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.
I can barely read that with the yellow background!
But yes, I agree, good picks should cost you.
(Repost. Text was impossible to read.)
Well that didn't take long. Notice how often the first two bonuses have exactly the same % PP? That makes the second one of best value in every case. With my these changes picking a big bonus WILL cost you. You'll have to think very hard about your picks. Changes marked with an X are the ones I think should go in.
Hmm. I see your point, Mabus. The old values do (mostly!) makes sense if you look at it from the perspective of diminishing returns. But that's a design choice, not a rule -- though in real life that does seem to be a rule of thumb.
That said, it's a choice I can get behind, because it will make players agonize over specialization. Instead of automatically sinking as many points as they can into X,Y,and Z, the mental conversation will be "well, too much of Z is too expensive, do I *really* need 30%? Maybe I can do with 20% and throw in some %Q or %P instead". We'll drive min-maxxers insane. That's a good thing.
With that in mind, we have to make sure that the returns don't diminish too quickly, because that isn't interesting either -- you don't want to provide frustrating non-choices. It's a fine line.
Here's my counter-suggestions, diminishing returns-style, making some of the transitions smoother and giving more choice on the low end for some abilities (1-2-4 instead of 1-3-5).
<removed>
Which was precicely what I was going for
I like your values, the drop of in %PP isn't as sharp but it's still big enough that a player will have to think about their choices. I say we have a winner. I'll implement the new diminishing values returns in Beta 1B so we can have a look how it feels when applied in the game. That will be tomorrow though, tonight I'm taking a breather.
Cheers,
M
Alright Mabus, looking forward to it!
Looking over the values once more, I think I missed Trade. We may as well apply the pattern here too, and maybe give people who want to be super DUPER traders the option (if you think that's a good idea):
Ability costs / % benefit / %PP
1 25 25.0
2 45 22.5
4 80 20.0
7 125 17.8 <-- new possible option?
I'm not actually sure anyone would pick the last one, but now that I type that I think that someone probably would, just to see if they could parlay an early trade boom into a decent midgame position. Would probably only be brave enough to try it with the Korx, myself.
Repair - leave just one option, 1 cost for 40% because seriously, who picks it anyway? Anyone with the right mind will pick any other bonus if it costs 3.
I gave Thalan another shot, tell me what you think.
<Culture ID="InterGov"> <DisplayName>Artificial Governments</DisplayName> <Description>Allows us to begin researching advanced types of governments.</Description> <Details>Each culture has its own government system, and we want to research each government so we can learn and grow in our knowledge and understanding of other races. But while some races depend more on group insight on how to govern a whole Empire, we do not understand how can it be an improvement over power held by just one person.||If we want to know what makes others tick, we can run computer simulations and analyze them.</Details>
<Culture ID="StarRep"> <DisplayName>Republic Simulation</DisplayName> <Description>Allows us to transform to an artificial republic.</Description> <Details>Even with first alpha build of artificial republic finished, we determined that, in fact, involving people in our decision making will help us with management of our colonies.||Our citizens can now vote to determine which of the simulated parties they want to be in charge of planetary management. Keeping people happy will ensure they choose the party we selected as our basic framework for the government, and therefore keep us out of trouble.</Details>
<Culture ID="StarDem"> <DisplayName>Democracy Simulation</DisplayName> <Description>Allows us to transform to an artificial democracy.</Description> <Details>The plus side of running dozens of government simulations is that we can pick the best working ones without having to evolve them one by one over hundreds of years of cultural changes. That's what primitive species of this space-time do. We utilize our superior computing power and apply randomly generated changes to the system which are predicted to ameliorate them.||We noticed that some of the simulations evolve more akin to democracy then already developed republic. Though slow, transformation is clearly visible and we decided to give it a spin, by designing a full democratic simulation with all the parties involved. According to our early analysis, it is a definite improvement over the republic, even as a beta build.</Details>
<Culture ID="StarFed"> <DisplayName>Federation Simulation</DisplayName> <Description>Allows us to transform to a artificial federation.</Description> <Details>Getting rid of the bugs like incorrect or missing AI values, broken algorithms and optimization of data should be done some time before, but we where so busy lately we somehow missed some of them in our recent build. Now that everything is fixed, we can proudly call it a Federation Simulation.||We don't see any way it can be improved upon, so we tried to run it in the most advanced of the probability generating programs to see what happens. It crashed with blue screen of death.||So yeah, this is it, enjoy!</Details>
Last one was meant to be an inside joke :>
@OShea
I like em . They leave plenty to the imagination while still conveying a sense that the Thalan are highly advanced.
Concerning ability costs. I've been rethinking them a little bit and come up with a new set of values. Instead of 10 you get 100 points to spend.
Here's the results:
By multiplying the customization points and point cost by 10 you essentially create decimal values in the old
Whenever you see a value ending with a 5 five is when the new system becomes an advantage. You can keep the % bonuses from climbing to fast while still allowing a fair %PP drop down. I've taken another look at Research. 50% research is practically an "I-Win" button.
Exactly my thoughts, I already begun to write edit of my previous post but I'll post it here instead:
In vanilla, Research, Diplomacy and Influence all started at 5% for 1 point and capped at 30-35% compared to Social and Military Prod (10% and 50% respectively). All three of them help you achieve a victory sooner;
Faster research at the beginning = faster pop growth, better improvements, economy and diplomacy techs. Plus technology victory.
Diplomacy helps with not being attacked and making others go to war. Also helps with getting better deals in tech trade. It's not so strong but there must be a reason why you couldn't pick 50% and only 30%.
50% bonus to Influence is op and can easily flip other races - just pick Torian as your race, 50% bonus Influence, get a small or medium map with drengi, korath, iconians and even yor. Colonize as much as you can, which is easy with central mines production. Run your empire at 100% approval. Build Temple of Memories on every planet. Wait couple of dozen turns. Flip everyone - profit. Which reminds me of how often Torians just flip their neighbours right from the start.
I would rather see all three of them with slower and costlier progression:
1 10% 10PP
2 15% 7.5PP
4 25% 6.3PP
8 35% 5PP
Social and Military can reach as high as 50% because one doesn't support another directly. Indirectly, yes, +Social = factories quicker = quicker ships, but this is indirect. If you pick one of them, you need to carefully manage the sliders and focusing. I think that's the only reason devs allowed 50% bonus in the first place.
How about this:
These are the values I used for diplomacy. With this change only social and military production get a 50% bonus. Population is capped at 40%. Still high but it comes at a very high cost.
Population doesn't play such an important role after hundred or two turns have passed, so I agree it can stay on 40%.
Any reductions to Inluence, Research and Diplo will make it a better game. I think it's best if we keep them at 30% max, but whatever you decide, it's still better then 50%. I'm glad not only I saw a problem with it, I though maybe something was wrong with me lol.
Yeah they research their way out. Imagine what they would be like if they didn't have that -20 penalty. It's one of the reasons I wanted that tech out of the Drath techtree.
I think Gaunathor added those research bonuses. Originally the super spy center and temple of espionage gave +research but only per planet. Increasing the costs for their research structures seems like a good idea to reïnforce their inability to reseach well.
Good catch, that's out of line.
g/l with the spreadsheet.
Not a huge fan of that -- I kind of liked the 10 point system better. But its a minor quibble more rooted in laziness than anything else, lets see how it works out.
Sounds good to me.
Your second take on the Thalan techs feels spot-on, OShee. So now its time for the native-english-filter! Though really the Thalan seem a bit more serious than the other races -- I'll try to make the humor a little more subtle.
<Culture ID="InterGov"> <DisplayName>Artificial Governments</DisplayName> <Description>Allows us to begin researching advanced types of governments.</Description> <Details>Every species we have encountered in this reality governs themselves differently. Although we have made many adjustments to living in this dimension, we have not yet examined our own structures in this area. We now have the computing power to run governing simulations. As a starting point we shall simulate the attitudes and priorities of the most common alien political groups.</Details>
<Culture ID="StarRep"> <DisplayName>Virtual Republic</DisplayName> <Description>Allows us to implement an artificial republic.</Description> <Details>Alpha builds of our simulated republic have suggested that discrete, generalized external input is essential for optimal performance. With this in mind, we have opened the project up to the general public, who can now vote to determine which of the simulated parties they want to be in charge of planetary management. Our project scientists know best, of course, but the feedback from the whole will be invaluable. The simulation does have some interesting negative performance cases if disagreement reaches critical levels, but this is unlikely to happen.</Details>
<Culture ID="StarDem"> <DisplayName>Virtual Democracy</DisplayName> <Description>Allows us to implement an artificial democracy.</Description> <Details>The Republic Simulation has been an unqualified success. Though the primitive species of this space-time have evolved their systems over many generations of trial and error, adjusting slowly to cultural and external changes, we are limited only by computing power. Never satisfied, our scientists have been running more simulations, including those with more varied external feedback parameters, inspired by other species' so-called "Democracies". One of these has shown enough promise to take into beta, so we have upgraded the live project and trained the general populace with the new usage parameters. Early results seem promising.</Details>
<Culture ID="StarFed"> <DisplayName>Virtual Federation</DisplayName> <Description>Allows us to implement an artificial federation.</Description> <Details>Refining the Democracy Simulation has proven to be a bigger task than we anticipated. Our scientists have postulated a theoretical upper performance limit in this space-time, and that we shall soon reach a point where attempting to fix errors in the system will, on average, cause more. One of our scientists purchased a "hyper advanced probability generating matrix" from a Terran trader, who claimed it was so advanced it could simulate our simulations, but it crashed. So it seems we are at the end of this road.||Pleasingly, the Terran system was not a total loss. The crashed system emits a lovely blue glow, so we donated it to an artisan. He had it encased in glassteel panels and framed in beveled titanium. Quite pretty. He calls the piece "Windows", a clever reference to the enclosed light and inverted dimensionality.||The few Terrans that have seen the piece find it uproariously amusing, which is puzzling. Hyperdimensional humor is usually lost on other species.</Details>
9000 edits later.. ok, I'm happy with my edits to OShee's ideas. Won't touch it any more. Probably.
Descriptions are in. 100 point ability system is in.
Beta 1B is a go.
Link: https://www.dropbox.com/s/oktap6s5msfmd29/Community%20Update%20V5%20-%20Beta%20%201B.zip?dl=0
Got it! Will try a game with 1B tonight.
Edit: Mabus, my bad, I edited my Thalan post a bazillion times and you got one of the intermediate ones with a few grammatical errors and a couple other things I didn't like and eventually changed. Could you update it for the next cut? I promise not to make any more changes...
Thanks for the upload!
I have been playing Gal Civ 2 for 6 years now and I have to say its one of the best games ever developed. What's even better is the dedication of the community and Stardock staff to such an old game. I wish to give my hearty thanks to all you have done and continue to do for this title. This update sounds awesome and I can't wait to try it. Again THANK YOU all!
Also, can't wait for Gal Civ 3 to be finished and released.
Cheers to all and Happy Holidays.
https://www.dropbox.com/s/ht00w4y9ziuh9n5/tech%20comparison.ods?dl=0
Now there is couple of things I think should be addressed (marked in red in the spreadsheet):
Yor:
-15 Diplomacy Racial Ability should go. They are already at 45 compared to average 121. This will put them at 60 which is still 30 lower then Korath and Drengin. They are supposed to be weak at culture, and culture=/=diplomacy.
Their Social and Military Manufacturing should be reverted back to 20 from 15. They are supposed to have strong manufacturing, right know they are just slightly above average and even Korath/Drengin with tech trade can outproduce them. Yes, Collective have +1 manufacturing more then a factory of the same level, but between 13mp Collective vs 12mp Industrial Sector it is only 8% power difference. And we already nerfed Manufacturing Vortex by 5%. Give them 20 manufacturing each and give them bonus to their government tech - it's cost compared to bonus it gives is inadequate. 5 each to first tech, second tech 5 Social 10 Manufacturing, and last tech same bonus as Creative Insight. Then this tech will be at least worth the effort. It is not worth spending time on it past first government tech.
Also, in vanilla Yor never had Tidal Disruptors - their soldiering is now through the roof. I say lets cut it out of their tech tree.
Torian:
Increasing cost of the building of University and City of Learning plus lowering CoL output should be enough. I also think their Social bonus should go as Central Mine gives a strong early boost for it's price, and their SA is super powerful. -5 Research can go then as well, as it barely makes any difference.
Arcean:
They mostly got buffed, I played only couple of times with them, so I don't know how much stronger they got. Anyway, their AI at least have some chances against others. Still, they are great ship builders, so maybe stuff +10 Weapons somewhere in their tech tree?
Altarians:
Their Biosphere Modulator comes into play late and after planet hits it's limit, it only takes up valuable space. AI already builds Recruiting Center reliably, so lets make it a SP with 15% pop growth instead.
Their Weapons bonus: remove -20 penalty, but reduce tech bonuses so they still hit +40. And give them some other weakness elsewhere. Scrapping tech completely is bad, and their 'weakness' is actually one of their strengths.
Drengin:
They seem fine as they are. Their SA is weakest of every other race, but they seem to do alright.
Terran:
Seem ok as well. They get access to some unique techs and are average in everything, so no need to change anything.
Korx:
AI will always play stupid, player won't start build freighters from turn 1. They could use a small buff to range, but that's about it. They should be doing just fine in hands of a player.
Drath:
They have an astronomical amount of +Diplomacy techs available to them - even more then Terrans. Sadly, it seems this is the only thing going for them as they don't excel in pop growth, morale or economy, or the military and it's production, so I have no opinion on them.
Thalan:
Super Hive combined with starting "factory" of 12 mp will always result in them winning the colony rush. Thankfully, this is countered by their inability to power their economy with 8b cap on their worlds and medicore economy/morale, so let them stay this way.
Iconians:
Their weakness is not Soldiering as much as lack of +morale improvements. Lowest Economy and lower then average pop growth results in them doing worse then other races. Their +50 Economy 1pp comes late, so before that, they are push overs. If left alone, they can catch up with others. On smaller galaxies or with many other AIs they will almost always be bad.
No real fix without making them too strong in the late game. But to help them a little bit, I say lets give them +10 Morale somewhere in their tech tree - Dream Conclave is strong in the beginning, but they lack of any bonuses from techs and it will prevent their taxes from ever going above 49 or even 39. If not morale, then we can double bonuses they get from their economy tree, so they get +30 instead of +15. So they keep low morale, but get more revenue from taxes.
Also, Interstellar Refinery description:
<Details>An Interstellar Refinery increases the production of our planets by an incredible amount. We don't completely understand the technology ourselves hence it cannot be traded or stolen). The technology came from the Precursor archives that we have available to us.</Details>
Korath:
They do ok, no real need to alter anything.
Krynn:
From the spreadsheet it looks like they got low Influence, but they more then make up for it with improvements. Also, the amount of Espionage they get from their GAs is too high, even for Super Spies. 75% is too much. Also, to really give them a weakness, increase cost of their research technologies like I presented in previous post. -10 Research hardly does anything.
Oracle of Krynn. It used to be 100 planetary Morale, now its GA with 50 Morale Ability. That's way too much. Reducing it to 20-25 still makes it powerful, without breaking the game. Think about it this way: if they have 4 planets, +50 Morale Ability makes it as good as +200 on one planet, and the more planets they have, the bonus is greater. Nerf hammer go go go!
I might have missed some SPs or civ specific GAs, but I hope I covered everything.
Wow OShee, I have no idea where to start with those numbers. I'm not a good enough GalCiv player to comment on most of the points you made. It sounds like you're trying to address only the worst imbalances, which I think is wise.
So I thought I'd hate the 100 point system, but I started up a few games with different races and I actually don't mind it at all. Sometimes I have 5 points left over, but there's always been somewhere useful to put them -- Mabus, I don't know if you made Influence, Pop Growth, or Research have 5 point options with this in mind, but at least one of those will be useful to almost all setups so I think we're good here.
Off to play!
In the spreadsheet I marked Iconian Research as problematic, but that was because I forgot about their GA from Precursor Studies. I added later it but never changed the color back to normal. Sorry about the confusion if anyone is scratching their head thinking "what the hell?"
And yes, I only want to change things that seem way off or are not in parallel to descriptions, like Altarians weakness being one of their strenghs. AI is much better thanks to all contributions and countless hours of modding and testing things, but we cannot forget about the balance.
To add to the spreadsheet analysis, I think Yor have too much pop growth. It states in in tech description that they "breed" slower then other races. Give them -10 pop growth penalty, and cut their bonuses from 10, 15, 30 to 10, 15, 20. This leaves them with 20 less pop growth.
I done some testing on their economy, and while giving them government techs helps, they are still behind others. If anyone is interested I can post the full details, but long story short, the more game progresses, the weaker they get.
To counter this, I reworked Efficiency Studies a little.
Right know it's like this:1st 50tp for 102nd 200tp for 103rd 400tp for 104th 600tp for 105th 800tp for 10It's better to change it to something like this:1st 50tp for 102nd 200tp for 103rd 600tp for 104th 1500tp for 155th 3000tp for 20
This slows down their initial economy, but strengthens their late game a little. With no techtrade, they just suck. Horribly. Terrans with all their techs can get up to 60% more income then Yor. That's why last two techs could use a little buff.
Bringing Efficiency Studies costs up should prevent imbalance with techtrade on.
We could exchange the diplo for an influence penalty. But I don't know. Being bad at diplo seems to fit them.
I can't really comment on the Torians. -5% research makes little impact at that start but becomes a bigger influence as their research climbs. The CoL changes seem reasonable.
They get cheaper hull and invasion techs and no longer suffer from over expensive government tech. That should cover them.
Darn I hit post.
I agree. These guys are fine.
Their SA is... astonishing. Once you get 11% war profit you'll make thounsands of credits each turn. The Drath are super easy to play. As to their diplo. Well it fits them. They get more than the Terrans but they can't trade as often.
Agreed.
Worth thinking about but that's kind of the point for the Iconians. I think they did better on AI8 as it does a better job building morale structures.
That is a lot of morale...
The Bioshpere Modulator grants 2 extra tiles to build on. It has nothing to do with pop growth and it's fun to toy around with so I'll leave it in as is.
As to the weapon bonus. Actually I think I'll leave in the -20% weapon penalty and remove the +weapon bonuses in their unique techs. They'll still get the the Dark Energy Generator. That way the structure compensates the weapon penalty but since it's a structure there's a risk of losing it.
I'll see how that works out. Thanks for the feedback.
We could exchange the diplo for an influence penalty. But I don't know. Being bad at diplo seems to fit them.They already have non existent Influence. With Diplomacy, not the penalty is the problem. The problem is they have no way of catching up with even Korath and Drengi as the game progresses, which are supposed to be worst at it. Only two ways of making them better then Drengi are removing the penalty, or giving them some unique techs helping them out. Aka Yor specific Intimidation techs. But something about Yor deceiving others instead of intimidating. 2 techs 20 Diplomacy each will put them just under Drengi, if we keep the penalty.
"Because they think in the long term, they will happily make alliances, trade and diplomatic relations with the filthy organic civilizations, but one should never mistake a relationship with the Yor as resembling a friendship of any kind. All alliances with the Yor are ones of convenience." so yeah, they really need to be better at Diplomacy then Drengi or Korath. It's not that Yor openly wants to kill everybody. They think long term.
I can't really comment on the Torians. -5% research makes little impact at that start but becomes a bigger influence as their research climbs. The CoL changes seem reasonable.-5% is not a lot, they get + research for silly amounts of tp, starting with
+10 Planetary Improvements for 200 tp,
+5 Scientific Method Implementation for 100 tp,
+5 Hyper Mainframes for 200 tp,
+5 Advanced Philosophy for 100 tp,
+5 Greater Enlightenment for 200 tp,
+5 Deep Level Trances for 400 tp,
+5 Exceptional Consciousness for 800 tp,
-5 penalty is gone in couple of turns. I'm not saying they should get more penalty to research, changes to CoL and University should be enough. But -5 makes to them no difference and only clutters the screen
Their SA is... astonishing. Once you get 11% war profit you'll make thounsands of credits each turn. The Drath are super easy to play. As to their diplo. Well it fits them. They get more than the Terrans but they can't trade as often.That explains their lack of bonuses to Morale/Economy and low Pop Growth. And lack of Super Diplomat explains higher Diplomacy. I never thought of that. So they are fine as they are?
The Bioshpere Modulator grants 2 extra tiles to build on. It has nothing to do with pop growth and it's fun to toy around with so I'll leave it in as is.It... it does? How could I missed that... never mind, forget about this one then
I was thinking about moving Weapon bonus to Dark Energy Lab SP, but only 20% instead of 30%. Cutting Offensive Meditation in half to 10% from 20%. Removing penalty so they get 40 Weapons and 35 Defenses in the end. So we can have one Good race with stronger weapons and defense, but making HP their weakness - a -30 penalty to Ship HP. Powerful but fragile ships.
Okey my bad. 20% pop-growth was added to it later and it also grants tiles. I'm removing the pop-bonus. It's overkill.
Iconians:Their weakness is not Soldiering as much as lack of +morale improvements. Lowest Economy and lower then average pop growth results in them doing worse then other races. Their +50 Economy 1pp comes late, so before that, they are push overs. If left alone, they can catch up with others. On smaller galaxies or with many other AIs they will almost always be bad.No real fix without making them too strong in the late game. But to help them a little bit, I say lets give them +10 Morale somewhere in their tech tree - Dream Conclave is strong in the beginning, but they lack of any bonuses from techs and it will prevent their taxes from ever going above 49 or even 39. If not morale, then we can double bonuses they get from their economy tree, so they get +30 instead of +15. So they keep low morale, but get more revenue from taxes.
They get +morale a an inherit racial ability and little to no soldering techs. I'm a bit hesitant to mess around with these guys as they very astonishingly powerful in V3.
Changes for Beta 1C so far:
TechTree.
Dark Energy- 10% weapons, not 30.
Unimaginable Destruction- 0 weapons, down from 10.
Offensive Meditation:- Gives 0 weapons, not 20
DefensiveMeditation: - Gives 0 defense.
SuperiorEspionage:- Removed 5% Research
UltimateEspionage:- Removed 5% Research
EfficiencyStudies3- Cost 400 to 600- Economy from 10 to 15
EfficiencyStudies4- Cost 600 to 1500- Economy from 10 to 15
EfficiencyStudies4- Cost 800 to 3000- Economy from 15 to 20
Improvements:
Super Spy Training Center- Removed espionage bonus- 5% Research Civ wide
Temple of Espionage- Removed espionage bonus- 10% Research Civ wide.
Biosphere Modulator- Removed 20% Population Increase. Just gives tiles.
Oracle of Krynn - Morale from 50 to 25
City of Learning- Lowered TP from 10 to 8
University- Cost from 50 to 70
RaceConfig.
Torians- Lowered Social from 10 to 0- Removed research penalty
Yor- Socian to from 15 to 20- Military from 15 to 20- Removed diplo penalty
Yor TechTree- Removed Tidal Disruption.
The Altarians make up for their weapon penalty by researching Dark Energy Research but they can lose 10% by losing the Dark Energy lab. That seems fair. I also don't like bonuses on techs the AI has no business researching.
The Krynn get a larger research penalty and need two structures to get out of it but I think OShea's suggestion, to increase the TP costs of their research strucutres has merit as well.
I've increased the economy bonus on EfficiencyStudues 3 to 15 because it's the last cheap tech they get.
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