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.
To elaborate further. When you edit the personality of one of the mentioned races it's AIP is set to 11, it's dialogue is set to generic. When you start the game you'll notice.
Unfortunately the civ's .RACECONFIGXML file isn't reprocessed until you return to the main menu. That means that even if a program changed the .RACECONFIGXML file and fixed it's AIP/Dialogue these changes won't take effect until you start a new game.
CTRL-N doesn't work either.
Okay, I've just tested it with the Yor, and see it too now. This really is a problem. But then, how many people are actually editing the Personality of the AI races? Well, I do, by giving them bonuses, so nevermind.
For the Torians and Thalan this only means the loss of the racial dialogue, because they are already using AIP 11. For the Drengin, Iconians, and Yor, however, this is much worse.
So, how about we reduce the number of affected races, instead of hoping Stardock will add a 3rd party program to fix this (which they most likely won't)? Move the Thalan back to AIP 8 (they were already pretty good there), and the Iconians to AIP 11 (if they do okay there). This leaves only the Drengin and Yor to be greatly affected by this. Not much we can do about that though, because moving them back to AIP 7 isn't really a good idea.
No. I'm going to build a program, not Stardock. I'm already scouting the EXE file with a HEX editor. Failing that I'm going to build a memory patch utility. Never did that before. Should be fun
I am going to fix this. I've already used a memory scanned once to find the AIP value in memory. It can be done.
Yes, like I said: 3rd party.
Hmpf. Well perhaps I can find the spot in the .EXE file where the AIPersonality values are stored, tell Stardock so they can patch it themselves.
It'll be looking for a needle in a haystack though.
I've been working on the Korath, and had a little success.
The 2nd last test-game was pretty good. They didn't have a great starting position (only 7 planets in total), but researched well. Eventually, they had everything they needed to crush all opposition.
Even the Drath wilfully joined up. Well, after some hard negotiations from both the Korath and the Terrans.
16 + 5 = dead Terrans.
The research still needs some work, but it was okay.
The last game, however, wasn't so good. They had a better starting position (8 planets this time), but their research was worse. Not because what they researched was bad though, but because they didn't get Spore Weapons. At all. I've run the test until 2233, and the Korath got large hulls, Photonic Torpedoes, Slave Canyons, Extreme Colonizations, and at lot more. They had been at war with the Terrans and Drath for over three years, yet still they refused to research Spore.
I really have no idea what more I could do, to get the Korath to reliably research Spore Weapons.
Lower the research costs but increase the manufacuring costs of spore ships maybe?
I've already tried that before, with no success. It really has nothing to do with the cost. I've seen the Korath research Spore Weapons when it took them 30+ weeks to do so, and I've seen them refuse to do so when it would have taken them 4 weeks to do so.
I can not reproduce this. I see no changes to the raceconfig.xml.
AFAIK it's not possible to create an AIP/Dialogue-mismatch using the ingame-editor.
Working directly on the race-specific .raceconfigxml files (for example, setting the human dialogue tag to Yor etc), then the ingame-editor will display a "generic" in the "race behaviour" setting but the Ai personality isn't altered in none of my tests.
Give them the Tech as base, and increase instead the techcost of space weapons to make sure they aren't able to rushstorm the others. Considering their SA has alot of additional "downs" it would seem fair...
They are overbuffed, but that seems to be the current status-quo with basically everything.
However, I don't know your current modus operandi, but playing an immense map on very fast tech speed isn't helpful here^^
It's not Raceconfig.XML that's changed it the .RACECONFIGXML files.
Try this. First, clear your .RACECONFIGXML files.
Start the game. Pick the Terrans. Pick the Drengin to play against and hit Edit. Go to the Personality tab. The AI Personality is displayed as "Generic". That's because the Drengin were set to AIP8 in RaceConfig.XML where as the game expects them to be on AIP7. In other words, an AIP/Dialogue mismatch.
Fiddle around with a slider, it doesn't matter which one. Hit save and check the Drengin .RACECONFIGXML file. It's AIPersonality will be set to 11, it's Dialogue tag will be set to Generic and their will much up their research because their tree was designed with AIP8 in mind.
To do this, I would need to add Germ Warfare and Spore Weapons to the Korath tech tree, and then add them as starting techs for the Korath in the RaceConfgig.xml.
However, that would cause the Korath to get those techs, even if SAs have been disabled, while any custom race with Super Annihilator would still need to research Spore Weapons. In other words, it wouldn't be a "true fix" for the problem.
In what area? Industry? Economy? Both? Or something completely different?
You could make suggestions for changes, if you don't like that. This is a community project, after all, and I'm more than willing to implement anything that is reasonable, feasible, and usable by the AI.
So I've been trying to find the AIPersonality values in the EXE file but it's proving to be a fruitless endevour.
To me, an "official" community patch cannot under any circumstances give a player the ability to shoot themselves in the foot. In my view, that leaves us with two choices.
Change the AIs.
If a race gets a "Generic" dialogue it's a shame but overall not that bad. Lots of texts are loaded using the raceid but they'll lose unique texts for certain races. To ensure the right AI is running the techtree we'll have to swap around some AI's.
Drengin -> 11Yor -> 11Iconians -> 11Thalan -> Back to 8
By doing this we ensure a player can still edit the personality of a species without killing their experience since the AIPersonality will be set to 11 by default. It will mean redoing several races though, or reverting them back from a backup.
The AI Personality descriptions (Human, Drengin, Torian, Altarian, etc) can be found in SCREENS.SRT. With some editing we could change some to "Broken" giving the player fair warning what they're getting into.
It'll look like crap though and there's nothing from stopping a player from changing the AI Personality to a broken AI anyway. And besides, do we really want to ship a "patch" with warning labels that stuff is actually broken? "Wasn't broken BEFORE?!" people will say.
Which brings us too...
No more customization of Personality.
We remove the ability to tinker with the Personality. This does not include assigning ability points, names, background history, etc,etc. Just the Personality.
This is just a matter of of removing the Personality tab from the screen. This means you can't change the alignment or agression from within the game. Only by editing the .RACECONFIGXML file. CPU usage, finiancial prowess are tied to difficulty and are auto set.
Here's a screenshot. This is something I threw together in 5 minutes, with care I can make it look better but it should serve as an example.
As you can see the Personality tab is gone as if it never existed. This will protect players from accidentally wrecking their game.
You can download the screen here. Just copy it to the Screens folder in your mod folder.
Final thought..
In fact... it might be a good idea to remove in game custom race building all together by removing the Customrace icon from the civilization selection screen and the build opponent butting just before you begin a game and instead build a solid editor which gives players the ability to change things they've never been able to change before. For instance:
The short empire name.Picking AI's that workOnly picking TechTree's that work with their selected AI.Allowing them to pick ANY tech to start with, or be confined by the imposed 200 TP rule.Allowing them to pick ANY PNG file or BINK file.Allowing them to pick an MP3 as background music.Allowing them to pick ANY ability they want in the amount they want or be confined by the rules.
It could be cool and we could release it as a piece of optional 3rd party software. Once you've created a custom race you can do some basic editing from within the game like reassinging ability points, changin the name, etc, etc.
Drengin: I would need to test, if they are any good there.
Torian: They are already there.
Yor: I'd rather set them back to AIP 7 than do that.
Iconians: I was already going to test (again), if they are any good there.
Thalan: I would prefer that anyhow.
Also, we could set the Drengin and Yor back to AIP 7. As has been said before, it does work under specific circumstances. The biggest problem is the research. Setting that up properly is going to take a lot of time (as can be seen by the Korath), and depends greatly on how the colony rush goes.
No! Just, no! It is not up to us to decide what players can and cannot do within the game. We are not the devs. If some players want to change the AI of a race, in a screen specifically made for this purpose by the developer, then that's their choice. I'm not willing to take that away from them.
AI swap it is then.
AIP7 does alright on medium maps, so I guess that's acceptable. The Iconians can probably manage on AIP11, same with the Torians. It's a fair guess that what works with the Korath will work on the Drengin. At least they don't have Spore Ships, right .
They are overbuffed, but that seems to be the current status-quo with basically everything.However, I don't know your current modus operandi, but playing an immense map on very fast tech speed isn't helpful here^^
actually that made the other races catch up better. I've gotta perfect game goiing on wiith very slow tech speed and loving it. Before I switched some stuff, on slow tech speeds the torian and Yor would have ¾ the map already. :/
@Mabus: don't be a naughty boy, we can't change that! Listen to papa Gaunathor. Lol
I imagine it would be fairly simple for them to come up with a utility like that and have it pass along command line options (like cheat) to the proper game executable. I mean, it isn't as pretty as fixing the game, but if it works then can't really argue with the results.
Well, in the game that I played as the Korath, I made a point of getting to the third-tier lab before researching Spore Weapons, because the increase in research output made it worthwhile to research Spore Weapons. Perhaps you could similarly get the AI to prioritise better labs?
I mean, it's no guarantee, but I think one of the reasons why Spore Weapons get overlooked is because after a certain point, there's always something with a better perceived cost/benefit ratio. If you get the Korath to upgrade their labs early on, then maybe you'll increase their chances of snapping up early on when there's nothing better to research?
Just a thought.
Also, I love the idea of an out-of-game race customiser. It would be a great way for players to play around with different race settings.
Nope.
I waited until 2230, but they still haven't got Spore Weapons.
This really makes no sense. Sometimes, the Korath go almost immediately for it, not caring that it takes half a year (or longer) to research. Other times, they just can't be bothered with it, no matter how long it would take.
It's actually pretty difficult to find a value like that.
I'd like to see the AI doing better in managing its finances, right now, only the Korx seems sometimes to be able to keep their production slider at 100% (due to early freighter income)
I've increased my testgames to also include year3 but still production is generally between 33%-80%. That's bad, such an AI isn't much of a challenge, because I can keep it at 100% throughout the game even with all the added racial & improvement bonuses.
The basic problem seems to be that population is too low in comparison to the rest of his develoment. Because of all the new bonuses that has been introduced, the lower build cost of improvements etc everything goes now way faster, but not population, because pop growth is mostly dependant on the number of turns.
The AI isn't behaving intelligently. Not that I expect him to be, but we actually should modify the game to counterbalance it and not increase its weaknesses.
For example, what kind of an advantage can it be to let the AI dive into tier4/5 labs/facs when he cannot fund this production? He is going to waste SP on improvements he doesn't need currently, those will be completed fastly (because now all upgrades require way less SP) but, because he faces increased maintenance cost, his global production won't be accelerated.
In that case, and this is pretty much the case in all the test-games I've analysed, a focus on econ/pop growth would have ment an increased production/research simple by adjusting the slider up.
But something always keeps the AI from this. And it's not always espionage, which only seems to be raised once a certain income plus has been achieved.
There's too much shipmaint from unused constructors. I see them heading to one base and back, because there's no modules to attach. And because they always have a lot of range aboard, the distances they travel are self-destructive. What good could possible come out of starbases that are that far away?
The AI also doesn't build Military Starbases anymore, at least not so often than in vanilla, because he hasn't any modules for them.
All starbases go down right after declaration of war, because they are unarmed. Without weapons the increase in starbase hitpoints is pointless....
Some AI also tried to build up a military even during the colony rush. That's not good because to colonize empty planets is easier and more efficient than to invade worlds. Additionally, in none of these games did the AI already have a resonable economy establish which could have taken care of the warshipmaint. Then they had to do it by decreasing their global production slider which negatively effected their overall progress, besides they weren't even at war with anybody.
This is also a point - why focusing so early on weapons when usually there are no wars that early. The diplomatic penalties don't kick in that fast....
Maybe we could tweak a few things here and there to make the situation better, to give the human player a harder challenge.
- Increase the base speed of the starting Survey Vessel so AI's can have more anomalies. Right now, they don't build another Survey Vessel it's pretty easy for a human player to establish an early economy by taking 80% of all galactical anomalies (later these ships make superior warships)
- Increase the capacity of the colony pod to 500. This has a very strong and positive effect on popgrowth/economy. I've done tests even so far as 1000 colonists, but that sometimes ment the homeplanet was emptied.
- Besides, the starting colony ship should be taken out of the game, although I cannot see a beautiful solution for this. This ship will establish a 0.1b colony early on, which will rushbuy a starport and in a lot of cases release a colony ship also very early which will then establish a colony with only 0.03b colonists (!). This colony, and all other colonies spawned from these 2 planets will never be in positive numbers during the first years (except Torians).
- Eradicate the +20% morale bonus from the CivCap and replace it with a +50% economy bonus. The problem here is that the starting planet is the main income intitially and the AI will adjust his tax slider in accordance with the moral of this planet. If there is a morale tile on this planet this can lead to a severe problem in that he will jack up the slider so high none initial colonies will have any pop growth at all. I've seen this with Iconians in a few games, it did totally screw their game. In these scenarios, he had +40 planets where 90% of them were still below 0.3b pop in year3 and not growing (!), and he couldn't afford any production at all because of maint (initial col impr). As a matter of fact this is a more serious problem than the farm-tile dilemma (which will only produce a bad moral mid/late game) but powerful starting moral improvements can do so right from turn1 on. Initially, the AI needs to have his morals as homogenous as somehow possible - and it doesn't help that he builds only facs on low PQ worlds (who additionally lack some moral).
- Do something against the initial colony maint without harming the good alignment bonus. It's not a beautiful solution but attributing a negative maintenance on the starport does wonders here.
- The constructor spam needs to be adressed. Give them additional speed or less range or both and let the AI have some modules he can use. The point of getting constructors (besides maxing resources out) is to get additional production/freight-income/influence but as it is now it's reversing the effect: A constructor is -11bc/turn and sometimes these costs are responsible for him not being able to set his sliders up correctly. It's counter-productive.
The AI somehow isn't hot on the RC anymore... why? In my current vanilla testgames this is build in almost all instances....
Hey everyone. I've been fiddeling with the EXE file and trying to come to grips with assembly language. It's been an interesting experience. For a moment I thought I had found the code that stored the AIPersonalities in memories but... it wasn't.
However, I have located the code that stores the AIPersonality in the RACECONFIGXML file and was able to disable it. Result. No AIPersonality tag in the .RACECONFIGXML file. Unfortunately the game reverts back to the default AI when it's missing the AIPersonality value.
However! It is without a doubt the right spot in the EXE file and once I get to know assembly a little I might be able to locate the code that turns "Drengin" into a 7. If I manage that then I'll be able to override the AIPersonalities in the EXE file and the ones we're actually using will be stored and hopefully, used.
I'll keep you posted.
Cheers.
Me too. However, a lot of those issues are due to the way the AI has been coded, and there is nothing we can do to change that.
When I began adjusting the improvements, I asked, if the new buildcosts were okay, or if anyone saw any problems with them. I didn't get any response, so I had to assume that everyone was fine with them.
However, if the low costs cause problems for the AI, then we have to adjust them. Questions is, by how much? I'd like to keep the linear increase, because those big, sudden jumps in the vanilla game always bothered me. So, would an increase by 100% of the cost of the original building, instead of the current 50%, work? For example, Traditional Factory costs 35, Enhanced Factory 70, Xeno Factory 105, Manufacturing Center 140, and Industrial Sector 175.
Still, increasing the buildcost reintroduces another issue. The AI rarely, if ever, increases Social Production beyond 20%. Increasing the cost too much can cause the AI to never finish anything. Especially if the planet was recently colonised or invaded, late in the game. I've seen enough cases in the vanilla game, where planets, that had been colonised years ago, were still working on the first Industrial Sector.
There is too much shipmaint. period, in my opinion. The AI keeps building warships, even if it doesn't have the means to support all of them. Still, there is nothing we can do about either problem. This is the way the AI is coded.
I'm still working on this. Getting the AI to research Military Starbase Construction, without it immediately trying to get the subsequent techs too, isn't easy. I've managed to get some of the races to research MSC, but they currently don't research any of the subsequent techs.
I agree. However, this is another area that is hard to adjust. The AI either goes for weapons early, or after it has already been at war for some time. Ditto for Planetary Invasion. Finding the right values isn't easy.
How would that work? Any changes to the design of the Survey Vessel also affect the player. He would then get the anomalies just as quickly as the AI. Which makes this change moot.
Also, the only way to do this is to either increase the number of engines, or to add more advanced ones, to the design. Neither is really appealing to me, because the current design already stretches believability. I mean, how were you able to build a ship that is way beyond your current level of technology?
I was already considering to do this. Primarily because I never understood why Stardock reduced the capacity to 250 in the first place. Still, this won't help much, if the AI isn't making use of the increased capacity.
The only way I can think of doing this, is to change the InternalName of the colony ship design. However, this would affect a lot of areas in the game (sandbox, campaigns, scenarios, etc.). Making sure that everything is working okay after this change, would take a lot of time. Plus, almost all of the introduction texts state that you start out with a finished colony ship. Not starting out with one would be a serious immersion-braker, in my opinion.
I've seen the problem you describe countless times. With and without bonus tiles. Caused by the homeworld or even other planets (and the homeworld almost without population). Usually it's either the Iconians or Thalan, but it can happen to pretty much any race (especially the ones set to AIP 11).
However, I don't think removing the +25% morale bonus from the Capital will help. There's only a 15% difference between it and the bonus from the Initial Colony. Not that big, in my opinion. In Autumn Twilight, I used the 25% bonus for both the Capital and the Colony, but it didn't change a thing. The only way to truly fix this, in my opinion, is to make absolutely sure, that all planets have the same morale bonus. That's just not possible with how the game is currently. It would require far too extensive changes. At least a complete removal of all morale improvements, because, even if you turn them into 1pps, you can never guarantee that the AI will build them on all planets.
As for Increasing the econ bonus of the Capital, it might help a little in the beginning, but once the AI has any planet with a vastly different approval rating, things will go sour again. Still, I'll give it a try, but I don't have high hopes.
How am I supposed to do that? Any reduction to the maintenance cost would harm the bonus. 50bc just aren't that much.
Adding even one more Hyperdrive to the Constructor design makes it impossible to build at the beginning, because most races would need Expert Miniaturization to do so. Removing both Support Modules would lower this to Basic Miniaturization. All in all, I just don't see how we can do this without making the AI require researching more tech before it can use Constructors. This isn't something I want to do, because it gives the player an unfair advantage. The AI, as far as I know, doesn't redesign Constructors.
I have no idea. I already increased the AI value, but it barely helps. Some races just don't build the RC, or only on a few planets.
I think, you should ask Stardock for permission, before you continue. Just in case.
Edit: I've updated the spreadsheet with the new buildcosts. Please tell me what you think about them.
I became of aware of this here when the thread already was at page 10 or 12, probably missed it.
If we keep the social queue longer the effect will be that there isn't so much military production from social overflow. Hence, less warships/constructors/maint.
Additionally, if social projects aren't finished that quickly planets will achieve less production which also leads to lesser MP and doesn't boost improvements maint up so fast. Although I have to say that there is generally less improvement maint now as in vanilla - but it's simply not enough.
Sure, and maybe there isn't a general solution at all to find.
If the AI doesn't force a military early on a human player could roflstomp them in defenseless position with a single +1att ship. On the other hand if they can't find an economic balance their initial military won't make much of difference in the long run. So I'd rather enjoy annexing some AI in year1 and then having to face 2 or 3 real strong grown AI that have backbone, instead of annexing them all one after another because they all are still at 50% prod in year3.
Only if everybody stays with his initial Survey Ship.... which the AI will always do.
The human player not. Relying on anomalie-income in/after the colony rush can really make a difference. But I still have to produce these ships, which requires time, in which we should buff the game so the AI will have a more fair share of picks. If the starting Surveyor has more base speed then alot of anomalies would have already been picked up by someone.
It also would help the AI getting these bonuses more swiftly, because he needs them seriously. For example, the AI seems to enjoy quickbuying Colony Ships and starports and basically burn his starting money within a few turns, instead of using it to have his production running at 100%. Producing things is ~10* more efficient than buying.
I just want to remind you of how it was in DL. There, with the +5000 bcs anomaly, ships capable of superhigh speed, in a large galaxy you could make more money from anomalies than from tax+trade altogether. Like getting 10.000bcs a turn just from anomalies. Now that got nerfed heavily, but still the advantage is there. Believe me a game with anomalies set to rare is way harder because there it's nearly pointless to even built additional Surveyors.
True, but that ship already starts out with technology which isn't available to the player, engines, hull, survey mod. So if you want really to apply this logic you'd have to use a Cargo Hull+HyperDrive+BasicRange..... and no SurveyAbility.... I don't know, some stuff can remain unexplained IMO. If the game's balance does profit from it then it shall be fine with me.
Other stuff is equally sacrificed - for example the Advanced Arcean engine... it's not in their techtree anymore, although you still see the picture in the starting screen (which also talks in plural about their "engines")
Speeding it up will also make it more difficult for the human player to shoot it down. I do this oftentimes, because the bonuses which are saved I can later pick up, and these are more important than a early war which can be settled easily. Once their ship is down the AI won't have any bonuses from anomalies throughout the whole game, not even from those that re-appear later.
I think this crashes the game. What could be done is to remove the colony mod from the standard design. The game will design it's own ships from turn1 on. However, the AI doesn't use nor upgrade this ship, no matter how you alter it. At least, not in my tests.... And you're right, thematically it's a downer.
I've been using +0% moral on CivCap and +20% moral on Initial Colonies in my tests (becomes +30% morale on good planets) and I've rebuffed the CivCap to 12b food. The result was that once moral on the Capital turned low because of advanced population growth the AI would decrease taxes which automatically lead to high moral on freshly colonized worlds. And this is something the AI absolutely wants to have, because it does promote pop growth. Maybe it's unbalanced from an end-game-perspective, but what else is there to do? Especially with lowPQ worlds where you don't have a +10% moral bonus and the AI does only build factories. Some of these worlds can grow up to 4-5b ppl which at least would be enough to cover up the maintenance cost.
Yeah
The good bonuses are already weak so I would try to keep them intact.
Well, I think I already hinted in that direction. Subtract the -10bcs with the help of the starport. The AI does never colonize PQ1, so Initial Col+Starport=0 maint.
It's kinda ugly because improvements as such never made an appearance in the classical game. At least, give it a few testgames, the cumulative bonuses from decreased cost of initial colony, buffed colony mod, and faster anomalie income make a difference.
Hmm, I haven't seen these kinds of problems in my personal mod, where all capacity modules require 60 space, which is exactly the space available on a Cargo Hull. They just build constructor with an mod attached to the hull.... But actually I don't wanna promote this.
What you could do is to increase the base speed of the cargo hull itself. It would also make Troop Transports harder to shoot down, which is only fair considering the AI does solely rely on his "auto-retreat" feature...
But the real problem actually is range. Cargo Hull have too much space and the AI knows all resources. He can stuff multiple range mods onto them which guarantee he can direct his constructors halfway through the whole map even with the very basic range mod, although he doesn't have much speed-racial etc. His constructors can cover too much distance, and that increases maintenance.
The AI also doesn't check on the number of modules that are still available. For example, if only 1 becomes available from new techs he will send a boatload of constructors to Starbase X (even if faraway), where n-1 constructors will head back or to another base, repeat ad nauseum....
Maybe reduce the amount of range the basic mod gives to make the game more territorial, or propably remove it entirely and grant range only through racial stats or SA/GA.
Besides, the AI cannot handle range-through-modules in fleets, he consistently fleets together with different range and by that, makes those module inert.
***
Last but not least, do you mind adding additional graphics for the Yors "Charging Stalks" & "Advanced Charging Stalks" - they use the same pic as the "Basic Stalk". It's a nuissance to go through the planets and manually klick on all stalks in order to see their tier (I don't rely on the auto-upgrade it's driving me insane...) I've done some graphics simply using the original picture.
There are many great features available to you once you register, including:
Sign in or Create Account