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.
Pacifists: 20 Influence, 20 Diplomacy. This is 70 points worth of bonuses. Reducing it to 20 Diplomacy, 5 Influence or 15 Diplomacy, 10 Influence will be enough.
Populists: 20 Morale, 10 Population Growth, 10 Influence. 55 points worth. The morale bonus is high and allows you to get +30 Morale with another 10 points. 10 Morale, 10 Population Growth, 10 Influence is still a good pick for economy/influence oriented races, and that's 40 points altogether.
Universalists: 10 Economy, 10 Defense, 25 Luck, 10 Population Growth. 50 points worth. This is half of what Federalists do + stronger ships and higher population. It can also be abused in combination with Luck ability. 5 Economy, 10 Defense, 20 Luck, 10 Population Growth will tone it down a bit.
Technologists: 20 Research and +2 sensor range. It used to be +1 sensor and at some point it got buffed, which is not necessary as it is still strong party.
Edit: Forgot about Influence - 3rd option gives +15% for 35 points. Probably typo, should be 20%.
Racial Luck ability - It can be abused in combination with Universalists, even more as Torians/Altarians. 20% for 25 tones it down a bit.
Racial Repair ability - It is weakest stat so we should just leave 40% for 10 points.
Racial Weapon and Defense - Luck works on both of them, so you get increase in both for less points when choosing Luck. My suggestion would be to revert it to vanilla values: 10 for 10, 20 for 20 and Defense only, 30 for 30.
Starbase Assist modules are out of line: 1st tier is as strong as 3rd, in case of Defense 1st is as strong as 4th, and 5th tier gives weak modules compared to the jump that 6th tier provides. I posted changed values earlier on page 35.
My guess is that those values were set to reward AI for researching first 2 techs, but it makes it far to expensive to continue to research further down in the tree for modules that are just 'meh' compared to first tier. I haven't tested AIs on longer games, but if the AIs continue to research other techs in the tree, they will hurt themselves as Starbase branch is very expensive to research and it gives just assist modules, not weapon/defense modules to help defend the base.
Also, Empathic Tactical Center was changed at some point to give bonus to Weapons instead of Defense. Defense bonus is more in line with what ethics establish: Good - defenses, Evil - weapons, Neutral - bit of both. It could be boosted to 25% Defense to still make it attractive.
I don't completely agree. While it will take them a long, long time to grab these techs and worlds they allow them to catch up and then surpass their opponents.Maybe, but at this point (120 turns in) they abandoned all other tech branches in favor of colonization techs and don't show any sign of stopping. Altarians for example, don't have any morale, economy, factory or farm techs, and they only reached as far as Xeno Research, which gives only +5 research and no better labs. If they continue to research more of the colonization techs, they will be stuck for another year, and right now they are easy to conquer as their economy, research and production is very low.
Arceans escaped this fate only because they started researching colonization techs after they got some basic techs, but I predict they will start falling behind more.
Torians are biggest offenders, they don't even have Planetary Improvement techs.
Iconians are doing ok because they didn't research Extreme Colonization yet. They also left alone Xeno Communications so they have no economy techs.
AIP11 urge to research colonization techs can be probably reduced by lowering AI value in their specific tech trees.
I made a spreadsheet of my previous game, so it's easier to compare how AIs researched.
https://www.dropbox.com/s/pgrtdf49k08ls5z/techs.ods?dl=0
I don't completely agree. They do build military starbases so they might as well grab a few modules to put on them. The trick is making sure it stays just a few.I just started a game as Korath, this time I'll play at least till 200th turn, see how AIs fare later in the game. I got Krynn, Altarians, Drengi, Yor, Arcean, Iconians and Korx, so only average and weakest races in my games. I'll post later how they fare.
Silas, please take a look on what OShee posted
this is what I ment with "slower colonization". In this case Torians had a super-bad starting position but they still manage to grab alot of planets because they send their colony ship flying out and in all direction they manage to spawn colonies. Of course this is not as homogenous like the other empires who are close by because they could only grab planets that were left free from the other empires - who simply do not have the production power to grab anything in reach at once. So Torian come in on late, they get lesser colonies because of this, but it's still better as in the case of evil races (except Korx) because their AIP doesn't allow for it.
I've taken a look at your sheet and Altarian & Iconian don't run at 100%, and they have real low tax income from their planet count and also low approval. I suspect that some of their planets are stuck in red moral and don't grow population. In this scenario getting better labs or factories will only make matters worse.
But it's hard to judge from a single spot. I don't know, but with 35 planets run at 100% I can easily research these colonization techs in a matter of a few turns by simply taking the RP from the initial colony building. Maybe their global spending was even worse in the past?
(except Korx)That was me playing them for the first time, I focused on improving my economy/morale and never expected to get such a big boost from profiteering, so I had too many money worlds and not enough research/production ^^
I think Iconians screwed themselves over by not researching economy techs -> to pay for their spending they overtax their people, which leads to slow pop growth, and it snowballs from there. Also 2nd morale building would help them immensly.
Altarians, well, I'm not sure but being stuck on colonization techs is easiest to blame. They have loads of new worlds but not populated as well as other planets.
Maybe their global spending was even worse in the past?This could be the case.
I'll see how they do on my next game.
Latest test game using my "knife fight" scenario, CU v5 Beta 2B. Large/~120 planets/10 players/Painful, with "scattered" stars to try to even out the starting positions a bit.
Moreso than other test games I've played so far, the galaxy got very violent very early. About 70 turns in, several wars were started in quick succession:
* the Krynn declared on the Yor
* the Torian declared on the Korx
* I declared on the Terrans
* the Torian declare on the Yor
* the Altarians declared on the Korath
* the Iconians declared on the Korath
* the Drath declared on the Korath
By 100 weeks I'd taken a nice bite out of the Terrans and sued successfully for peace. About the same time the Krynn and Yor kissed and made up as well. But the Krynn and Terrans must have got bored, because a few weeks later:
* the Terrans declared on the Korath
* the Krynn declared on the Korx
As of week 115, all civs are at war except me. I'm not sure what to make of this except that my MMR might be high enough to keep the friskier civs from attacking, and I haven't been ignoring trade and diplomacy so much this game.
With that in mind, here's the civ breakdown:
Krynn - 800 bc income (8% trade, 25% econ treaty), 8 colonies. Must have been feeling pretty good when they declared on the Yor, but the Yor absolutely punished them, taking their HW and a couple minor colonies before peace broke out. I'm guessing that this might be a direct result of the early Iconian/Yor Seeker missile fix (they're now appropriately cheap, as their description would suggest) -- from the looks of things it is allowing the Yor to leverage their early (lousy) economy to actually field a decent fleet early game if need be -- note that the Krynn attacked the Yor, not the other way around. Tech-wise, the Krynn had grabbed most of their special tech aside from The Way and Krynnian Disciples, were up to Ion Drive, had ignored X-Col so far, and had a good mix of econ techs (Xeno Fac, Academies, Xeno Econ). They had Small hulls, Logistics I, Stinger II, Planet Invasion, and Mil. Starbase Construction. Excellent early research mix.
Yor - 1527 bc income (5% trade), 15 colonies. Were weaker militarily when the Krynn attacked, but leveraged Seeker missiles, logistics I, and a nearby Military resource to spew out tons of relatively cheap 5-0-8 fighters in fleets of three. After war broke out, the Yor MMR increased at least twice as fast as the Krynn.. and then the Krynn MMR started to fall. Quickly. Tech: Trade, good selection of econ tech (Mfr II, Synthetic Ingenuity, Charging Stalks, Eff. Studies V). They finished Barren world X-Col but did not grab X-Col itself. Had Small hulls, Harpoon I, Planetary Invasion, Mil. Starbase Construction. Like the Krynn, I'd give them a gold star for early research.
Iconian - 1053 bc income (15% trade), 10 colonies. Kind of hemmed in by Arcaen and Drath but did well considering. Having a quiet game so far but jumped on the Korath dogpile with everyone else. Tech: have Merchant Trade Complexes and Xeno Ethics already, plus Xeno Business, Molecular Fabs, and Hyper Mainframes. No Research Centers yet but it isn't hurting them. Have Small ships, Logistics I, Mini 2 (plus Org Materials.. nice!), Harpoon II, Planetary Invasion, and Mil. Starbase Construction. Finished Toxic X-Col but haven't touched X-Col itself yet. Their Heavy Fighters are 6-0-8 and they're fielding fleets of 4.
Drath - 2000 bc income (6% trade, 50% War Profit), 12 colonies. With 10k BC in the bank they could probably start buying colonies. I know they're buying ships from the Krynn and Terrans. They have the 3rd biggest military in the game at present, just behind the Yor and Torians, but their best fleet is 12-0-20; they have not as yet been able to turn their humongous econ into a tech advantage. They have Interstellar Republic, War Profiteering, a good mix of econ tech (Xeno Facs, Research Centers, Hyper Mainframes, Xeno Trade), Tiny Hulls, Harpoon I, Planetary Invasion, Mil. Starbase Construction. Except for the glaring lack of Small hulls, they're golden.
Korx - 1200 bc income (25% trade, 10% econ treaty), 10 colonies. Started in the corner in a humongous void. Spewed colony ships everywhere and have a very spread out empire. Good for trading, not so good for defending. Holding their own against the Torian so far, and the Krynn are too far away to be much of a threat. Tech: Super Trade Starbases, Impulse I, smattering of econ techs (Xeno Industrial Theory, Xeno Research, Hyper Mainframes, Xeno Entertaimnet, Soil Enhancement, full Barren world col (a good investment, it netted them two class 10s early on). They have Small hulls, logistics I, Stinger II, Planetary Invasion, Military Starbase Construction. Doing quite well I'd say.
Torian - 825 bc income (8% trade), 9 colonies. Odd to see the Torians do only moderately well in the colony rush, but they started next to the Korath who had quite a good position and aggressively colonized it. They also lost a few to the Korx diaspora (probably why they declared war on them early). Tech: Wellness Falls, a few econ techs (Sci. Method, Xeno Econ). Kind of concerned that they hadn't grabbed Xeno Industrial yet. They hadn't started on Aquatic X-Col but had finished Barren (seemed to be lots of Barren planets on this map). Stinger II, Medium hulls, no logistics meant their "fleets" were single Frigates plus a Heavy Fighter for 12-0-32. Not too bad, not great. They had researched Defensive Trance but had no defense techs. At least 15 turns of early research wasted.
You know what, I hadn't realized the Torians start with 16 logistics. That seems high for a non-militarily inclined race, equal to the Arcaen and Drath. Does that seem odd to anyone else? Is it necessary to make them not completely pathetic in the early game?
Korath - 921 bc income (7% trade, 15% econ treaty). 12 colonies. Despite being at war with 4 other civs, the only one closeby that is going to hurt is the Altarians. Korath light fighters are 6-0-7 and with three per fleet they're better than anything anyone else is fielding except for the Iconians and Altarians. 62% Weapons will do that. They also have 62% soldiering which is going to make their planets awfully hard to invade.. and they have already built dozens of spore ships. Critically, instead of grabbing Xeno Ethics, Evil, and Psi weapons, they're pushing ahead into Pulse Cannons at 3x the TP. DOH!! Other tech of note: Administrative Slavelings, Xeno Intimidation, Trade, Slave Pits, Cut Throat Trading. No PI but I don't think they care too much with all those Spore ships.
Altarian - 790 bc income (12% trade, 8% econ treaty). 8 colonies. Started in a huge void in the SW, did fairly well considering. Quiet except for their recent addition to the Korath dogpile. Tech: Xeno Ethics, Impulse Drive I, good econ (Xeno Facs, Research Centers, Xeno Trade, and of course Dark Energy Research). Had Small Hulls, logistics II, Mini I, Harpoon II, Mil. Starbase Construction, no PI yet. Interestingly enough they'd researched... Deflectors. Even though nobody had built a single laser yet. Odd. Because of the Logistics it meant they were fielding 24-0-32 fleets of Heavy Fighters, right up there with the Iconians, and several of them were headed into Korath space.
Terran - had a good start but ran afoul of the Arcaen early on and lost 5 planets. 550 bc income, 6 planets. They had researched Interstellar Republic, Impulse Drive III, Manufacturing Centers, Research Academies, Xeno Trade, and had grabbed X-Col. The Terrans, more than any other civ, seem to LOVE econ techs. They had Small hulls, Stinger III, Planetary Invasion, Mil. Starbase Construction, and Interstellar War Colleges.
Arcaen - me. Getting better at tech pacing, order, planetary building, diplomacy, and most importantly figuring out how long an early war can go before I mangle my economy. 19 planets and 1300 bc a turn, I'm not in the lead but I've got quite a solid empire going, and have cordial enough relationships with my immediate neighbors that I'm not worried everything is going to collapse. I daresay looking at AI development and playing all these test games is actually making me a better player. For comparison with the AI, I have Interstellar Republic, Xeno Ethics, Subspace Drive, Space Mining I, Soil Enhancement, Xeno Industry, Research Centers/Hyper Mainframe, Xeno Econ, Xeno Entertainment, and Xeno Medicine (good for growing troops!). I have Small hulls and Singularity Driver III, plus Cathedral of Valor, which I have built. <Best Al Pacino voice>Say hello to my 76% Soldiering! </Best Al Pacino Voice>
No, I think they're more or less OK. When they do sit on Tiny ships for a while, they are at least making decent fleets of them. In this game, only the Drath still had tiny hulls by turn 115.
I thought the Krynn had an excellent research mix this game. They bit off more than they could chew when they attacked the Yor, but that's another matter.
The Altarian and Korx both grabbed Xeno Facs early. Torians.. not so much. The Torians had a pretty lame start compared to their usual explosive expansion, though.
The last several games I've played, they have never not researched it.
The Korx also did this in my recent game, to a small extent. They were spread out, but did manage to get a decent # of planets even though their home cluster was completely blocked in/empty.
I don't see this very often, because of the ratio of habiltable planets : civs is pretty low, maybe 12:1. Most planets will be gone long before far-off colony ships can reach them.
In a game with a higher ratio of planets : civs I think you will see more of this, of course, and this is where the AIP7 races really fall down. I already know this, so I play in more compact setup to give AIP7 some chance. I have high hopes that Frogboy will be able to fix AIP7 to either colonize "everywhere" -- though I'm not sure that is wise -- or at least colonize planets in unowned space. Either would be a massive improvement.
Large, fast research, loads of planets and stars. No tech trade as I like to see how AIs do on their own.
First map on which both Yor and Drengi were not completely in a void:
After 80 turns, it changed to this:
Yeah, that's Krynn and their Influence. At that point they were looking really scary, even more so as they dominated almost if not all of the ratings.
Arcean and Drengi went to war around 50-60 turn, Korx and Iconians around 70-80, but that lasted only around 20 weeks. I had 7-9 planets in Krynns influence, but because I always start a bit late with military production, I couldn't do anything until I have spotted defection icon on few of my planets. That set me off, so I payed Krynn to attack Altarians, Yor, Drengin and Arceans. Couple turns later, I parked my Spore ships and missile fleets around Krynn worlds, and stole 8-10 worlds from Krynn, changing minimap a bit:
This is tech summary from last game:
https://www.dropbox.com/s/tjykntqoecb0sp0/techs1.ods?dl=0
Because of tech trade off and me forgetting about training spies, I was in the dark whole game, apart from advanced intel on Krynn and low on Yor and Drengin. When I checked techs of each race, Iconians completely surprised me. I never expected them to have so advanced research - even more so that they don't even have a Research Center tech lol! They done a really good job and I'm scared to think what will happen when we go to war together. Mind - Blown
Krynn also done very good but that was to be expected, in particular with early colony rush, as seen on second image. If it wasn't for almost whole galaxy joining together (only Korx where not in war with them), and me stealing couple of their worlds like a ninja, they would be a serious threat. Note that I haven't defeated them yet, and I just abused parking my fleets and spores around their worlds before declaring war. They are no longer 1st in military thanks to all the enemies shooting down their fleets. Altogether, they done very well.
Yor had a couple of nice planets close to their system, and there was couple more just outside of their influence. If they had those extra worlds, they could be really strong, as their research is quite good and only thing holding them back is weak economy, thanks to all the production costs and ship maintenance (they were 1st military up until 90th or so turn). My only beef with them is that second game in a row they didn't touch X-col techs apart from Barren II and haven't touched government techs.
Altarians are a disappointment again. Only Xeno Research and Industrial Theory, no economy techs, again they don't have Ion Drives, they skipped Shrine of Milisomeone, again grinded bit early x-col techs but! At least this time they have both Dark Energy and Divergent Evolution techs. They even started on Inherent Magic. They also have Medium hulls (whoa!), but I don't see them building many of them as their economy is lowest in the galaxy (apart from Arceans).
Drengin started in not the best position, so they don't have many planets, but they still are doing ok, all things considering. They research a healthy mix of all techs. Although they skipped x-col completely.
Korx had 2 or 3 of their planets flipped by Krynn, they never done anything in the game except for declaring a relatively short war on Iconians. They make a lot of money but don't know how to spend it well (just like me in my previous game with them). The didn't start on Industrial tech, and research tech only went to Xeno Research, so you could say it never really started. Same as morale tech, (I almost never see anyone researching Xeno Entertainment). Overall their bad.
Arcean didn't do good on colonization (they almost never do), but all things considering, they are in a good spot. Industrial, economy, research techs - nice variety. They are more tamed with x-col techs then Altarians, but what pisses me off about them, is that they almost never research Xeno Entertainment (such a good tech, 15% morale for so cheap). On my previous game they and Terrans also skipped it.
AIs did ok, apart from Altarian and Korx. Iconians done extremely well though. I can see how Mabus always repeats they can get strong, now I see how. It all boils down to what techs their AI picks in first 20-30 turns, and if it does a good job, they can get scary.
I built an assist module starbase on my upper border with the Krynn and I noticed something strange. No matter if it was a single ship or a fleet of 3, bonus from starbase was same: +1 beam, +2 missile, +1 mass driver. Can anyone else confirm it? It that bonus applies only once, then the whole Starbase tech branch is way too expensive for the bonuses it provides and it needs to be reworked.
Also, AIs didn't concentrate on x-col techs that much, my previous game got me worried (especially Torians and Altarians).
The last several games I've played, they have never not researched it.But, but, wait, if they didn't, how come they got money from profiteering?
- RE: Psionic weapons: Please remember that in order to get these powerfull weapons, you have to be Evil. That means you'll be fighting more wars. I okay with having them skip two major generations instead of just one. * the Krynn declared on the Yor * the Torian declared on the Korx * I declared on the Terrans * the Torian declare on the Yor * the Altarians declared on the Korath * the Iconians declared on the Korath * the Drath declared on the KorathSeems like there is some truth to that
But, but, wait, if they didn't, how come they got money from profiteering?
Sorry. Double negative. They have always researched it.
Seems like there is some truth to that
No kidding... well in a sense the Psi weapons *are* two generations up; you skip three techs and go straight from Harpoon III to the equivalent of Photon I (but a bit more expensive), skipping right over Photonic Torps. I think they're fine where they are. What isn't fine is that the AI is willing to spend thousands more TP pushing up the Photonic (or equivalent) line instead of grabbing Xeno Ethics and Psionics. Oh well, maybe that's too complicated for the AI to plan for. This is pretty strong evidence that the AI routines don't consider potential techs opened up by Xeno Ethics prior to actually researching it. Players do and its Yet Another Meatbag Advantage. C'est la vie.
and this is exactly the reason why the evil-weapons shouldn't be too strong.
I'm currently playing a game with them agains Thalan, Yor, Drengin & Korath on a medium map. They rock! I haven't build a single spamable lab and also no spamable factory. (although I use the weak 3 industry factory as a filler object that will be overbuild all the time). The lots of 1pp structures are enough for all planets (I went neutral and got Neutral Lab as well), the key to this is to go for maximum population - the Iconians are predestined for this as they already start with a strong farm and can have strong moral improvements easily.
It's a shame the AI doesn't utilize this very well. In a way this leads to situation were they are either uberstrong or suck big time.
Apropos Neutrality Learning Center - I need a hell of a time to build these and this was the same with my last game as Yor (I went neutral as well, I usually do because of insta-terraform). Could it be that it was forgotten in the general decrease of buildcosts? I did consider to not build it because, if the production could flow into tech instead that would give me a serious boost in technology, a game would have to last very long for this to be compensated....
I see. Yeah when I switched from DA to ToA I noticed that the habitable planet count got drastically reduced and right now, I always play with habitable set to abundant always otherwise the bad luck factor can totally gimp a game.
I think that Yor should go for a lot of planets, their +100 loyalty protects their planets even in foreign space. Korath should also have alot of planets because their technique of invasion only leaves quasi-non-pop spored planets, so if Korath successfully play a midgame-game they'll have to fincance their annexions from the income of their core worlds.
These 2 races also get 2 extreme planets technologies from their SA thus I consider them both at #2 spot (below Iconians) as a predestined colonizer race. It's a more or less broken design that they do not love up to this standard (my opinion). Although one could argue the the Korath only get Toxic Planet Col so their spored worlds aren't stuck at 100%, but in the case of the Yor their Barren World Col means they should be able to grab these kinds of worlds before others, otherwise it doesn't make much sense to me^^
The NLC It's very expensive to build at a cost of 500. The Research Coordination Center is 300 and the NLC is basically an RCC with +12 research slapped on it.
By comparison a tech. capital is 400, so yeah, the NLC is overpriced.
I'm reducing the cost of the NLC to 300, same as the RCC. To those who go neutral the NLC will be an alternative to the RCC.
or
I could recude the price of the NLC even further 200-250ish and remove the +12 research from the NLC. That way the NLC becomes a cheaper version of the RCC.
I also did a little bit of testing with the repair stat. I used the iconians.
The difference between 0 and 100% repair is quite noticeable. At 0% ships regain HP at 1 point per 2 or 4 turns. Yes it's a bit wonky. At a 100%. You'll get anything between 2 or 7 HP back PER turn. I.o.w. your ships REALLY repair themselves a heck of a lot faster if you have a high repair score. Combine this with high HP ships and they'll level and become really tough to deal with.
So maybe repair isn't that bad.
I'll often send ships back to a friendly planet for repair so they don't get busted up in the field. The less I have to do this (ie because repair will take care of it) the stronger my invasion will be. So I'm not sure repair is all that bad either, especially since IIRC it applies to starbases as well. I say leave it as is for now.
Yeah, you're getting the equivalent of an RCC (cost 300, maint 3) with a Discovery Sphere (cost 200, maint 6) slapped on it, for half the maint (NLC is 5). And you're getting an extra tile out of it. And you can build an RCC as well and now you have +50% labs on the planet. I build it.
If it is overpriced, so are RCC ands Discovery spheres.
My nickel, you have it.
New version: 5.3.0
I'm dropping "Beta" and adopting a numerical system.
https://www.dropbox.com/s/14use3wzbglbahi/Community%20Update%20V5.3.0.zip?dl=0
I tested most of the changes with CTRL-Z and they seem very effective.
Changes:
=TechTree
InterstellarConstruction: -Boosted AIValue so all civs get it ASAP. This is a tech on par with PI in importance. The AI must get it.
Changed Miniaturization techs. Basic, Advanced, Enhanced give + 10. Expert, Ultimate, Supreme give 15. Total from techs. 75 With Hyper Shrinker 90 Yor/Iconians 100
Miniaturization felt weak to me and the first couple of techs give such a small bonus you barely notice. On top of that Gaunathor adjusted the SizeMod on ship components making Minitaturization less effective overall.
-Toned down Krynn unique tech researchThey did well, now the do a little better. They will still go for their unique tech but not in one go.
Xeno Biology-AIValue 35. Got skipped. This cannot be skipped.
X-Col Level 1 -techs costs from 2400 to 2000. To reduce the time to research the cost had to come down. AIP11 simply loves these techs and cannot be persuaded to be sensible about researching this stuff.
Synthetic Ingenuity:-AIValue 60. Gives creativity. Strong tech. Must have.
Creative Insight-AIValue 60. Gives creativity. Strong tech. Must have.
=Yor TechTreeLife support uses TechTree costs. Makes little difference overall.
PlanetaryImprovements-AIValue 60. Was skipped on occasion. This tech cannot be skipped.
=Iconian TechTree
- Research techs use TechTree cost. The old costs were still their when they had "Weak Research" as a penalty. Now they have the oposite so this doesn't make sense.- Set AIValue paths to economic, planetary development, morale and government techs. The Iconians will now research the mentioned techs much more reliably.
=Drengin TechTree
Massive Scale Building:-removed cost, defaults to TechTree. Only the Arcean's get cheaper hulls
Diplomatic Relations-Cost from 100 to 200. The Korath need 300. Only fair the drengin fall in between.
PlanetaryImprovements:-AIValue set to 100. Was skipped. This tech cannot be skipped since it unlocks industry, etc.
=Korath TechTree
PlanetaryImprovements:-AIValue set to 100. Same reasons as drengin.
=Terran, Drath, Krynn, Thalan TechTree
InterstellarConstruction:-AIValue. removed defeaults to TechTree.
=Arcean/Altarian/Torian/Korx TechTree-Set PlanetaryImprovements, XenoIndustrialTheory, Xeno Factories, Xeno Research, Xeno Economics to AIValue 30-InterGov IntRep, IntDem set to category Pure Research
These changes ensure the AIP11 races (iconians not included) get some basic industry and economics going. The change to government techs ensures the AIP11's will grab some government tech but no higher than IntDem since IntFed is much, much more expensive.
The down side is these techs will be much harder to techtrade for when dealing with AIP11 civs.
=Arcean-Logistics costs -20%. They are a warrior race that are master ship builders AND organizers (Super Warrior!). So they get a discount on logistics and ship research and soldering. Seems fitting and it's a minor buff to an otherwise under performing civ.
=RaceConfig
Krynn-Research ability -15.
=Political Parties
-Toned down Pacifists.-Toned down Universalists-Toned down Technologists-Updated penalties.
=Ability bonuses-Influence Master bonus updated to 20%-Luck now 20% for 25 points, from 25 for 35-Repair. 40% for 10 points. Single level.-Weapons. 10% for 10 points, 20% for 20 points.-Defense 10%/10p, 20%/10p, 30%/10p
=Planatery Improvents
EmpathicTacticalCenter:-Gives defense instead of attack-Bonus increased from 20 to 25
=Starbase modules:-Updated Multiplier Fields 1/6 as suggested by OShea-Updated Protective Fields 1/6 as suggested by OShea
=RaceConfig-Arceans logistics from 16 to 20-Iconian logistics from 20 to 16I want to emphazie the Arceans are master builders and fleet planners. So they get the best logistical score and the cheapest hull/logistics tech.
Idea for next update
The Iconians and Arceans are at confict about what makes them special. The Arceans get good HP, the Iconians get great HP from tech. That's odd since the Arcean's are the "Master Ship Builders". The Iconians on the other hand grow their ships making them all but self repairing. That's something we can work with. So here's my suggestion.
The Iconians focus on Repair instead of HP.
* Expert Engineering would give 50% repair and not HP.* Organic Hulls would give a HP module and 50% repair.
They'll total at 200% repair. The "normal" hull tech (Superior Hulls, etc) stays the same. At 200 repair their fleets will recover HP at an astonishing rate and unless you deal with their fleets in a single strike they'll recover and hit back.
Personally, I'm kind of a fan of this idea since it fits their past. They were struck down only to get up again.
There seems to be little reason why some civs get Reinforced Hull Design and Hardend Hull Design. The ones that don't get it are:
Thoughts? Suggestions?
First, some math to drive home my point about NLCs:
Three different scenarios:
1) You have 6 tiles free for science
Build 5 Sphere and an RCC:
Build cost: 1300. Maint: 33. Research: 75. Cost per TP: 17.3
If you instead build 5 Spheres and an NLC (must have at least 5 Spheres to make RCC worthwhile, cost-wise):
Build cost: 1500. Maint: 35. Research: 90. Cost per TP: 16.6
2) On a larger planet, lets say you have 10 tiles available:
9 Discovery Spheres plus RCC:
Cost 2100. Maint: 57. Research: 135. Cost per TP: 15.6
8 Discovery Spheres, RCC, and NLC:
Cost 2400. Maint: 56. Research: 162. Cost per TP: 14.8
3) On a single planet with only 1 tile free for science:
1 Sphere:
Cost: 200. Maint: 6. Research: 12. Cost per TP: 16.7
1 NLC:
Cost: 500. Maint: 5. Research: 15. Cost per TP: 33.3
Summary: if you don't make the mistake of building them by themselves, the NLC in its current form is a powerful tool for getting MORE research out of larger planets for less cost. I think it's fine.
I think that's an awesome way to differentiate the two. Question though, is repair a straight # of HP or a % of the hull HP? I don't pay too much attention to it right now other than "damn, that ship is almost dead, send it to the rear for a while until its better."
In a test I saw a ship go from 1 to 8.
especially since IIRC it applies to starbases as well. I say leave it as is for now.I forgot about that
All the changes seem balanced, being honest I seldom researched miniaturization for the last couple of updates (only if it took 1-3 turns). Me like
I had a look at the Ethics techs and there is a couple of things that bother me.
10% Loyalty
+Trade and +Diplomacy with other Good
Maintenance costs cut on 5 colonies: around 200-350 bc saved
Hall of Empathy (higher chance of other civ surrendering to you), 25% pop growth
edit: Empathic Tactical Center - 25% Defenses
Superior Defenses
15% Morale
25% Purchase now reduction
Soldiering vs non-Neutral
Neutral Shipping 25% Trade +2 Routes
Neutrality Learning Center 12tp 25% research.
Instant Terraforming
Free Starbase upgrades
Propaganda Center GA 20% Loyalty
Secret Police GA 20% Morale
Tribute from trade routes in your Influence ( 0-10 bc/turn)
Superior Weapons
1. Generic Good looks weak at first glance. But here's the thing: races that start as Good get extra access to +25 Creativity and +10 PQ bonus techs. This I guess is intentional to make it more attractive for Good races to stay in Good alignment. Problem is, Terrans are now Good, and don't get this bonus. Drath are now Neutral, but get access to those techs.
2. Neutrality Learning Center can be obtained easily, as it is relatively cheap tech (500 tp), and I guess that's why the NLC building cost is high. If you get Ethics fast, you can start building first NLCs 3-6 turns later (if you don't have Hyper Mainframes yet). If you want to decrease improvement cost (ex. 250), you need to increase research cost to compensate (ex. 1000). If you tone down NLC and decrease the bonus, then Neutral will need to wait a long time till it catches up with Evil weapons or Good Defenses. Make improvement quicker to build, but increase TP to get it. Edit: Or leave it as it is (seems reasonable after looking at what Silas wrote).
3. Secret Police and Propaganda Center bonuses and build costs could be swapped around. Here's why:
Propaganda Center is all about making people believe life is good(ish). So it should give higher approval.
Secret Police is all about "suppressing the spread of dissident ideas". It makes more sense for it to raise Loyalty, as potential freedom fighters/rebels are put into custody/brainwashed etc. Like in real life, police officer standing next to you doesn't make you happier, he makes you less likely to commit crime (being more loyal).
4. It is easy to pick all evil during colonization events, then research Xeno Ethics and choose Good, paying laughably small 10bc a turn. I heard somewhere this is hard coded, is it true? If not, we could change so if you commit to being evil, you need to pay through your nose to get Neutral or Good bonuses.
Also, can anyone else confirm this?
"I built an assist module starbase on my upper border with the Krynn and I noticed something strange. No matter if it was a single ship or a fleet of 3, bonus from starbase was same: +1 beam, +2 missile, +1 mass driver. Can anyone else confirm it? It that bonus applies only once, then the whole Starbase tech branch is way too expensive for the bonuses it provides and it needs to be reworked"
I never payed too much attention, but in my past 2 games no civ with access to Xeno Entertainment research it (I only play till 110-140 turn to see how they fare in early/mid game). Can you please look out for it in your games as well?
Nice catch. I think this should be rectified.
As I posted (probably as you were posting this), NLC is fine in its current form. It saves both on maint. costs and cost per TP. Making it cheaper would be a bigger bonus to Neutral but it doesn't need tweaking to be a Good Thing (tm).
Agreed.
Yeah, that's kind of cheesy. I'm not sure if we should change this though, if an AI picks a "wrong" alignment thinking it's not going to hurt, and it gets hammered by a penalty it knows nothing about.. that would be bad.
Ah. So it looks to be a flat repair amount. I'm ok with the increases then -- if it were % based then larger hulls could heal truly massive amounts per turn, which might be a wee bit unbalanced. Flat repair is more "interesting" -- smaller hulls will heal up more quickly, but larger hulls still have their usual advantages. Percentage repair just means "use the biggest damn hull all the time".
Ok, enough posting from me for now. Have some baking to do, and then a test game with the latest patch.
Also, good work all!! Mabus especially for the extra work of condensing pages and pages worth of ideas and discussion into XML changes! I did a happy squee when 5.3.0 dropped, I literally couldn't wait for the latest round of changes to get integrated. That's a good sign.
No I think it is a % based on a ships total Hp. I hadn't considered bug hulls yet but I tested with battle cruisers (45 hp).
Good point. I'll fix it.
Very nice idea. This will make it into the next update.
I hope I'll have some time tomorrow implementing the latest suggestions.
I think a better idea would be to increase bonus that only Arceans get from the tech to 20% each. If all other civs lose 20% hull hp bonus, it will screw the balance a little: Thalan ships will get a little bit stronger compared to other civs, if they all get massive hulls. Alternatively, add Arcean only tech at the end of the tree with 15/20% hp increase. Nothing fancy, like:
Fortified Hull Design
We perfected Q-field theory, allowing us to take our hull potential to a whole new level.
135 turns in, there was a mega economy event that just ended, so I don't think showing income is worth it, as AI didn't yet get used to economy returning back to normal. Tell me if spreadsheet is better, or is it easier to just look at screenshots.
Arcean: not that bad but skipped economy and morale techs. 23 colonies, at least 8 of them are extreme.
http://i.imgur.com/xbiQrnS.jpg
http://i.imgur.com/RftPp3C.jpg
http://i.imgur.com/kr8HAMJ.jpg
http://i.imgur.com/SXeC4sz.jpg
Korx: really bad. 46 colonies but 60-70% of them are from x-col techs. Just look at their tech tree:
http://i.imgur.com/82WAIas.jpg
http://i.imgur.com/gEkOknz.jpg
http://i.imgur.com/ARehOeJ.jpg
http://i.imgur.com/pteaOU6.jpg
Altarians: 11 colonies. They where in the middle of other civs so never colonized well. I said Korx where bad? Look at them. Their research is a one big wtf. They went straight for Stinger II, then straight for Democracy, only after that they mixed planetary improvement, xeno economy and weapon/engine techs.
http://i.imgur.com/Qfrq0g5.jpg
http://i.imgur.com/lgSxkhh.jpg
http://i.imgur.com/kA7D031.jpg
http://i.imgur.com/bf9YJ92.jpg
http://i.imgur.com/2DTz1Za.jpg
Drengin: 9 colonies, so don't expect much from them. In my games, AIP7 researches quite good, their problem is always low colony count so they don't grow fast enough to overcome tp inflation.
http://i.imgur.com/QLaxKgn.jpg
http://i.imgur.com/VxL9OWN.jpg
http://i.imgur.com/qP7ETIv.jpg
http://i.imgur.com/CmCBcYP.jpg
Iconians: 14 colonies. Only 2 of their worlds are extreme, picked up Xeno Communications but it stopped right there.
http://i.imgur.com/QEdvUYI.jpg
http://i.imgur.com/0px2VFj.jpg
http://i.imgur.com/o6hhBpy.jpg
http://i.imgur.com/0PpDrCW.jpg
Now the bad boys of the galaxy, starting with Krynn, 27 colonies and at war with Thalans and Drengi since 120th turn.
http://i.imgur.com/DHKDGL3.jpg
http://i.imgur.com/H1i9b4y.jpg
http://i.imgur.com/ZlpbhbL.jpg
http://i.imgur.com/joWQGq7.jpg
http://i.imgur.com/XNEefOj.jpg - yes, they have no Weapon techs whatsoever.
The second cowboy of the galaxy, Thalan with 24 colonies.
http://i.imgur.com/OP0zsL6.jpg
http://i.imgur.com/HqBPC4g.jpg
http://i.imgur.com/sKeZZvT.jpg
http://i.imgur.com/rlUqy5U.jpg
Just to compare, me playing my best race (Yor), but starting in not the most favorable position. 19 colonies.
http://i.imgur.com/Iph7oHZ.jpg
http://i.imgur.com/z6EYdIs.jpg
http://i.imgur.com/99Pc496.jpg
http://i.imgur.com/EGPJ6TI.jpg
General thoughts:
AI Value on Democracy may be a little too high. Republic is quite cheap, but Democracy cost almost 3x as much. Altarians were a victim to this tech path, starting it way too early. I do not have much experience fiddling with AI Values, but I guess it may be too high for Democracy. Interstellar governments has 20, while republic 30 and democracy 35. I'll try my next game with only AIP11 and values 20/30/30 for all three techs.
X-col techs are just out of control for AIP11, this time not Altarians (who never got xtreme colonization tech in this game), but Korx went bonkers with them. Arceans a little bit, but not as much. Is there any other green category that is less important but still picked now and then by the AI? Anyway, I'll try to run it on AI Value 20 for AIP11's.
Sometimes AI fails to research weapons. In this game, Krynn got behind. I remember 1 or 2 games when Arceans only got a weapon theory. Some 2 other civs done that in past 3 games as well iirc. Iconians show 4 weeks to finish their missile theory, but the gauge appears almost full, so I don't know what to make out of it. I don't think it can be fixed though, as it happens only now and then, and mostly when colonization went bad and AI/civ is already weak and have in general bad research. Krynn in my game could be an exception, not a rule.
Iconian Universal Translator could use value -10, it unlocks economic tech branch which is extremely important for any civilization. It's a cheap tech so it should be finished in 1-4 turns, without severe impact on rest of it's research. I'll change it for my next game, as well as increasing Xeno Communications by 5-10 points.
This is a display bug. SB Assist bonuses are always per ship.
No, they never do. AIs are bound by their ethical alignment and the only thing that can change this is the random event.
Anyway, I don't see how that could be changed short of decompiling.... (?)
It's only the Initial Colony-improvement, so 50bcs saved
It's based solely on your repair-ability, although the formulae seems to be random and with a cap.
At 240% repair the maximum amount is 17, although 16 is much more common. Mid-ranged repairs 7-8 also appears as does 0 or 1. It has nothing to do with the hull, or the total HP of the ship (through HP mods etc), the only thing that it affects besides the racial ability is the planetary orbit - which doubles the amount of repair.
From here you can see why a high repair ability is wonky stuff, it will "overrepair" ships, and in the case of tiny/small craft even to the point of a multitude of their original hitpoints, a tiny fighter will have equal hitpoints after repair than a brandnew medium frigate (!).
If a player knows about this and takes the tiny into orbit this ship might get HP in the range of a large vessel - 8* the amount of original HP (!!!).
TBH a repair ability without proper bonus to HP is not really much worth. Hitpoints generally is a much stronger stat because it saves your ships from destruction, repair will do this only if alot of factors positively align.
Repair only works after battle while hitpoints grant bonus beforeahead and can therefore influence the outcome of the fight.
Repair only works if the battle has been won.
Repair only works on a single vessel while hitpoints affect all ships.
The Iconian design means that their vessels can have so many hitpoints that they might win a battle without losing a ship. Afterwards this ship will need a ton of repair, and while all other civs will probably loose this ship in the next battle the Iconian repair takes it back to maximum. You see two stats positively affecting each other.
If you take now hitpoints away from Iconians (which is a heavy nerf) you also reduce the efficiency of their Repair-ability which is a double-nerf IMO.
I'd rather give the Arceans additional weapons-stats - or logistics - because both will positively influence their SuperAbility (which is kinda weak for the AI). Hitpoints won't do anything in this regard.
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