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.
Corrected for grammar, structure, and readability. Hopefully I kept the "taste" of OShee's ideas, which were delicious.
<Culture ID="InterGov"><DisplayName>Administrative Slaveling Theory</DisplayName><Description>Research into specialized slavelings.</Description><Details>For hundreds of years, the [YOURSHORTCIVNAME] have used genetic engineering to improve our workforce. One of our biggest challenges has been something of a paradox. For economic planning, we need slaves that are smart enough to understand the nuances of interstellar commerce, but not smart enough to start rebellions.||One of our scientists has recently made a proposal; if we mix our own genome with that of a dumb but naturally empathic slave species, we might get a hybrid smart enough to be put to use in the business sector, but so attuned to the happiness of others that the mere thought of deliberately causing chaos and destruction would be unbearably painful. Using our own pure genome in such a way is heresy, of course, and the scientist and his team have already been sentenced to the Arena.||Mind you, that doesn't mean we're going to ignore this promising idea. Oh, and here's your tickets for tonight's fight, enjoy!</Details>
<Culture ID="StarRep"><DisplayName>Administrative Slavelings</DisplayName><Description>Improving our economy whether they like it or not.</Description>
<Details>We did it! The first generation of administrative slavelings is already at work on our budget. There seems to be some natural variation in the slavelings' approaches, so we've segregated them into several groups. To mock other races of the galaxy, we named these slave groups after prominent political parties of their governments. Even more amusing, they have come to think that you, [YOURLEADERNAME], are having a change of heart and want to bring more equality to [YOUREMPIRENAME]! Seriously - there is no end to the comedy here - we're even thinking of setting up mock 'elections'!||Unfortunately, there is a small downside to the empathic nature of these slavelings. If they are around too many unhappy people, if throws them off their game and they start making costly mistakes. So we kind of have to keep our own people happy to keep them reliable. And, uh, [YOURLEADERNAME], Most Awesome And Terrifying, we.. uh.. might need to put off declarations of war if our populace is unhappy, for similar reas-OUCH!||I deserved that.</Details>
<Culture ID="StarDem"><DisplayName>Enhanced Ambassadors</DisplayName><Description>Send better representatives to other races.</Description><Details>There is no question that the best diplomacy is the business end of a pulse rifle pointed at your enemies' tender bits. On occasion, if there are insufficient pulse rifles available, we need to convince another species that we don't actually want to enslave them, at least not right this minute. That's where diplomacy comes into play. But because of our history and our combative nature, it's not our strong suit.||Though we hate to admit it, there are sometimes individuals born among our people that are cursed with mild appearance and demeanor. Normally, they don't survive their first decade of life. However, if we cull such wastes of flesh from the general population, and perhaps torture them a little to break them down even further, they can actually appear believably harmless and docile to our enemies! Those "lucky" citizens are our new generation of ambassadors. The galaxy has never seen smooth talkers quite like this!||As a side benefit, the genetic monitoring we developed to catch such individuals before they're killed by their siblings has led to breeding refinements in our administrative slavelings, improving their productivity and our economy further.</Details>
<Culture ID="StarFed"><DisplayName>Hyper Incubators</DisplayName><Description>More and cheaper slavelings!</Description><Details>Although our administrative slavelings have many of the traits we need, their lifespans are short and they cannot naturally reproduce. We tried getting more out of them by increasing their intelligence, but couldn't manage that without decreasing their empathic ability. We tried extending their lifespans, but they just got senile faster. Finally, we threw in the towel and just started investigating ways of making more of them. Lots more.||With our new hyper-incubation chambers, administrative slavelings are now cheap and plentiful. We've even put some of them to work on the diplomatic front, helping our ambassadors figure out the best ways to confuse and manipulate our enemies. It's a win all around!</Details>
Hmm. Is there some way of working around the "need the senate to declare war" thing? The Drengin would have none of that foolishness.
For the Yor, I'm ok with requiring senate approval; if they "turn on" distributed planning, then they need distributed agreement on the best course of action.
edit: nvm, I've worked it in.
edit the second: I wish there was a way to make these race-specific (from English.str):
[Government1] The Republic form of government is now available.\n\nColonies are given more power by allowing them to vote on which parties make up the senate. \n\nDo you want to change your form of government to Republic?[Government2] The Democracy form of government is now available.\n\nColonies are quasi-sovereign and allowed to vote on which parties make up the senate. \n\nDo you want to change your form of government to Democracy?[Government3] The Star Federation form of government is now available.\n\nColonies have rights as equal "states" in a federation of planets from which they can vote on the parties that make up the senate. \n\nDo you want to change your form of government to Star Federation?
It's going to be a bit jarring seeing these after researching "Collective Planning" or "Administrative Slavelings".
A modest Hyperion Attack module but no defense. Hmm that could work.
That could work.
That could also work.
Sounds like hardcore communists :> Isn't Chinese communism different then what was in Russia? With loads of capitalist influence? This could be potential path of self improving communism. I can work with that, providing Wikipedia tells me more about Chinese economy.
Note the word "succesful". I'm not so sure they perceive capitalism as an actually an improvement, merely a method to keep up with the other civilizations. Regardless, go any direction you like.
@Silas.
I wouldn't worry to much about those descriptions. They rarely pop-up.
And I think the Slave Senate would always vote for war, wouldn't they?
Those Drengin descriptions are going into the next release. Love 'em.
Thanks for the spell check.
Guys (gals?) I could use some feedback on the following items to finalize some desicions. I'll make it easy. Just quote the questions below and reply with a numbered list. Expand on the answer if you like but please try and be brief.
QUESTIONs
Drath changes. In our out? Planetary Invasion unlocked by Space Weapons. In or out? Space Defense unlocked by Space Weapons. In or out? Military Starbases as Industry to keep research costs down. Good or bad idea? Military Starbases unlocked by Space Weapons. In or out? -25 Espionage. Good. Bad. Does it need a higher value? Korx colonization after espionage change. Better. Same. Worse. Do they need work or do we leave them as is?
Drath - in
PI unlocked by Space Weapons - *probably* a good thing for the AI, fine with me because I always research weapons first anyway. There's no point sending transports into enemy space until you've locked it down first, which requires Space Weapons.
Space Defense unlocked by Space Weapons - *probably* a good thing for the AI, fine with me because I always research weapons first anyway. In GalCiv, armored ships without weapons are pointless, because IIRC there's no limit to the # of combat rounds.
Military Starbases as Industry - don't like.
Military Starbases unlocked by Space Weapons - yes. Makes no sense to have boosters for space weapons you haven't invented yet.
-25 espionage - a step in the right direction. Let's do this and see how it plays out; it will result in a large change to AI play I think.
Korx colonization - always going to be a bit behind I think. The -25 espionage will help, so will bumping trade (IIRC it got nerfed a little at some point?). As Maiden has noted trade becomes less important as pop increases, so giving them that early game boost is probably still a good idea.
Hey everyone. I spend the evening polishing research and doing some all round testing. I also finished my work on the Drath which in hind sight wasn't that much work.
Here's the link: https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0
Here's the Damage:
RaceConfig.XML
TechTree.XML
XenoMysticism:-Requires None to Temples*
StarbaseMobilization-removed group tag
StarbaseProjection-removed group tag
StarbaseDomination-removed group tag
StarbaseConquestStrategy-removed group tag
Anti-Matter Power Plants-cost from 1000 to 2000
WayOfTheArnor-AIValue to 10
WayOfTheDreadLord-AIValue to 10
Charging Stalks-AIValue -10 to 15
SlaveCanyons-Cost 15 to 1500 (oops!)
Altarian TechTree.XML-Xeno Ethics Requires Xeno Mystesism to Temples
Terran TechTree.XMLExtremeColonization-CanBeTraded to 0. Prevents MASSIVE techtrade exploit due to AIValue -10
Krynn TechTree.XMLExtremeColonization-CanBeTraded to 0. Prevents MASSIVE techtrade exploit due to AIValue -10
Drath TechTree.XMLExtremeColonization-CanBeTraded to 0. Prevents MASSIVE techtrade exploit due to AIValue -10
Yor TechTree.xml-Soil Enhancement Removed AIValue 45-Habitat Improvement Removed AIValue 45-Terraforming Removed AIValue 35 -Artificial Gravity AIValue 60-Xeno Engineering AIValue 60
Korath TechTree.XML-Added OShea's government descriptions. Can no longer be traded.
Drengin TechTree.XML-Added OShea's government descriptions. Can no longer be traded.
PlanetaryImprovements.XML
EyesOfTheUniverse-F_AbilityFactor removed-AbilityAmount 0 to 6
StarbaseModules.XML
SingularityWeapon Module enabled-AttBeam from to much to 7-AttMissile from to much to 7-AttMassDriver from to much to 7
Results of Optimization
YorNo longer skip Artificial Gravity and it's follow up techs. They grab their farms and +pop tech and efficiency studies. All in all they do a decent job.
ToriansNo changes needed.
ArceansNo changes needed.
AltariansWith their unique techtree placed after Temples their research is much more balanced. They get the Bioshere Modulator quickly enough to use it.
DrenginNo changes needed.
TerranNo changes needed.
KorxNo changes needed.
DrathSeem to like their changes
ThalanNo changes needed.
IconiansNo changes needed.
KorathNo changes needed.
KrynnNo changes needed.
I took a peek at some AI's economical performances and it seems the -25% espionage penalty is working as intended.
*I found it impossible to get the Altarian's to research XenoMysticism at the right time. Gaunathor gave the techs a gigh AIValue but this pulled the Altarians away from Artificial Gravity and they would end up with Unimaginable Destruction, Doomrays while still using Basic Factory. After moving XenoMysticism all sorts of wonderful things began to happen. The Drath had the same problem, but no more.
Anyway, I hope you like this update because at this point I wouldn't know what to change. We've already started to polish by adding description, doing a spot of optimization, etc.
One thing that bugs me is that AIP11 doesn't research it's military starbase technology. It doesn't like the Starbase category. On the other hand it is much to fond of the Military category so I'm a bit hesitant to change it back as it might result in very impressive military starbases with extremely lackluster ships.
If I recall correctly there used to be modules for military starbases spread around in the techtrees but they were either removed or placed in the Military Starbase branch.
Also I removed a few groups. I like groups when the techs are descriptbed as Basic Tech A, Advanced Tech A or Tech 1, Tech 2, etc. But when the displaynames vary I like them to be visible. They tell the player something so hiding them makes no sense. They also show improvements better.
Cheers,
A.
Good! So let's not change anything and let it sit for a while(*).
Thanks again to Mabus and everyone else for the hard work, lets sit down and actually play a game or two of GalCiv2, Special AwesomeSauce CU version!
Oh, I am hereby anointing the version Mabus posted in 731 as CU v5. It has changed significantly since v4 and we have a lot of inbetween versions floating around with no particular minor version attached to them. It was getting confusing. Even if nobody else refers to it that way, I'm going to.
(*)cosmetic stuff aside, such as OShee's tech descriptions
I forgot to write this one down, Silas as always did a great job on the descriptions, but I don't feel this one in between those <description> tags fit. Maybe something like this:
<Culture ID="InterGov"><DisplayName>Administrative Slaveling Theory</DisplayName><Description>Research into specialized slavelings...</Description>
<Culture ID="StarRep"><DisplayName>Administrative Slavelings</DisplayName>
<Description>...and put them to work!</Description>
Changes in bold red.
Now I don't know what combination I pressed, but I had Thalans written down to the last tech and was applying finishing touches. And then my browser gone back to previous page. I'll try to write it down again as now I have better idea what it should be, but still it may take me some time and I don't know if I'll be able to finish all the tree or first 1-3 techs.
CU v5 impressions, "Knife Fight" test (Large, 10 civs, Occasional stars, Abu/Abu planets, no tech trading).
66 turns in.
I am seeing a lot more initial fighters with actual weapons. Only the Drath have build 0-attack "defenders", which served well enough to protect their worlds from transports if nothing else; but in the last couple turns they started popping out some 0-0-3 fighters so it was only a very short window. All the other civs I've bumped into are just fine.
The Korx did well in the colony rush! Not spectacularly, but better than I usually see them do. In fact they're starting to grow teeth much earlier than usual -- they are definitely not the early game pushover they used to be. Their starting position was not precisely optimal either; they were kind of sandiwched between the Krynn, Altarians, and myself.
So far not having any issues with the revamped tech tree. I miss cheap Space Mining, but doubling the output of your existing asteroid mining bases should never have been so cheap anyway.
Playing as the Arcaen; reintroducing the speed penalty was definitely the right thing to do. I think they're supposed to feel somewhat ponderous in the beginning, and it can be worked around -- I'm finally getting the hang of when I should rush Interstellar Nav, and when I should not.
More as the game continues, still pretty early.
Thanks everyone for your time, input and effort. I agree with Silas, it's time to play, have fun and apply some spit and polish here and there.
As to the version. Here's a file with a proper name and version. Community Update V5 - Beta 1. This the SAME version as the previous one, just with a better name.
Marvin, can you update the link in the original post. Thanks.
Link: https://www.dropbox.com/s/dafc9oj2us82u9u/Community%20Update%20V5%20-%20Beta%201.zip?dl=0
Great work. I look forward to taking it for a spin!
Sounds promising. I think the armed fighters are the result of moving PI and a few other techs to Space Weapons. Good to know that works. I'm looking forward to actually playing a game tonight .
Minor update.
Community Update - Beta 1A
Link: https://www.dropbox.com/s/ago5i1qfmnax8kz/Community%20Update%20V5%20-%20Beta%201A.zip?dl=0
There is no reason to stop any game in progress as these are just a few minor bug fixes.
Changes:
-Fixed a bug with Hatchling Mount-Removed all unused tech, components, etc.
Yor TechTree-Updated Yor StarFed cost to 6000-Removed costs for Barren and Advanced Barren Colonization
Torian TechTree-Advanced Hulls Cost 600 to 900.-Neutrality Learning Center 10000 to 1000
Thalan TechTree-Planetary Invasion AIValue 1000 to -10
Korath TechTree-Removed Costs for Toxic and Advanced Toxic Colonization-Removed AIValue for ExtremeColonization-Removed AIValyue for DiplomaticRelations-Removed AIValue for Xeno Medicine-Removed Catergory Invasion from TulonWeaponFocus-Removed Catergory Invasion from VengeanceScanner-Removed Catergory Invasion from AmplifiedWeaponry-Removed Catergory Invasion from KillZoneComputers-Removed Catergory Invasion from TerrorStar0
Terran TechTree-Removed Category Pure Research from ZeroGSportsArena-Removed Category Pure Research from Virtual Reality Centers-Removed Category Pure Research ExtremeEntertainment-Removed AIValue 45 from ExtremeEntertainment
Planetary Improvements-Renamed The Shrinker to The Hyper Shrinker
RaceConfig
Korath-Espionage set to -25
Iconians-Espionage set to -25
<Culture ID="InterGov"><DisplayName>Ripples Of The Past</DisplayName><Description>Allows us to start restoration of our governing structure.</Description><Details>Back in our space-time, we tried to equip our strike force coming to this galaxy with best possible equipment. But because of it's advancement compared to local technology, we ran into problem of reproducing it on larger scale. From shortages of energy supply for our Industrial Matrices, to inability to accomodate to live on planet surfaces, we had to redesign and modify most of the tools we use.||All this setbacks slowed down our expansion, and because we never anticipated our mission will take more then couple of months, we find ourselves living in opposition to our old ways. If we designate some of our spare research resources, we will find a way of restore them.</Details>
<Culture ID="StarRep"><DisplayName>Stellar Hive</DisplayName><Description>Allows us to set up provisional House system.</Description><Details>Where we believe every individual's social class is determined by birth, most races is this galaxy don't follow caste system and try to force equality among their people. This difference is most likely caused by their lack of geneticaly inherited knowledge.||Our people can access the memories of their ancestors, but only if they are in vicinity of 8-dimensional chemical element called Xithridium that doesn't exist naturally in this universe. Luckily, this element is also central to our manufacturing process and some of it have been brough with us. Any volunteers that are proven to descend from one of the noble Houses can be given trace amounts of Xithridium to help them imitate leaders of old and help us bring hierarchy back to normal.||Splitting power between them will bring our governing struture back to the way it was and benefit our economy, but also runs the risk of rebellion, so keeping people happy should be our main concern.</Details>
<Culture ID="StarDem"><DisplayName>Interstellar Hive</DisplayName><Description>Form the Council of the Houses.</Description><Details>The Houses play integral role in ruling hierarchy in our native space-time. Each of many noble Houses is ruled by single Queen, called Matriarch. And each one of them excels in one area more then others. Back when we where still primitive, or rather at the level of other races of this galaxy, Matriarchs fought against each other over resources and territory. But then, unexpected happend. A male Thalan gathered his own army and subjugated Queens one by one, increasing his power with every conquer. Finally, he united whole of our people under his leadership. He knew he will not live forever, and Xithridium wasn't known yet, so in order to keep Queens from fighting after his demise, he created a Council, and gave each Matriarch equal rights and territory. Or so say the legends, but Council never failed it's purpose. Today we do the same, and form first Council of the Houses of this space-time.</Details>
<Culture ID="StarFed"><DisplayName>Galactic Hive</DisplayName><Description>Improve communication between our people.</Description><Details>Living on the planet surface is more troublesome for us then other species. As we communicate through pheromones and not sound waves, we lack infrastructure that can quickly distribute them like we done it on our space stations. This complex molecules convey thougths so effectively, that one whiff can tell another Thalan exaclty what another think.||We researched portable analyzers of our pheromone scent that can trasmit the information to every individual in range without mistranslations. While costly, they improved cooperation between our people and allowed us to work more efficiently.</Details>
I don't know if that much exposition is good for 'mysterious Thalans', but that's what I came up with, so tell me what you think I'm gonna play new version in the mean time.
I borrowed DisplayName's from Gaunathors propositions on page 2, I hope he doesn't mind.
And what about those bonuses from government tech for Yor, any plans for them? So far they only get +economy for high research investment.
Edit: Bug report - spoiler tag on forum doesn't work lol
The Thalan can talk. Look at the galciv3 trailer video that came out last year. They came through time and not much is know about them, I suggest keeping it that way as nothing is still known about them in galciv3. Try taking some parts out.
Test game: Large map. Decent amount of planets and stars.
Playing race: Altarians
Others: Drengin, Korath, Arceans, Thalan, Terrans
Difficulty: Crippling.
Tech trading, Tech stealing allowed, SA's enabled.
First game:
Lost the colony rush.
Second game:
Did a lot better on the colony rush but it was competative. My south border is dominated by the Terrans who have dozens of worlds. To the north west are the Drengin, north east, the Korath. Both hate my guts. The Thalans were trapped in a corner and only managed to grab two worlds but some how manage to survive. The Arceans did alright.
The Korath declared war on me very early. If not for the Terran's helping me out I would have been in a lot of trouble (hurray for Super Organizer). The Drengin joined in on the war but the Terrans kept them busy. I managed to build up a meager defence fleet and grabbed Medium Scale Building. I designed ships to deal with the Korath, who used missiles and the Drengin, who use beams.
I'm pretty sure I would have been done for if not for my massive south neighbour the Terrans but as the game progresses my relation to them has gone from close to neutral and I fear I will have to deal with them at some point. The Terrans still use small ships but they have enourmous amounts of them and a scary amount of transports.
Slowly I invaded neighbouring Korath and Drengin planets but it's slow going as both have superiour soldering to me. It's an interesting game and it hinges on the fact that the Terran's haven't declared war on me.
Things I noticed.
Miniaturization seems a bit weak. I''ve researched 3 levels and build the Hyper Shrinker and only now do I have the feeling it's doing something. Grabbing a new weapon really is the best way to up your damage. I'm not completely sure how I feel about this. It definately puts the AI an player on a level playing field on the other hand I used to love miniaturization.
The Drengin use frigates but lack the logistics to do anything interesting with them. They seem content to attack with them as solo ships. I haven't spotted a Korath frigate either but their small ships are well armed and if not for my superior defenses my frigates would have been doomed.
The Korath/Drengin are still stuck on Slave pits. If not for that I would have been in a heap of trouble. I'm not sure if this is a problem they seem to have no problems cranking out ships and my obvervasions might be lopsided due to the Terran intervention.
I also feel hull planting techs and +hp techs are to cheap. I got +10 health in a single turn which seems to be a little to quick for something that powerful.
At some point I placed sensors on my warships to get a better look at my surroundings. They were big! and I truly think this is a good thing. No stacking cheap sensors on your warships. If you want a good look at the battlefield sensor ships will be essential. To compensate I build Eye's of the universe (+6). A welcome addition to my sensor range but if I want more I'll need to put more sensors on my ships. Again, a good thing.
Conclusion:
We did well. The game is a proper challenge and doesn't feel either slow or rushed. There's a real incentive to do clever things to boost research (which I did) and you have to pick your techs carefully since at crippling the AI has no trouble out reseaching you and it's a total idiot with what it picks.
I'm not sure if I'll finish this game. I might go for another with a different civ to get a different feel for the game.
I hope the rest of you had a similar positive experience.
One more thing. One of the anomalies gives you +5 espionage bonus. AI can pick up several of them and still have horrible economy because of that. I suggest scrapping this one out altogether or reverting it back to +1.
@Darca In that case Thalans will stay with voting and democracy, as it is impossible to write anything without making up some lore
Truth fully, I'm not sure they need them. They didn't have governent tech at all in the original game so giving them more eco or prod seems a bit to much.
OShea I loved your Yor and Drengin/Korath descriptions so I'm really sorry to say I'm not sold on the Thalan ones. You metioned using their advanced computing systems to decide on a controlling party. Perhaps you can take it a bit further? What if the Thalans mimic a senate by simulating one. There's precidence for this. Their research is fully automated and uses advanced algorithems to decide on improvements. Perhaps their government could be simulated as well?
Your descriptions like your previous one's don't lack creativity, far from it. I'm just not sure they fit.
The Thalan in the trailer might be using a universal translator to speak. In Twilight it's mentioned no one's knows how they speak. Also AWESOME TRAILER. Believe it or not I hadn't seen it.
Nice catch. I'll put it back to +1 tomorrow.
Personally I wasn't sure I went in good direction with Thalans, so I'll try again tomorrow and see what happens.
Only 60 turns in, Iconians seem to be behind in everything. Thalans, Torians, Drengin and Drath all have some military and seem to research well, I haven't met Arceans and Korx yet as they are on opposite side of the large galaxy, but Iconians have no tech to trade with me and their research, economy and industry ratings are bottom low. I'll send some scouts in their direction and see what is their problem. From Influence tab on the map it seems they must have grabbed a couple of worlds, so they didn't fail in colonizing.
Anyway time for me to go to bed, so goodnight
Short version: the Drengin kicked my ass.
Slightly longer version: despite Arcaen, War Party, and Even More Weapons (I think I had +40% modifier!), the Dregin outclassed me at every turn, even in ship HP -- which was particularly embarassing as the Arcaen. I fought the good fight but lost around a third of my worlds, at which point the Korx *and* the Krynn decided I needed to die. I think the Drath might have been responsible for at least one of them. I hadn't researched a lot of dippy techs and was "Cool" with most of the other races, so I threw in the towel.
I think I need to try the next game on "tough". Painful is too... painful. I know I don't play the diplomatic or trading games well enough, either - an ally would have made a big difference. I started mid-map whereas the Drengin had their back to the galactic wall, so to speak.
Ctrl-U at the end showed pretty good development for all races.
Agree with Mabus about sensors -- I like that they aren't a throwaway afterthought. You have to plan for them.
Didn't get far enough in this game to have an opinion about miniaturization. I actually didn't bother with even the first level; its only 1 space on a small hull (I never did get to medium hulls; I probably should have but it wouldn't have made much difference there either...). I'm not sure why this got nerfed but there was probably a good reason.
Vanilla miniaturization: 10, 15, 15, 15, 20, 25. Total of 100%, eventually.
CU miniaturization: 5, 5, 10, 10, 10, 15. Total of 55%, so it got cut pretty much in half.
Looking forward to my next game. This is great stuff.
Yeah that was my suggestion. Early on miniaturization felt much to powerful. It's still powerful, just not as powerful. Perhaps it's simply a matter of getting used to the new values. I'm going to be very, very careful with buffing them. Like money, the player can use the extra space to come up with some very creative ways of destroying others.
Speaking of money. While setting up my test games I spend some points on morale and economics and I still had points to burn on soldering, weapons, defenses. That seems a tad bit over the top. Right now economy/morale is set up as follows:
10/20/30 for 1/2/3 points. That's pretty cheap for what are arguably the most powerful stats in the game. I like the values, just not the point costs so here's a few ideas.
Thoughts? Ideas? Opinions?
The econ and morale values were originally changed because the value-per-point-deltas were skewed such that there was an "optimal" choice, and you got less value for your picks if you didn't pick that optimal choice (4 points into econ and 1 into morale). This was quite rightly regarded as silly.
As for the new values.. lets do some math shall we. The numbers are funny because of the tax breakpoints but lets look at what +30 morale gets you in terms of econ.
At 45% tax +30 gets you to 65%, a 44% econ increase (!)
At 55% tax +30 gets you to 70%, a 27% econ increase.
At 65% tax +30 gets you to 79%, because at 80% your citizens set everything on fire. Sill 21% more econ though.
On the pop side, +morale does almost nothing for high pop planets because pop unhappiness is exponential. However you'll be able to keep smaller colonies at 100% for much longer, enjoying that sweet double growth bonus.
So, early-game morale is very strong -- stronger than econ, point for point -- and its still ok late-game for growing new/conquered planets faster.
Econ is pretty easy to calculate, 10/20/30 gets you 10/20/30% early and less later (if you already have +50% econ from other tech then its 7/13/20% better).
Morale was originally 10/15/20 for 1/2/3 (weird deltas per point, which is why it was changed!), I think it would be better at 5/10/15 for 1/2/3. It has such a huge effect on the early tax game, I think that's why SD capped it at 20.
Econ was originally 2/3/4 for 10/20/30 (again with the weird deltas, stardock, why??). It isn't as strong as morale early, but "good" all game, so lets cost it the same but let players spend more points on it. I would suggest 10/20/30 for 2/4/6.
Note that if you do spend all your points on morale and econ the multiplicative effect of having both early will be around a 60% bigger economy. Wowza. On the flip side, you have only one ability point left for other stuff.
There's my nickel. More like a quarter, I guess.
No... damn it now I'll have to check them all! Silas the old values make perfect sense from a design perspective.
Take a look:
The more morale you want the more you pay for it. If you want 20% you'll pay through the nose! That makes the higher values point sinks. What else is a player going to invest them in? Low values come cheap, high values are expensive. but if you pick for cheaper low values you'll turn your civ into a jack-of-all trades but a master of none. That rarely works. Specialization is usually key to victory and generally more interesting to play.
Sinking 3 points into morale knowing 10 is the better deal hurts. Sure you get 20 morale instead but you know you're getting a lousy deal point for point. And that is the point. It provokes thought.
Economy would look something like this:
6.0
As you mentioned economy isn't as effective in the early game which is probably why SD allowed the 30% bonus. In the example above getting 30% economy comes at a very steep price.
In my opinion this is how ability values should be set up. Big costs big. That's how tech research is set up as well. If the first tech in a chain gives you 10 and costs a 100 tp then chances are the second one is 15 and costs 500.
* Removed *
There are many great features available to you once you register, including:
Sign in or Create Account