the following tags: Group and Alignment
ArtificialGravity:-removed Category tag (was set to Biology)-removed the following tags: Details, Group, Alignment, and PopulationGrowthAbility
Interstellar Refining: moved to TechTree.xml
Molecular Fabrication: moved to TechTree.xml
Industrial Replication I: moved to TechTree.xml
Industrial Replication II: moved to TechTree.xml
Industrial Replication III: moved to TechTree.xml
Xeno Engineering: removed the following tags: Group, Alignment, and Requires
Precursor Studies: moved to TechTree.xml
Research Center:-removed Category tag (was set to Biology)-removed the following tags: Group and Alignment
Research Academy:-removed Category tag (was set to Biology)-removed the following tags: Group and Alignment
Deeper Knowledge: DisplayName tag
Galactic Understanding: DisplayName tag
Near Omniscience: DisplayName tag
Technology Victory: DisplayName tag
Interstellar Bartering: moved to TechTree.xml
Merchant Emporiums: moved to TechTree.xml
Merchant Trade Complexes: moved to TechTree.xml
Xeno Biology: removed the following tags: Group and Alignment
Xeno Medicine:-removed Category tag (was set to Culture)-removed the following tags: Group and Alignment
Soil Enhancement: removed the following tags: Group and Alignment
ExtremeColonization:-removed the following tags: Group and Alignment-added Requires tag-set Requires to Xeno Biology
AdvancedToxicAtmosphereReductor: DisplayName tag
InterstellarConstruction: removed the following tags: Description, Details, Category, Group, and Requires
Expert Engineering: moved to TechTree.xml
Advanced Hulls:-changed Branch from Industry to Logistics-removed Category tag (was set to Military)-removed the following tags: Group and Alignment
Medium Scale Building:-removed Category tag (was set to Colonization)-removed Alignment tag
Organic Hulls:-changed Branch from Industry to Logistics-removed Requires tag
Self-Healing Hulls:-moved to TechTree.xml-changed Branch from Industry to Logistics
Advanced Logistics:-removed Category tag (was set to Biological Warfare)-removed Alignment tag
Advanced Life Support:-removed Category tag (was set to Medical)-removed Alignment tag
Organic Materials: moved to TechTree.xml
StellarCartography: removed the following tags: Group and Alignment
StarScanner: removed Alignment tag
Galactic Warfare:-removed Category tag (was set to Missile)-removed Alignment tag
Space Weapons: removed MilitaryProductionAbility tag
Beam Weapon theory:-removed Category tag (was set to Trade)-removed the following tags: Group and Alignment
Kinetic Streams I: moved to TechTree.xml
Kinetic Streams II: moved to TechTree.xml
Kinetic Streams III: moved to TechTree.xml
Advanced Beam Weapons: moved to TechTree.xml
ParticleBeams: removed Alignment tag
Seeker I: moved to TechTree.xml
Seeker II: moved to TechTree.xml
Seeker III: moved to TechTree.xml
Advanced Missile Weapons: moved to TechTree.xml
Harpoon: removed Alignment tag
Scatter Blaster I: moved to TechTree.xml
Scatter Blaster II: moved to TechTree.xml
Scatter Blaster III: moved to TechTree.xml
Advanced Mass Drivers: moved to TechTree.xml
PulseCannons: removed Alignment tag
Black Hole Gun:-removed Category tag (was set to Beam)-removed the following tags: Alignment and Requires
FleetBattleTactics: removed the following tags: Details and Group
TulonWeaponFocus: removed the following tags: Details and Group
Space Marines:-removed the following tags: Group and Alignment-added Requires tag-set Requires to Planetary Bombardment
TerrorStar0: removed Requires tag
Korath_TechTree.xml
SpecializedResearch: removed DisplayName tag
Diplomatic Relations: removed Alignment tag
XenoIntimidation: removed the following tags: Cost and DiplomacyAbility
Trade: removed DisplayName tag
Advanced Trade: removed DisplayName tag
InterGov: removed DisplayName tag
ArenasI: removed MoraleAbility
ArenasII: removed DisplayName tag
Dark Influence: moved to TechTree.xml
NewPropulsion: removed DisplayName tag
ImpulseDrive: removed DisplayName tag
ArtificialGravity: removed Group tag
XenoSlavery: removed Alignment tag
DevilsForge: removed DisplayName tag
Wretched Cloning: moved to TechTree.xml
Aul Incineration: moved to TechTree.xml
XenoResearch: removed Group tag
Neutrality Learning Center: removed DisplayName tag
Cut Throat Trading: moved to TechTree.xml
Malicious Bargaining: moved to TechTree.xml
Graft of Ages: moved to TechTree.xml
Corrupted Genetics: moved to TechTree.xml
InterstellarConstruction: removed the following tags: Category, Group, and Requires
Advanced Hulls:-changed Branch from Industry to Logistics-removed Requires tag
Medium Scale Building: removed DisplayName tag
Large Scale Building: removed DisplayName tag
Massive Scale Building: removed DisplayName tag
Advanced Logistics: removed DisplayName tag
Expert Logistics: removed DisplayName tag
Ultimate Logistics: removed DisplayName tag
Enhanced Miniaturization: removed DisplayName tag
Expert Miniaturization: removed DisplayName tag
Space Weapons: removed DisplayName tag
Laser: removed DisplayName tag
IonBeams: removed DisplayName tag
Missile Weapon Theory: removed DisplayName tag
Stinger: removed DisplayName tag
Mass Driver Theory: removed DisplayName tag
Barriers: removed DisplayName tag
Force Fields: removed DisplayName tag
Invulnerability Field: removed DisplayName tag
Invulnerability Field II: removed DisplayName tag
Ultimate Invulnerability: removed DisplayName tag
Missile Defense Theory: removed DisplayName tag
Chaff: removed DisplayName tag
ECM: removed DisplayName tag
Duralthene Armor: removed Details
VengeanceScanner: removed DisplayName tag
AmplifiedWeaponry: removed WillingnessToTrade tag
Planetary Invasion: removed DisplayName tag
Shock Troops: removed all tags
Advanced Troop Mods: removed DisplayName tag
Korx_TechTree.xml
IndustrialRevolution: removed the following tags: CanBeTraded and CanBeStolen (they are all set in the Techtree.xml)
TraditionalResearch: removed DisplayName tag
A history of Mercantilism: moved to TechTree.xml
Xeno Mercantilism:-moved to TechTree.xml-changed Branch from Industry to Culture
Fortified Freighters: moved to TechTree.xml
Xeno Factory Construction:
Xeno Engineering: removed the following tags: Group and Alignment
Mercenaries: moved to TechTree.xml
Cut-Throat Competition:-moved to TechTree.xml-changed Branch from Culture to Industry
Starbase Fortification: removed Alignment tag
Super Trade Starbases:-moved to TechTree.xml-changed Branch from Industry to Culture
Xeno Refining: moved to TechTree.xml
Expert Refining: moved to TechTree.xml
Starbase Victory Strategy: moved to TechTree.xml
Starbase Supremacy: moved to TechTree.xml
And here is a zip containing the files. I've also added updated versions of the previous tech trees (noticed a few things I've overlooked before).
I've run into a bit of trouble. There is a bug in my TechTree.xml which causes the game to crash whenever I try to play as either the Krynn or the Torians. I've been searching now for over two hours, but I just can't find the cause for the crashes. Even disabling all Krynn and Torian techs didn't help.
I think I'll go back to fixing the racial tech trees for now, and have another look later. Still, this is getting really frustrating.
Update: I've found the problem with the Krynn. It was actually a combination of a "bug" in their tech tree and one of my changes in the TechTree.xml. I've set Xeno Engineering to require Interstellar Construction in the TechTree.xml, because that's how it is set in most of the tech trees. In the Krynn tech tree, however, it's the other way around, which caused the game to loop and then crash. My guess is, that the Torians have a similar problem, and will get around to it, once I start fixing their tech tree. I've just started with the Terrans.
I'm finished with the remaining tech trees. Here are the changelogs:
Krynn_TechTree.xml
IndustrialRevolution:-changed Branch from Culture to Industry-removed Category tag (was set to Military)-removed the following tags: Alignment and Requires
TraditionalResearch:-changed Branch from Culture to Computing-removed Category tag (was set to Military)-removed all tags
ThePath: moved to TechTree.xml
Diplomatic Relations: removed DisplayName tag
Greater Tolerance: moved to TechTree.xml
Advanced Trade:-removed Category tag (was set to Radioactive Terraforming)-removed Alignment tag
Master Trade: removed DisplayName tag
Alliances:-removed Category tag (was set to Sensor)-removed the following tags: Group and Alignment
Jihad of Krynn: moved to TechTree.xml
Laws of Krynn: moved to TechTree.xml
Order of Krynn: moved to TechTree.xml
The Way: moved to TechTree.xml
Superior Espionage:-moved to TechTree.xml-changed Branch from Industry to Culture
Master Spies:-moved to TechTree.xml-changed Branch from Industry to Culture
FusionReactors: removed the following tags: Group and Alignment
HyperDrive:-removed Category tag (was set to Communications-removed all tags
Warp Drive: removed DisplayName tag
ArtificialGravity: removed the following tags: Details, Group, and PopulationGrowthAbility
PlanetaryImprovements: removed Requires tag
XenoIndustrialTheory: removed DisplayName tag
Xeno Factory Construction: removed DisplayName tag
Fusion Power Plants: removed DisplayName tag
Anti-Matter Power Plants: removed DisplayName tag
Xeno Engineering:-added Requires tag-set Requires to None-removed Group tag
XenoResearch:-removed Category tag (was set to Biology)-removed the following tags: Group, Alignment, and Requires
Research Center: removed the following tags: Group and Alignment
Research Academy: removed the following tags: Group and Alignment
Invention Matrix: removed the following tags: Group and Alignment
Discovery Sphere: removed the following tags: Category, Group, and Alignment
Advanced Computing: removed the following tags: Group and Alignment
Deeper Knowledge:-removed Category tag (was set to Biology)-removed the following tags: Group and Alignment
Galactic Understanding: removed Group tag
Near Omniscience: removed Group tag
Beyond Mortality: removed Group tag
XenoEconomics: removed DisplayName tag
Galactic Stock Exchanges: removed DisplayName tag
Xeno Farm Construction II: removed DisplayName tag
Xeno Farm Construction III: removed DisplayName tag
Interstellar Expansion: moved to TechTree.xml
AquaticWorldColonization: removed the following tags: Alignment and CourageAbility
Robust Hulls:-moved to TechTree.xml-changed Branch from Industry to Logistics
Advanced Hulls:-changed Branch from Industry to Logistics-removed Category tag (was set to Colonization)-removed the following tags: Group and Alignment
Medium Scale Building: changed "|a|" to "||"
Large Scale Building:
Enhanced Logistics: removed DisplayName tag
Basic Miniaturization: removed the following tags: Alignment and Requires
Advanced Miniaturization:-removed Category tag (was set to Armor)-removed Alignment tag
Galactic Warfare: removed "||"
ParticleBeams:-removed Category tag (was set to Trade)-removed the following tags: DisplayName and Alignment
ParticleBeams2: removed Alignment tag
ParticleBeams3: removed Alignment tag
Plasma Weapons: removed the following tags: Alignment and Requires
Disruptors:-removed Category tag (was set to Missile)-removed Requires tag
Disruptors II: removed Category tag (was set to Missile)
Disruptors III: removed Category tag (was set to Missile)
Harpoon:-removed Category tag (was set to PD)-removed Alignment tag
Mass Driver Theory:-removed Category tag (was set to Beam)-removed the following tags: Group and Alignment
MiniBalls: removed DisplayName tag
MiniBalls II: removed DisplayName tag
Mass Drivers: removed DisplayName tag
Mass Drivers III: removed DisplayName tag
PulseCannons:-removed Category tag (was set to Beam)-removed Alignment tag
PulseCannons2: removed Alignment tag
PulseCannons3: removed Alignment tag
Graviton Driver: removed the following tags: Alignment and Requires
Missile Defense Theory:-removed Category tag (was set to Shield)-removed the following tags: Group and Alignment
Droid Sentries I: removed DisplayName tag
Armor Theory: removed DisplayName tag
Adamantium II:
Ultimate Adamantium: removed DisplayName tag
Zero-Point Armor: removed DisplayName tag
Righteous Fleets: moved to TechTree.xml
Hasty Fleets:-moved to TechTree.xml--changed Branch from Defenses to Propulsion
Vengeful Fleets:-moved to TechTree.xml-changed Branch from Defenses to Weapons
Planetary Invasion:-removed Category tag (was set to Space Mining)-removed the following tags: Group and Alignment
Advanced Troop Mods:-removed Category tag (was set to Space Mining)-removed the following tags: Group and Alignment
AdvancedStarbaseConstruction: removed Alignment tag
Interstellar Missionaries: moved to TechTree.xml
Krynniac Conversion: moved to TechTree.xml
Krynniac Disciples: moved to TechTree.xml
MinorRace_TechTree.xml
IndustrialRevolution: removed the follwing tags: CanBeTraded and CanBeStolen
TraditionalResearch: removed all tags:
Space Mining:-changed Branch from Logistics to Industry-remvoved Requires tag
Integrity Grid: removed (should be Terran-only)
Space Weapons:-remmoved Category tag (was set to PD)-removed the following tags: Alignment and MilitaryProductionAbility
ZalonDefenseMainframe: removed Details tag
Fleet Warp Bubbles II: removed (should be Terran-only)
Fleet Warp Bubbles III: removed (should be Terran-only)
Terran_TechTree.xml
NeutralHistory: moved to TechTree.xml
Innovative History:-moved to TechTree.xml-changed Branch from Industry to Computing
HyperDrive: removed Requires
StellarFolding:
Integrity Grid: removed the following tags: Group and Requires
Sensor Array: removed the following tags: Details and Group
Interstellar War Colleges: moved to TechTree.xml
Black Hole Gun: removed DisplayName tag
Fleet Warp Bubbles:-moved to TechTree.xml-changed Branch from Defenses to Propulsion
Fleet Warp Bubbles II:-moved to TechTree.xml-changed Branch from Defenses to Propulsion
Fleet Warp Bubbles III:-moved to TechTree.xml-changed Branch from Defenses to Propulsion
Space Superiority: moved to TechTree.xml
Advanced Defensive Techniques: moved to TechTree.xml
Supreme Planetary Defense-changed Branch from Weapons to Defenses-removed DisplayName tag
TerrorStar0:-changed Branch from Defenses to Weapons-removed the following tags: Alignment and Requires
TerrorStar1:-changed Branch from Defenses to Weapons-removed Alignment tag
TerrorStar2:-changed Branch from Defenses to Weapons-removed Alignment tag
Thalan_TechTree.xml
TemporalMechanics:-moved to TechTree.xml-changed Branch from Industry to Culture
HyperionPackages: moved to TechTree.xml
UniversalTranslator: removed the following tags: Group and Alignment
StarRep: removed the following tags: Group and Alignment
XenoAnthropology: moved to TechTree.xml
Xeno Public Relations: moved to TechTree.xml
XenoInfluence: moved to TechTree.xml
XenoBrainwashing:-moved to TechTree.xml-changed Branch from Weapons to Culture
IonDrive: removed the following tags: Group and Alignment
ImpulseDrive: removed Alignment tag
ExpertGravityChanneling:-moved to TechTree.xml-changed Branch from Industry to Propulsion
HyperionPropulsion: moved to TechTree.xml
PlanetaryAdaptation: moved to TechTree.xml
IndustrialAdaptation1: moved to TechTree.xml
IndustrialAdaptation2: moved to TechTree.xml
IndustrialAdaptation3: moved to TechTree.xml
AdvancedGravitronics: moved to TechTree.xml
TechnologyAdaptation1: moved to TechTree.xml
TechnologyAdaptation2: moved to TechTree.xml
TechnologyAdaptation3: moved to TechTree.xml
Remedial Materials: moved to TechTree.xml
UltimateCreativity: moved to TechTree.xml
4DPhasing: moved to TechTree.xml
DimensionalExploitation: moved to TechTree.xml
DimensionalWeaponry: moved to TechTree.xml
NearOmnipotence: moved to TechTree.xml
Beyond Mortality: removed the following tags: Group and Alignment
Stellar Production: moved to TechTree.xml
XenoEconomics: removed the following tags: Group and Alignment
Hyperion Fabrication:-moved to TechTree.xml-changed Branch from Propulsion to Industry
Xeno Biology:-removed the following tags: Group and Alignment-added Requires tag-set Requires to None
Xeno Medicine: removed the following tags: Group, Alignment, and Requires
XenoColonization: moved to TechTree.xml
AlienSoilStudies: moved to TechTree.xml
Habitat Improvement: removed the following tags: Group and Alignment
GaiaTheory: moved to TechTree.xml
ExtremeColonization: removed the following tags: Group and Alignment
Advanced Hulls:-changed Branch from Industry to Logistics-removed the following tags: Group and Alignment
HyperionHullDesign:-moved to TechTree.xml-changed Branch from Industry to Logistics
HyperionDomination:-moved to TechTree.xml-changed Branch from Weapons to Logistics
Basic Logistics: removed Alignment tag
Expert Logistics: removed Alignment tag
Basic Miniaturization: removed Alignment tag
DefenseIndustries:-moved to TechTree.xml-changed Branch from Defenses to Weapons
Space Weapons:-changed Branch from Computing to Weapons-removed Category tag (was set to Pure Research)-removed Alignment tag
StarshipDefenses:-changed Branch from Computing to Defenses-removed Category tag (was set to Pure Research)-removed Alignment tag
SpaceSuperiority: moved to TechTree.xml
WeaponMagnifier: moved to TechTree.xml
Laser: removed Alignment tag
Stinger: removed Alignment tag
MiniBalls: removed Alignment tag
Black Hole Gun: removed the following tags: Alignment and Requires
Shields: removed Alignment tag
Advanced Force Fields: removed Alignment tag
ECM: removed Alignment tag
Duranthium: removed Alignment tag
HyperionDefense: moved to TechTree.xml
Planetary Invasion: removed the following tags: Group and Alignment
Advanced Troop Mods: removed the following tags: Group and Alignment
MechanizedWarriors: moved to TechTree.xml
Fanatics: moved to TechTree.xml
ExtremeSoldiers: moved to TechTree.xml
HyperionStarbases: moved to TechTree.xml
Torian_TechTree.xml
Inherited Technology:-moved to TechTree.xml-changed Branch from Defenses to Industry
Alliances: removed DisplayName tag
HealingPools: moved to TechTree.xml
WellnessFalls: moved to TechTree.xml
TidesOfCleansing: moved to TechTree.xml
TorianHotSprings: moved to TechTree.xml
CulturalEnlightenment: moved to TechTree.xml
Xeno Engineering:-removed Group tag-added Requires tag-set Requires to None
Scientific Method Implementation: moved to TechTree.xml
University: moved to TechTree.xml
City of Learning: moved to TechTree.xml
Technology Commune: moved to TechTree.xml
Advanced Philosophy: moved to TechTree.xml
Greater Enlightenment: moved to TechTree.xml
Deep Level Trances: moved to TechTree.xml
Exceptional Consciousness: moved to TechTree.xml
Deeper Knowledge:-changed Category from Pure Research to Research-removed Group tag
EnhancedAdaptation: moved to TechTree.xml
AquaticWorldColonization: removed CourageAbility tag
NanoMaterials:-moved to TechTree.xml-changed Branch from Computing to Logistics
Basic Miniaturization:
Advanced Miniaturization: removed DisplayName tag
DefensiveTrance: moved to TechTree.xml
Beam Weapon theory: removed DisplayName tag
Yor_TechTree.xml
Cybernetic History:-moved to TechTree.xml-changed Branch from Industry to Culture
UniversalTranslator: removed following tags: Group and Alignment
Counter Espionage:
Trade: removed Alignment tags
Master Trade: removed Alignment tag
Alliances: removed following tags: Group and Alignment
Xeno Ethics: removed following tags: Group and Alignment
NewPropulsion: removed Alignment tag
Warp Drive: removed Alignment tag
StellarStreams: moved to TechTree.xml
ArtificialGravity: removed the following tags: Details, Group, Alignment, and PopulationGrowthAbility
CollectiveManufacturing1: moved to TechTree.xml
CollectiveManufacturing2: moved to TechTree.xml
CollectiveManufacturing3: moved to TechTree.xml
CollectiveManufacturing4: moved to TechTree.xml
ManufacturingVortex: moved to TechTree.xml
DistributedEnergyMatrix: moved to TechTree.xml
Space Mining:-changed Branch from Logistics to Industry-removed the following tags: Alignment and Requires
ComputationalMatrix: moved to TechTree.xml
Synthetic Ingenuity: moved to TechTree.xml
Creative Insight: moved to TechTree.xml
Discovery Sphere: removed the following tags: Group and Alignment
Technology Victory: removed the following tags: Group, Alignment, and WillingnessToTrade
EfficiencyStudies: moved to TechTree.xml
EfficiencyStudies2: moved to TechTree.xml
EfficiencyStudies3: moved to TechTree.xml
EfficiencyStudies4: moved to TechTree.xml
EfficiencyStudies5: moved to TechTree.xml
ChargingStalks: moved to TechTree.xml
Advanced Charging Stalks: moved to TechTree.xml
AdvancedPopulationAcceleration: moved to TechTree.xml
SparkOfLife: moved to TechTree.xml
ExtendedLifetime: moved to TechTree.xml
BiologicalStudies: moved to TechTree.xml
Advanced Hulls:-changed Branch from Industry to Logistics-removed the following tags: Group, Alignment, and Requires
Medium Scale Building: removed Alignment tag
Superior Hulls: removed the following tags: Group and Alignment
Massive Scale Building: removed the following tags: Group and Alignment
Basic Logistics: removed the following tags: Alignment and Requires
Advanced Logistics: removed Alignment tag
Ultimate Logistics: removed Alignment tag
Basic Life Support:-removed Alignment tag-added CanBeStolen tag-changed WillingnessToTrade from 50 to 0
Extended Life Support:-removed Alignment tag-changed WillingnessToTrade from 70 to 0
Advanced Life Support:-removed Alignment tag-changed WillingnessToTrade from 50 to 0
Ultra Life Support:-removed Alignment tag-added CanBeStolen tag-changed WillingnessToTrade from 50 to 0
Enhanced Miniaturization: removed Alignment tag
Expert Miniaturization: removed Alignment tag
Ultimate Miniaturization: removed Alignment tag
Supreme Miniaturization: removed Alignment tag
StarScanner2: removed Alignment tag
Galactic Warfare: removed Alignment tag
Beam Weapon theory: removed the following tags: Group and Alignment
KineticStreams1: moved to TechTree.xml
KineticStreams2: moved to TechTree.xml
KineticStreams3: moved to TechTree.xml
Phasors: removed Alignment tag
Phasors II: removed Alignment tag
Phasors VI: removed Alignment tag
Phasors VII: removed Alignment tag
Doom Ray: removed the following tags: Alignment and Requires
Missile Weapon Theory: removed the following tags: Group and Alignment
Seeker1: moved to TechTree.xml
Seeker2: moved to TechTree.xml
Seeker3: moved to TechTree.xml
Photonic Torpedo III:
NightmareTorpedo: removed the following tags: Group and Alignment
Mass Driver Theory: removed the following tags: Group and Alignment
ScatterBlaster1: moved to TechTree.xml
ScatterBlaster2: moved to TechTree.xml
ScatterBlaster3: moved to TechTree.xml
Graviton Driver II: removed Alignment tag
Graviton Driver III: removed Alignment tag
Graviton Driver IV: removed Alignment tag
Shield Defense Theory: removed the following tags: Group and Alignment
Deflectors: removed Alignment tag
ADvDeflectors: removed Alignment tag
Superior Defs: removed Alignment tag
Barriers: removed Alignment tag
Barriers II: removed Alignment tag
Barriers III: removed Alignment tag
Ultimate Invulnerability: removed Alignment tag
Missile Defense Theory: removed the following tags: Group and Alignment
Chaff: removed Alignment tag
Droid Sentries: removed Alignment tag
Droid Sentries II: removed Alignment tag
Droid Sentries III: removed Alignment tag
Aereon Missile Defense: removed the following tags: Group and Alignment
Armor Theory: removed the following tags: Group and Alignment
Titanitum Armor: removed Alignment tag
Titanium Armor II: removed Alignment tagv
Titanium Armor III: removed Alignment tag
Tri-Strontium: removed Alignment tag
Adamantium Armor: removed Alignment tag
Adamantium II: removed Alignment tag
Ultimate Adamantium: removed Alignment tag
Zero-Point Armor: removed Alignment tag
TerrorDrones1: moved to TechTree.xml
TerrorDrones2: moved to TechTree.xml
TerrorDrones3: moved to TechTree.xml
Plague Cure:
Disease Cure:
And here are the files themselves. I, once again, re-added the TechTree.xml, because I found some more things I've overlooked before. That should be all, for now, as far as the tech trees are concerned.
Some general thoughts:
1. Trade
Here are my values to make trade routes worth more:
Ability bonuses: +25%, +50%, +100% (instead of +10%, +20%, +30%)
Mercantile political party: +50% (instead of +20%)
Standard techs: +25%, +25%, +50% (instead of +10%, +20%, +30%)
Neutral Shipping: +25% (instead of +10%)
Korx Xeno Mercantilism tech: +50% (instead of +20%)
Standard starbase modules: +25%, +25%, +50% (instead of +10%, +20%, +30%)
Korx Super Trade Base module: +100% (instead of +25%)
Thalan Trade Outpost module: +50% (instead of +20%)
Anomalies: +5% (instead of +1%)
We should probably also reduce the amount of trade routes you can get, because it is rather easy to hit the maximum of 12 at the moment. Especially if you play as the Korx (1 base +3 racial abilities +7 standard techs = 11).
Just to contradict myself, we should also reduce the cost for the trade routes ability bonuses. As it is, they are far too expensive for what they do, and for how easy it is to get them within the game. 3 points per trade route? Seriously?
2. Racial abilities
The standard abilities of the races seem fine for the most part, but there are a few things that bug me.
Terrans: They are described as diplomats and traders, and their abilities reflect that (+30% diplomacy and +1 trade route). However, what about a bonus to trade itself (+25%)?
Drengin: Seems okay. However, what about the +25% morale bonus they used to have in DL and DA? Should we add that back in?
Altarians: They're okay, I guess.
Arceans: Their speed penalty hurts them. A lot. Especially during the colony rush. We should definitely get rid of that. Also, the Arceans have a lot of experience in building ships (they've been doing it for hundreds of thousands of years). So, what about a bonus to military production (+20%)?
Torians: To be blunt, they suck. They have barely any abilities, and, to top it all off, only get 8 customisation points. Increasing the number of points to the standard of 10 would help a little, but their abilities are still weaker than those of any other race. I would suggest to increase their morale bonus from +10% to +20%, and give them a bonus to courage (+25%?) and maybe luck (+25%?) (their ancestors managed to drive off the much more advanced Drengin). That would be at least a start.
Yor: The Details for the tech Advanced Population Acceleration mentions, that their pop. growth is slower than that of the other races, so a slight penalty to pop. growth seems fitting (-10%).
Drath: They have the ability to shapeshift. So, what about a bonus to espionage (+20%)?
Korx: Their main stick is trade. To be a successful trader you have to be diplomatic. So, what about a slight bonus to diplomacy (+10%)? They also used to have a bonus to economics (+15%). It makes sense considering their background, so how about we add it back in?
Thalan: They have a -30% penalty to pop. growth, but part of it gets offset, because they start with Xeno Medicine. Combined with the additional bonuses from Xeno Colonization and Alien Soil Studies, they can easily get rid of the penalty, and end up with only a 10% difference to most races (20% for those who have Fertility Acceleration). I suggest to increase the pop. growth penalty of the Thalan to -50% and give a +10% pop. growth bonus to Xeno Biology. This way, the Thalan start out at -30% and end up at -5%, making them actually feel the penalty they're supposed to have.
I also suggest to give the Thalan back the +40% loyalty bonus they used to have in DL (they are here on a mission after all), and increase their customisation points from 8 to 10
Iconians: Their espionage bonus doesn't make sense to me. Is it supposed to mean that the Iconians are so bland, that you won't even notice them? I suggest to replace it with a bonus to research (+30%). They created the Yor, and managed to replicate the Precursor way of live as much as possible, using science. So it would make sense. They could also use a bonus to economics (+10%?). Maybe also increase their customisation points from 7 to 10
Korath: Compared to the Drengin, they're OP: a big morale bonus, a big bonus to military production, more HP, and no diplomacy penalty. I would suggest to get rid of the military production bonus, reduce the HP bonus to the same level as the Drengin (+10%), give them the same diplomacy penalty as the Drengin (-25%), and increase their soldiering bonus (+20%) (they were the elite soldiers of the Drengin Empire).
Krynn: I suggest to increase their espionage bonus to +100%. Other than that, they seem okay.
3. Ability bonuses
As I've mentioned before, I'm not quite happy with the costs of certain ability bonuses.
For example, 1 point gives you a +10% morale bonus. A second point increases the bonus to +15%, and a third one to +20%. Only the first point seems to be worth it, because all subsequent ones provide you less of a benefit.The economics bonus has the opposite problem. The first 10% bonus costs two points, while all subsequent 10% bonuses only cost one point each. This makes the subsequent points worth more, because they provide you twice the benefit of the first.
Here is how I would change both abilities: The first two points provide 10% each, while the third 10% bonus costs 2 points. My reasoning is, that it should be easy to get some benefit, but you should consider hard, if you want to spend extra-points to get the biggest bonus (for economics, the answer is most likely "yes", because more money is always good).
There are several more ability bonuses we should take a look at, in my opinion, like military/social production, research, diplomacy, pop. growth, and the above mentioned trade and trade routes.
I'm not quite certain, if we should also add bonuses to some of the missing abilities, like miniaturization and purchase now reduction.
4. Political parties for the races
Here is what I suggest as standard parties for the races:
Terrans: Populists
Drengin: War Party
Altarians: Pacifists
Arceans: War Party
Torians: Universalists
Yor: Industrialists
Drath: Populists
Korx: Mercantile
Iconians: Federalists
Thalan: Technologists
Korath: War Party
Krynn: Universalists
5. Trade Goods, Super Projects, and Galactic Achievements
I've been thinking again, and came up with a possible standard for those improvements:
TGs: one ability bonus (up to 25%); costs up to 600mp to build
SPs: one big planetary bonus (up to 100%); costs up to 800mp to build
GA: one or more planetary and ability bonuses (no limit); costs up to 1600mp to build
The downside of this standard is, that some SPs and GAs would need to be adjusted (e.g., the Hyperion Shrinker and the Shrine of Tandis).
Still, what do you think?
6. Research improvements
I've been toying with the idea to reduce the output of standard labs to 12rp for a while now, but could never make up my mind about it. The idea basically boils down to the premise, that only Precursor-related improvements, SPs and GAs could produce more than 12rp. It would standardise labs and factories, and help the research-challenged races (Torians, Drengin, Korath, Thalan).However, it also requires a bit of work: the output for the standard labs need to be reduced, along with their maintenance costs; the Xeno Lab probably needs to be scrapped; the NLC could be turned into a SP or GA; maybe some other things I haven't thought of yet.
Is this something we should look into?
Terrans are good diplomats but at heart we only care about money, all politicians do. Terrans are federalist. IMHO.
Maybe. However, diplomacy can net you more money, and other perks, than pure bean counting could.
Anyhow, here are my proposed changes to the AbilityBonuses.xml. I haven't made them yet though, because I wanted to hear your opinions first.
Economics: -changed Option0Cost from 2 to 1-changed Option1Cost from 3 to 2
Propulsion: changed Option0Cost from 5 to 4
Morale:-changed Option1Bonus from 15 to 20-changed Option2Bonus from 20 to 30-changed Option2Cost from 3 to 4
Population Growth:-changed Option0Bonus from 5 to 10-changed Option1Bonus from 15 to 20-changed Option1Cost from 3 to 2-changed Option2Bonus from 25 to 30-changed Option2Cost from 4 to 3-changed Option3Bonus from 40 to 50-changed Option3Cost from 5 to 6
Social Production: changed Option3Cost from 5 to 6
Military Production: changed Option3Cost from 4 to 6
Research:-changed Option0Bonus from 5 to 10-changed Option1Bonus from 10 to 20-changed Option2Bonus from 15 to 30-changed Option3Bonus from 20 to 50-changed Option3Cost from 4 to 6
Influence:-changed Option0Bonus from 5 to 10-changed Option1Bonus from 15 to 20-changed Option2Bonus from 25 to 30-changed Option2Cost from 4 to 3-changed Option3Bonus from 30 to 50-changed Option3Cost from 5 to 6
Sensors: changed Option2Bonus from 4 to 3
Planet Quality: changed Option1Cost from 8 to 6
Trade:-changed Option0Bonus from 10 to 25-changed Option1Bonus from 20 to 50-changed Option1Cost from 3 to 2-changed Option2Bonus from 30 to 100
Trade Routes:-changed Option0Cost from 3 to 1-changed Option1Cost from 6 to 2-changed Option2Cost from 9 to 3
Diplomacy:-changed Option0Bonus from 5 to 10-changed Option1Bonus from 10 to 20-changed Option2Bonus from 20 to 30-changed Option2Cost from 4 to 3-changed Option3Bonus from 30 to 50-changed Option3Cost from 5 to 6
New additions:
Miniaturization: +10%, 3 points
Purchase Now Reduction: +25%, 4 points
As I mentioned before, I also want to rebalance the political parties. Some of the options seem rather weak, and I would like each party to be worth 4 customisation points. So, here are my ideas:
Industrialist: Is fine as is.
Universalists: I would increase the economics bonus from +5% to +10%.
Federalists: One of the strongest parties, just because money is so important in the game. I would keep it as is, even though it's technically not worth 4 points.
Populists: I would double the bonuses. Although, it does seems weird, that this party gives you a diplomacy bonus. It's all about listening to what the people want. Your people. Why would the leaders of the other races care enough about that to give you better deals? Influence or pop. growth would make more sense to me. Maybe even both (+10% each).
War Party: I would either increase the soldiering bonus to +20%, or reduce it to +10% and add a +10% bonus to HP.
Pacifists: The social production bonus doesn't make sense to me. This party is all about being peaceful, and talking about your differences with others. Diplomacy seems more fitting. In any case, the bonus should be +20%.
Technologists: Either increase the research bonus to +30%, or the sensor bonus to +2pc. Though I would tend to the latter.
Mercantile: As mentioned in my last post, I would increase the trade bonus to +50%, but that's it.
Some general thoughts about the tech trees:
1. Several tech trees provide too many options too early. This is a problem for the AI, because it may not always pick the techs that are most useful to it early on. In my opinion, each tech tree should provide four paths at the beginning, five at the most, with new paths opening up after one or two techs have been researched (preferably two).
2. Currently, there are techs which don't provide any benefit beyond unlocking new techs to research. The most obvious examples are Xeno Biology, Extreme Colonization, Advanced Starbase Construction, Fleet Battle Tactics, Fleet Defense, and the history techs of some of the races. In my opinion, all techs should provide some intrinsic benefit, whether it is a ability bonus, a new planetary improvement, starbase modules, weapons, defences, etc.
3. All tech trees should provide access to all of the Capital SPs, and, at least, all Good defences and Evil weapons. Some races only have limited access to the Capitals (e.g., the Yor only have access to the Economic Capital), which doesn't seem fair to me. The same is also true in regards to the alignment-specific techs.
4. Getting access to upgrades for planetary improvements and starbase modules should be straightforward. This is a very big problem for starbase modules. For example, access to defense modules is all over the place: weapon techs, defense techs, hull techs, the Starbase Fortifications techs. It is possible to unlock a new module and not being able to use it, because you don't have access to the pre-requisite module yet. This shouldn't be happening, in my opinion.Planetary improvements don't have it quite as bad. The best example I can think of is the Thalan morale improvement. You get access to the Recuperation Center by researching Planetary Adaptation. Its upgrade, Zero-G Amusement, however, is unlocked by Expert Gravity Channeling, which is along a completely different research path.
5. All tech trees should provide access to the techs Planetary Improvements, Space Militarization, and Xeno Biology and Xeno Medicine (in one form or another), in order to prevent the minor races from losing those techs in their tech tree. It would also give certain major races a necessary boost.
6. Terror Stars and Atlas-modules. The AI isn't able to use those features, but researches the necessary techs anyhow. This is made worse due to the fact that those techs are usually very expensive, and don't provide any other benefit.
7. The production-assist and mining starbase modules in some tech trees don't provide enough of a benefit. This makes those races dependent on the modules from other races in order to be competitive.
Here is how I would change the default tech tree (I'll talk about specific changes to the racial tech trees later):
1. Diplomacy path:
The earliest branching would be after Universal Translator. Alliances would be moved from the government branch to the diplomacy branch, and use Advanced Diplomacy as a requirement (it just doesn't make sense as a government tech to me). The Political Capital would be moved to Interstellar Governments.
2. Propulsion path:
No changes.
3. Production path:
Xeno Engineering would be moved right after Artificial Gravity, turned into a requirement for Planetary Improvements (just like how it was in DL and DA), and unlock the Manufacturing Capital. Space Mining would stay where it is, but I would reduce its research cost. Xeno Biology would provide a +10% bonus to pop. growth, and Extreme Colonization a +10% to PQ.
4. Ship Construction path:
Interstellar Construction would require Xeno Engineering. Advanced Hulls would provide a +10% bonus to HP (to make it consistent with Superior Hulls and Master Hull Building), and be a requirement for Advanced Materials (and similar techs). Basic Logistics and General Life Support would both require Interstellar Construction. The Hyperion Re-Supply Center would be moved to Advanced Life Support.
5. Warfare path:
I would reduce the cost of the techs in the Fleet Battle Tactics/Fleet Defense branches, and would add a +5% bonus to the weapons/defense ability to all of the respective techs. Advanced Starbase Construction would unlock basic defense and military-assist modules, while the Starbase Militarization techs would provide access to the more advanced versions. The Starbase Fortifications techs and the defense and millitary-assist modules from all other techs would get scrapped. The Terror Star techs would be reduced to one, slightly more expensive tech.
Those are the basics. I have a couple more ideas, which are a bit more extensive (and involve almost all ship modules and related techs, among other things). For now, however, I would like to get some feedback on the previously posted ideas. Any agreements, objections, different ideas?
It all looks good to me. Sorry to be such a Yes-man but you know, we've had a lot of time to think about tech trees and investigate how restructuring them will help the AI, so it's my natural inclination to go along with anything which is likely to accomplish that.
I think that to assist the AI in developing economy starbases, the non-racial production modules should be unlocked by techs common to all races. These can be costed very minimally and placed in the production path of any race's tech tree. More to the point, if we're going to have to reduce the number of starbase modules anyway, we may as well take control of where they appear.
The Economics path of techs is so vital to any kind of progress that I feel that it should branch from Artificial Gravity, making it an early and attractive choice for player and AI alike.
That's okay. I can easily fulfil the role of nay-sayer myself.
Overall a good idea. However, I do have to disagree on the continued use of the non-racial modules for some of the races due to lore-reasons. Especially the Drengin and Korath. As the Details for the Slave Pits tech state: "civilizations such as the Drengin (or their Korathian cousins) don't tend to even bother researching robotic automation because even designing constructs that do manual labor is considered demeaning and dishonorable."
Based on that statement, the non-racial modules don't seem to fit the Drengin/Korath, in my opinion. Neither do the Drengin-specific modules from the Industrial Starbase techs, but that is easily fixed by giving them more fitting names and descriptions.
Here are my suggestions for the production-assist modules
Non-racial:
Starbase FactoryRequires tech: Xeno Industrial TheoryRequires module: NoneBonus: 10%
Orbital Power Plants:Requires tech: Fusion Power PlantRequires module: Starbase FactoryBonus: 15%
Drengin:
Stellar Slave Center (originally called: Stellar Industrial Center)Requires tech: Industrial Starbase ConstructionRequires module: NoneBonus: 10%
Adv. Stellar Slave Center (originally called: Extreme Industrial Center)Requires tech: Advanced Industrial StarbasesRequires module: Stellar Slave CenterBonus: 15%
Iconians:
Orbital ReplicatorsRequires tech: Advanced RoboticsRequires module: NoneBonus: 10%
Industrial Replication Center (originally called: Industrial Replication Center I)Requires tech: Industrial Replication IRequires module: Orbital ReplicatorsBonus: 15%
Korath:
Incineration Industrial CenterRequires tech: Aul IncinerationRequires module: NoneBonus: 25%
Thalan:
Interstellar CollectorsRequires tech: Temporal MechanicsRequires module: NoneBonus: 10%
Resource CollectorRequires tech: Hyperion StarbasesRequires module: Interstellar CollectorsBonus: 20%
Yor:
Smart DronesRequires tech: Cybernetic HistoryRequires module: NoneBonus: 10%
Mfg. Vortex FactoryRequires tech: Manufacturing VortexRequires module: Smart DronesBonus: 10%
Energy Matrix CenterRequires tech: Distributed Energy MatrixRequires module: Mfg. Vortex FactoryBonus 10%
and the mining modules.
Mining BarracksRequires tech: Xeno Industrial TheoryRequires module: NoneBonus: 10%
Mining CenterRequires tech: Xeno Factory ConstructionRequires module: Mining BarracksBonus: 10%
Mining HeadquartersRequires tech: Manufacturing CentersRequires module: Mining CenterBonus: 8%
Resource SectorRequires tech: Industrial SectorsRequires module: Mining HeadquartersBonus: 7%
Slave Mining Complex (originally called: Mining Matrix)Requires tech: Industrial Starbase ConstructionRequires module: NoneBonus: 15%
Adv. Slave Mining Complex (originally called: Adv. Mining Matrix)Requires tech: Advanced Industrial StarbasesRequires module: Slave Mining ComplexBonus: 20%
Interstellar Mining RefineryRequires tech: Interstellar RefiningRequires module: NoneBonus: 15%
Molecular Mining CenterRequires tech: Molecular FabricationRequires module: Interstellar Mining RefineryBonus: 20%
Clone Mining ComplexRequires tech: Wretched CloningRequires module: NoneBonus: 35%
Korx:
RefineryRequires tech: Xeno RefiningRequires module: NoneBonus: 5%
Expert RefineryRequires tech: Expert RefiningRequires module: RefineryBonus 5%
Mfg. Mining Matrix (originally called: Mfg. Mining Matrix L1)Requires tech: Hyperion StarbasesRequires module: NoneBonus: 35%
Collective Mining IRequires tech: Collective Manufacturing IRequires module: NoneBonus: 10%
Collective Mining IIRequires tech: Collective Manufacturing IIRequires module: Collective Mining IBonus: 10%
Collective Mining IIIRequires tech: Collective Manufacturing IIIRequires module: Collective Mining IIBonus: 8%
Collective Mining IVRequires tech: Collective Manufacturing IVRequires module: Collective Mining IIIBonus: 7%
Those changes probably need some work, because they do have some downsides. Primarily that, at the beginning of the game, economy starbases are entirely worthless for some of the races, because they don't have access to any production-assist modules yet. Depending on how far below the 100 modules-limit we end up, we'll be able to fix that by adding more modules. However, if we use Industrial Revolution as the starting point for the non-racial modules, then we screw up the Torians, because they don't have that tech. In this case, we could use your idea of using a universal tech to unlock those modules. Now that I think about it, the Drengin Industrial Starbase techs actually seem like a good template for this.
How about this idea: We give the Industrial Starbase techs to the races with no race-specific modules, and the Drengins get more fitting versions of those techs as replacement (e.g., Stellar Slave Production).
Does that sound okay?
In any case, if there are no objections, I'm going to implement my suggestions for the AbilityBonuses.xml, PoliticalParties.xml, and RaceConfig.xml now. Plus all the trade-related changes.
Edit: Almost forgot this.
I'm not so sure. You're right in that the Economics techs are extremely important. However, placing them right after Artificial Gravity feels wrong to me. It just seems so out of place, even though it would be useful.
However, what about this compromise: I was considering to move the Economics (and Entertainment) techs to the Diplomacy branch, right after Universal Translator. This is another tech you'd want ASAP. Especially as the Terrans and Drath (maybe even the Korx too).
Then there is the issue that several races don't start out with Market Centers, even though they have Xeno Economics in their tech tree. If we give them access to the Market Center improvement, we'll reduce their necessity to get Xeno Economics right away.
Here is a mod I made, I used the files from "Autumn Twilight Beta 4c" (thanks Gaunathor) as a start, and then I changed everything.This is a never ending mod; I change and try different things constantly (when I have the time and inclination (not so much recently)), so take it as it is.I play it on maps from Large to Immense, 9 races, Suicidal.Just take a look at it (perhaps some changes can inspire you), play 1 or 2 games, and have fun. I don't have time to comment, explain or discuss, so sorry about that.
I like the suggestions for the production-assist modules. It seems only fitting for the Drengin and Korath to expand their slavery into starbases.
And yep, using the Industrial Starbase techs as non-racial and giving the Drenging and Korath their own seems like a good idea to me.
As far as Xeno Economics goes, sure, if everyone has something like a Market Centre at the start which they can later upgrade, I don't see a problem with having it branch from Universal Translator. The aim is to make sure that some tiles have been devoted to economy before the other spammable stuff has been unlocked.
At the moment, almost all races have access to Market Centers (or the Black Market) at the start of the game. The only exceptions are the Iconians, the Thalan, and the Yor. I'm not too worried about the Yor (because their economy only requires Charging Stalks, the rest is handled via ability bonuses) or the Thalan (because they don't have many improvements for a long while). The Iconians on the other hand...
Anyhow, I've been pretty busy today:
1. made a lot of changes to the tech trees (added a couple new starting techs do deal with the orphaned structures and help the minors; added the new industrial starbase techs; gave everyone access to Planetary Improvements, Space Militarization, Xeno Biology, Xeno Medicine, and the government techs; adjusted some tech-costs; etc.)
2. went through the starbase modules (the current number is now 94, including 11 modules the AI can't/won't use)
3. began working with the planetary improvements (sorted the file; changed the farms to use percentage-bonuses; changed the tech-requirements of some improvements; made copies of some improvements so they can be used for the new starting techs).
I'm not going to post a full changelog this time, because that would require reposting all of the ones for the tech trees, making the post far too long. Instead, I've uploaded all of the files (including the ones I haven't fixed yet, because I'm an idiot). You can download them here. This should make it easier to notice how things have changed, and what still needs to be addressed.
On second thought, I could at least post the new starting techs:
Name: CapitalismDescription: The art of making money.Details: 1,862,389,467,589... 1,862,389,467,590... 1,862,389,467,591... Sorry, but the guy who usually writes these texts needed to be laid off for cost-saving reasons, and I'm too busy counting our annual turnover to write one myself.Unlocks: Market Center
Name: Traditional SlaveryDescription: Massive amounts of forced labor is used to produce products and goods.Details: It is hard to imagine in this day and age, but some races still use slaves as their work force.Unlocks: Basic Slave Pit and Orbital Slave Pit module
Name: Black Market DealingDescription: The less fine art of making money.Details: Psst! Hey! Wanna buy a watch? Only the highest quality! Or what about some tickets for the next gladiator match in the arena? I've got tickets for the best seats!Unlocks: Black Market
Name: The History of MinorsDescription: A brief history of this minor race.Details: Mostly harmless.Unlocks: Entertainment Network
I ran out of ideas for the last one. Not that I'm any good at writing those descriptions in the first place.
Two minor things:
(1) Am I reading your last post correctly Gaunathor - did you give access to all the government techs to ALL races? If so, I'm not OK with that. Certain races should not intrinsically be able to research every government type.
(2) Same thing goes for the Economic and Tech Capitals. Yes, I realize that puts certain races at a slight disadvantage. However, they generally make up for it in other ways, and the whole point here is not to make everything available to everyone, but to enforce scarcity to encourage tech trading as a significant game mechanic and strategy.
I guess it would be possible to develop some unique government techs which better suit. We can't actually add new government types to the game, unfortunately, but the techs can carry ability bonuses. So an Improved Imperium or something like that.
Yes, I did. The only races who didn't have access to them were the Iconians and the Yor. The two races which desperately need the money the governments provide.
In general, I agree with you. However, if we go that route, we'd have to remove the government techs from some races (Arceans, Drengin, Korath, Thalan), because they don't make sense for them. I tried to "fix" this in Autumn Twilight by giving the techs for those races more fitting names and descriptions, but I'm not really satisfied with what I came up with. As said before, I'm not a writer.
Still, this might be something we could attempt for the community update to make this a little less jarring.
The Econ Capital was already available to everyone. The Tech Capital was available to everyone, except the Iconians and the Yor. Same for the Political Capital. Only the Manufacturing Capital had limited access. It was only available to the Factory-users (Altarians, Arceans, Drath, Korx, Krynn, Terrans, and Torians). This just didn't seem fair, in my opinion.
Well, the Iconians got the Molecular Fabricator, which they can build on all planets. Its maintenance, however, is too high to make good use out of it (a problem with all Iconian improvements). The Yor have the Distributed Energy Matrix SP, but, again, the maintenance is just too high. This is made worse by the fact, that the Yor economy is the weakest in the game. So much for efficiency. The Drengin and Korath have way too many manufacturing enhancers. Which are already necessary to bring the output of the Slave Pits to the level of Factories. They are also all weaker than the Manu Capital, and much harder to research. And the Thalan got zilch.
I agree wholeheartedly. Some techs, SPs, GAs, and TGs, shouldn't be available to everyone. The Capitals, however, are not among those, in my opinion.
This is were I disagree. In my opinion, each race should be fully functional on its own. It may not be as good as other races in some areas, but it should be able to do those things. Like the Drengin with diplomacy, the Yor with influencer starbases, and the Iconians with planetary invasion. Tech trading should be a way to improve those areas, not a necessity to enable them in the first place. Otherwise, you're screwing yourself (and the AI) over when you're playing with tech trading disabled.
Okay, here are the new names and descriptions I used for the governments in Autumn Twilight.
For the Arceans, Drengin, Iconians, and Korath:
Name: Stellar ImperiumDescription: Allows us to transform into a Stellar Imperium.Details: Running a galaxy-wide imperium isn't easy. A lot of stuff is happening on each colony, making it difficult to make the best decision for each one. However, a true leader knows when to delegate less important tasks.
Stellar Imperium grants our planetary leaders more freedom. This will greatly increase the economic output on our colonies. However, this also has some downsides, as those leaders will have more say on how you run the Imperium.Bonus: +5% Loyalty
Name: Interstellar ImperiumDescription: Allows us to transform into an Interstellar Imperium.Details: Interstellar Imperium grants our planetary leaders even more freedom in how to run the colonies.Bonus: +5% Loyalty
Name: Galactic ImperiumDescription: Allows us to transform into an Galactic Imperium.Details: Galactic Imperium grants our planetary leaders full freedom in how to run the colonies.Bonus: +10% Loyalty
For the Korx:
Name: Stellar IncorporationDescription: Allows us to transform into a Stellar Incorporation.Details: The main advantage of being a sole corporation is, that we have complete control over our assets. The main disadvantage is, that it is limiting our financial success. We should see an increase in weekly revenue by allowing our colony managers more say in how to run our colonies (in exchange of a financial investment in our corporation, of course).Bonus: +5% Culture
Name: Stellar Limited CorporationDescription: Allows us to transform into a Stellar Limited Corporation.Details: Stellar Incorporation showed us the right way, but we can do better. Our colony managers are now granted a full partnership, in exchange of a big financial investment. This allows them to better handle the fluctuations of the local markets on our colonies, which will increase our weekly revenue even more. We will have to replace the managers, however, if they don't do a good job.Bonus: +5% Culture
Name: Stellar Stock CorporationDescription: Allows us to transform into a Stellar Stock Corporation.Details: This is it. We should see an increase in revenue like never before, by allowing all our employees to buy stock from us. Their dividend-demands will be high, but we are keen on delivering. It is a bit ironic, however, that they are now paying their own wages. But who cares, as long as we get rich?Bonus: +10% Culture
For the Thalan:
Name: Stellar HiveDescription: Grants some independence to the Queens to govern our colonies.Details: By granting the Queens of our colonies some independence in how to execute our orders, we can make sure, that the resources of our worlds are more efficiently used.Bonus: +5% Social Production, +5% Military Production
Name: Interstellar HiveDescription: Grants more independence to the Queens.Details: By granting the Queens of our colonies more independence in how to execute our orders, we can make sure, that the resources of our worlds are even more efficiently used.Bonus: +5% Social Production, +5% Military Production
Name: Galactic HiveDescription: Grants full freedom to the Queens.Details: By granting full independence to our Queens in their execution of our orders, we can ensure, that the local resources are used to their fullest potential.Bonus: +10% Social Production, +10% Military Production
For the Yor:
Name: Social StudiesDescription: Increase efficiency by implementing social changes.Details: We have been observing the social structures of the biological races for some time now. Social Studies is our way of implementing our best findings, thereby increasing our efficiency.
The biggest change is granting some autonomy to our colonies, and giving them a say in our political decisions.Bonus: +5% Morale
Name: Social Studies IIDescription: Increase efficiency by implementing social changes.Details: The next step in our social changes further increases the autonomy of our colonies. Calculations indicate a significant increase in efficiency. However, there is also a slight risk in rebellion.Bonus: +5% Morale
Name: Social Studies IIIDescription: Increase efficiency by implementing social changes.Details: After the success of our previous social changes, we have decided to grant full autonomy to our colonies. Calculations indicate, that the risk of rebellion is negligible compared to the increase in efficiency.Bonus: +10% Morale
As I've said before, I'm not satisfied with them, and think they need some work (especially the Imperium and Hive ones). However, I believe we could use them as a base. Or has someone a better idea?
I went over the tech trees of the Drengin and Korath today and made the following changes:
1. Entertainment
-reduced the cost of the Slaughtertoriums tech from 1500 to 800, and increased the Morale bonus from +5% to +10%
-reduced the cost of the Arena of Agony improvement from 150 to 90
-reduced the cost of the Slaughtertorium improvement from 180 to 120, the maintenance from 2bc to 1bc, and increased the morale bonus from +25% to +30%
2. Culture
-reduced the cost of Xeno Propaganda from 3000 to 500, and the cost of Xeno Brain Washing from 4000 to 2000; removed both techs from the Korath tech tree
-added a +10% Influence bonus to Dark Influence, and changed its requirement to Universal Translator
-reduced the cost of the Propaganda Machine GA from 1200 to 600
-increased the bonus from the Interstellar Embassy culture module to 60% and added a cost of 100bc
-removed the remaining culture modules from the Diplomacy branch
3. Research
-changed the requirement for the Pain Amplification tech to Ultimate Diabolical Research
-added the Agony Coordination Grid 1pp improvement (same stats as the Pain Amplifier for the moment), because the respective tech specifically mentions it
4. Economy
-increased the economy bonus of the Black Market immprovement from +8% to +10%
-increased the economy bonus of the Trader's Den immprovement from +12% to +15%, and reduced the cost from 100 to 45
-increased the economy bonus of the Malicious Bazaar immprovement from +18% to +20%, and reduced the cost from 250 to 60
-changed the Graft of Ages improvement into a GA, increased the economy bonus from +20% to +25%, and added a +15% bonus to the Economics ability
I'm not finished with them yet, but my biggest issue at the moment is the Manufacturing branch. I'm not sure how to address all the 1pp manufacturing improvements. In Autumn Twilight, I simply removed the Slaveling Training Center and Artificial Slave Pods, and added their bonuses directly to the techs; increased the power of the Death Furnace and the Aul Incinerator; removed the techs Devil's Forge, Death Furnaces, Enhanced Slavelings, and Artificial Slavelings from the Korath tech tree, and gave them two clones-related techs as replacement. In the end, both races ended up with two manufacturing and two research 1pp improvements. However, I don't know, if that is the right way to go this time. This isn't just "my" mod after all.
So, anyone care to give their opinion? The amount of 1pp improvements for the Drengin and Korath definitely can't stay as it is. It's just too much for the AI to handle. The only question is, what are we going to do about it?
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