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.
Yes, you can individually change the value of any tech belonging to any of the different trees - even 2 times (using AiValue & WillingnessToTrade). However, you can't influence the AIs on what techs they trade between themselves.
***
I've finished on ICONIANS:With value AI=20 for Robotic Farm they'll have 1 (or more) of these on only ~30% of all planets - after 400 turns. All other planets remain at 8b ppl. This is not very much and should be improved. Especially also since Iconians can't get Food Distribution Center.I think that this is also partly related to the fact that Iconians have some very strong (but expensive) 1pp structures, most of them they do get very early, and the AI simply has more intention to build these. And ofc, it does make sense to prioritize these.
I've tried out several methods to better this:- If staying as spamable farm I'd say +4 food, maintenance decreased (to 1 or 0 - it is, at least, "robotic" and should have some sort of self-maintenance...) and AI value = 50. (with this I'm seeing around 50% of all planets receiving a single farm. I assume this is because the AI has so many other, more important improvements to build. If pop is higher than 12 it's usually because of bonus-tiles.)
- Maybe we could chime in on the theme of "strong 1pp structures" - turning the Robotic Farm into a 1pp structure (including increasing its buildcost). That would open up some ample opportunity to ensure they'll build it. For example, we could then raise the AI tag to 75 or 100. Food +2, Foodprod+50%. 15b pop on normal worlds. 18b pop on 100% bonustile. 24b pop on 300% bonustile. That's around the strength of the tier3 generic farm. (I'm seeing good results on this, almost 70% planets get this 1pp farm, except all-facs worlds...)
- However, both ways won't let him increase his CivCap or All-Factory worlds. A 1pp Robotic Farm bringing +75% foodproduction at AI=100 will do the trick. (BTW because of +50% industry, the Iconian all-factory worlds are over the top anyway). Another positive side-effect of this is that his HW will see really high targetpoplevels - which, in case of moralbonustiles there, will prevent him raising taxes too high. However, foodbonustiles will then become entire meaningless for an Iconian-player.... (around 90% of all planets get this ultimately)
I'm seeing that the Iconian game is generally not the strongest. They are able to acquire around *2 times the amount of planets than the Arceans, sometimes even less.... In contrast, the Yor or Torian are able to get *10 times more planets than the Arceans. Which is somewhat paradoxical since -because of Iconians SA- I understand them to be great colonizers... (for Iconian testgames I'm using an occasional Extreme Planets setting)The way I see it from examinating early Iconian game is that they cannot raise enough bcs to fund their enormous improvements.
Their general buildorder seem to be 1) Starport 2) Interstellar Refinery 3) Molecular Fabrication --> increasing the economic demands from 20bcs/turn to 50bcs/turn per planet. And if they don't get Bartering early (in some games they even got Factory3 before that) then the only building giving them some relief is the Dream Conclave.The AiValue of their economic branch should be increased considerably - as these techs are untradeable anyway it won't affect trading. Increasing them by a flat +100 worked on the autoplays.
I've also ran some tests on FERTILITY CLINICS:The low AI value is the sole reason of why it is build so sparsely. That could be safely increased - none AI is going to build more than 3 anyway. In most cases you'll see 1 every 10 planets with AI=20, depending on how early the AI got FertilAccl. Some AI don't get this until the game should be already over....This improvement will also be build on "factory-only" worlds - which, dependant on the economic situation of an AI, might be a relief or a waste (as these planets are mostly 8b ppl only)On some high-PQ planets you may see more of them (2 or 3) which is a good thing, because, most AI don't get to finish to build these planets out, anyway, so cheap improvements make sense.
The whole Arcean propulsion branch has to be somehow made more desireable for them. Speed during the colonial rush is utmost important. In all games where they ignore Sub-Space Drive they can't compete. It's currently set to AiValue=10. And the other propulsion techs to 20. I suggest increasing the values of the complete branch to well over 100, perhaps more. They really need to get this. It's untradeable anyway. But the whole branch remains stealable - is this WAI?I'm currently observing this:
- On lowPQ planets the Arceans aren't always building the Navigation Center. Esp. PQ 6-7, where I get the impression they occassionaly just focus on labs & RCC. No Weather Control or NaviCenter. The problem here is that these planets present an ongoing influx of slow speed+3 ships into the huge Arcean fleets (which, otherwise, would be speed+5). This is in a way tragic because other races tend to have speed+7 fleets lategame, esp. since they upgrade most of their warships to the same speed (at least, that what I'm currently seeing on the Iconians)
- A ship that got build by a planet w/o the NaviCenter will stay at its low speed even after that planet installed that improvement later on. So, if some of the early vessels survive they will constantly drag down the speed of their fleets.--> Perhaps also reducing the techcosts of <Propulsion ID="InterstellarNavigation">, and shifting that into one of the following techs. The Arceans need to build the NaviCenter ASAP. It's currently 250, and Sub-Space is 400. Perhaps 150 & 500?
On that note, the Yor also ignore Stellar Streams often. They rather research all 3 Impulse Drives. I think this is because Stellar Streams is 2 times more expensive. In a way it makes sense to get ImpulseDrive1 first, but I'd rather go for Streams instead of Impulse2 or 3.Currently balancing is:- Streams_ cost=800 AI=10- Impulse1 cost=300 AI=30- Impulse2 cost=400 AI=12- Impulse3 cost=500 AI=12--> I'd change Streams AI=20, reduce cost to 500 (-300), and increase both Impulse2 & 3 by +150 to equalize it out. Ofc only in the specific Yor_Techtree.xml
Torians seem to be not very interested to research category "biology" or "farming" either.
I think that's part of their AIP. The Iconians behave the same way regarding biology techs.
The AiValue of their economic branch should be increased considerably - as these techs are untradeable anyway it won't affect trading. Increasing them by a flat +100 worked on the autoplays.
In AT, I changed the Category for their economic techs to Manufacturing instead. It works much more reliably than simply increasing the AIValue.
I suggest increasing the values of the complete branch to well over 100, perhaps more.
I ran some tests with that value and the Arceans were going for Interstellar Navigation straight away, which is okay. However, they then immediately researched the other two propulsion techs, which felt like overkill. Especially because it took them more than half a year for all three techs, and that's everything they got in that time. I then tried a value of 35 which seemed to work better. The Arceans were still researching Interstellar Navigation first, but then took a small break before going for Sub-Space Drive, and a longer break before finally going for Advanced Interstellar Navigators. This gave them time to catch up on other techs. In all the tests I ran with that value, the Arceans had Sub-Space Drive within the first year and Advanced Interstellar Navigators within the second.
As far as I recall, it is.
On that note, the Yor also ignore Stellar Streams often. They rather research all 3 Impulse Drives. I think this is because Stellar Streams is 2 times more expensive.
In the vanilla game, Impulse Drive and Warp Drive are much more expensive for the Yor to research (800 and 2500, instead of 400 and 1500). That made Stellar Streams equal in cost to Impulse Drive. In the CU, the Yor use the regular cost for Impulse Drive and Warp Drive instead, while Stellar Streams still costs 800. I see two ways to fix this: we either increase the cost for Impulse and Warp Drive for the Yor as originally intended (from 300 and 1000 to 600 and 1600 maybe) and adjust Stellar Streams accordingly (from 800 to 600), or we simply reduce the cost for Stellar Streams to 300, because it's supposed to cost the same as Impulse Drive. I'm tending to the latter.
Anyway, here is the new test-version.
I made the following changes:
PlanetImprovements.xmlStarport: increased AI from 10 to 200Navigation Center: increased AI value from 100 to 200Food Distribution Center: reduced Cost from 200 to 60, changed TechRequirement from Xeno Farm Construction III to Xeno Farm Construction IIRobotic Farm: increased AI value from 20 to 50Basic Stalk: increased AI value from 10 to 50Charging Stalks: increased AI value from 10 to 50Advanced Charging Stalks: increased AI value from 10 to 50Fertility Clinic: increased AI value from 10 to 20Hyperion Matrix: reduced food percentage bonus from 50% to 25%Gaia Vortex: replaced food percentage bonus with 3 food
TechTree.xmlInterstellar Navigation: reduced Cost from 250 to 150, increased AIValue from 20 to 35Sub-Space Drive: increased Cost from 400 to 500, increased AIValue from 10 to 35Advanced Interstellar Navigators: increased AIValue from 20 to 35Stellar Streams: reduced Cost from 800 to 300, increased AIValue from 10 to 20Interstellar Bartering: changed Category from Economics to ManufacturingMerchant Emporiums: changed Category from Economics to ManufacturingMerchant Trade Complexes: changed Category from Economics to ManufacturingXeno Farm Construction II: reduced Cost from 1000 to 500
To get the Torians to research farms you might have to resort to using some very high AIvalues. If those techs are untradable it won't break techtrading. Something around... 100 would do the trick and if you really, really want them to grab those techs -10 will almost certaintly do the job.
I didn't belief my eyes when the clock showed it is Sunday... these autogames really soaked me in. As of now, I'm finished and will give it some rest.
Anyway, here are the results on YOR/STALKS, together with some minor stuff I noticed en route.
YOR:- Homeworld bad moral: Because Stalks are also viewed as farms, he can't place any on Iconia. As he has no other moral structures available, his moral there will generally so bad that the planet doesn't develop more than 10-12b ppl. Solution would be to give the Maintenance Grid a planetary moral bonus - and increase its AI to 200 (its oftentimes not even placed on Iconia!).
- Does neither research FertilAccl or Advanced Stalks before almost endgame. Yor lack economic improvements, his only chance of bettering his economy via improvements is Stalks + high pop. If "Charging Stalks" stay at <biology> it gets them also *very* soon, by that, diminishing the chance that 3 or 4 of them are placed. My very best results so far was to label the whole branch to <Culture> Cat.<Entertainment>. Yor will then wait a bit, and get Adv. Charg. Stalks around when researching Tier3 weapons. If left on farming it will wait until Technological Victory et al. In one way it makes sense to label as Entertainment because that's what is partly really is.
- In the CU they are sometimes able to build 4 Stalks while in vanilla it was only 3. This is due to the Maintenance Grid change.
- Yor (or perhaps all AIP7 for that matter?) seem to never build only-factory worlds.
- The "Manufacturing Vortex" is not often present. Responsible for this is that he gets that tech late, and most planets have no free tiles anymore. In all my tests (on challenging) its economy was quite good so he could have easily supported more production...
ARCEANS:- They are often ignoring soil enh, habitat impr. & terraforming & extreme colonization. Instead they get more tiles from Weather Control. Nevertheless, they have less planets, thus tiles, than anyone else. Perhaps they should then try the farming route.
- I've not seen a single Space Cannon.
- Sometimes Stellar Forge isn't placed on Arcea. (methinks all these SP need a higher AI)
- Without Soil Enhancement all PQ4 will only get Starport & 2*factory.
ICONIAN:The greatest problem is his slider setting: around 20% MP, 15% SP, the rest research. All new planets receive only 1 social production points for well over a year, until Refinerey is finished. This slows down their colonizing game considerably. Gifting him up to +50% SP doesn't change it - because of the way planetary production is calculated/truncated (12/100*15= 1,8= 1*1,5= 1,5= 1...-.-) The only way to do away with this is to make him have more BASE INDUSTRY available:
- Initial Colony industry from 12 to 14, perhaps 15. (15/100*15= 2,25= 2) at +50% social = 3. (this would help all AIP10). Still - Starport + Int. Refinery need 48 turns to complete (!). Without this fix the Iconians need 20 turn before they can begin constructing ships from a new planet - this is the reason why they are so weak on the colony rush. I realize that this is a major change but I'm at a loss to find any other meaningful way. As absurd as it may sound, but changing the planetary SP from 1-->2 speeds up planetary development by 100% (it's ludicrous that such an AI was coded in the first place....)
- Interstellar Refinery cost reduction, could be added to Molecular Fabr. (wouldn't though help in getting the Starport sooner...)
--> however, it doesn't *always* happen (but mostly). Which is the reason why, sometimes, they have an exceptionally strong game, and in other cases, their gameplay just stalls, is static & completely non-competetive. In constrast, the Yor for example, can easily go to 25%-305, even 40% SP when needed, and therefore, their planets support them with much greater force.
sounds reasonable, esp. since I noticed that Iconians sometimes go for all 3 factory techs very soon - which is a bit over the top considering their facs are weak anyway, and Int. Refinery & Mol.Fabr. are strong on their own.
that's how I had them behave on my tests. my greatest gripe is when they get Planetary Conquest before Adv.Int.Navi, which, during the Colonial Rush, makes more sense. However, this might be untrue when playing a smaller map & different techspeed. I just ran a quicktest and your change does well, though.
With the Arceans is it possible to prioritise building colony ships early on. A bunch of slow moving colony ships is a good counter for fewer faster moving colony ships. I agree that the yor could use some other entertainment improvement for its home world like what the maintenance grid used to be.
I would actually prefer to simply change the MC back into what it originally was. That way the Yor have a proper morale improvement for all of their planets, instead of just for one planet. Though I'm not quite sure whether we should keep the pop-growth bonus or not.
I didn't have any good results with this without also greatly increasing the AIValue. Even so, the Yor often didn't even had Charging Stalks before the first wars broke out. My best results were with both techs on Biology/Biology and AIValue 10. Charging Stalks doesn't get researched immediately, but still usually somewhere in the first year. ACS relatively soon after.
Increasing the AIValue of Fertility Acceleration to 8 also makes sure that the Yor research Extended Lifetime relatively soon (sometime during the first three years). It also makes the other races with access to FA research it much earlier too, which may take them quite some time. However, I'm not too worried about that, because it will strengthen their economy.
I'm not sure what to do about this. Part of the reason behind this is that the cost of the tech has been more than tripled compared to the vanilla game, and that the AI value of the MV is less than that of the collectives. However, even if that is fixed, the Yor will still often research Manufacturing Collectives III, instead of MV, even though it costs more and has a lower AIValue.
Okay, here is the new test-version.
And the changelog:
PlanetImprovements.xmlInitial Colony: changed industry and research from 12 back to 14Manufacturing Vortex: increased AI value from 30 to 50, changed manufacturing bonus from 30% back to 15%Basic Stalk: changed morale bonus from 10% back to 5%Charging Stalks: reduced morale bonus from 20% to 10%Advanced Charging Stalks: changed morale bonus from 30% back to 20%Space Cannon: increased AI value from 20 to 100Maintenance Grid: changed from SP back to 1pp, increased AI value from 100 to 200, changed Cost from 80 back to 50, removed pop-growth bonus and Morale-ability bonus, re-added morale bonus of 20%
TechTree.xmlManufacturing Vortex: changed Cost from 1750 back to 500Charging Stalks: reduced AIValue from 15 to 10Advanced Charging Stalks: changed Category from Farming to BiologyFertility Acceleration: increased AIValue from 5 to 8
Gaunathor, you just heavily nerfed Yor. I realize that, (esp. Adv. Stalks) were OP, but the total effect is -25% popgrowth, -1 tile PP, @4 Stalks -40% moral PP, (though +20% moral on Iconia.)
Thing is that in the CU their economic branch has been nerfed considerably, so the only thing that's left to bring their economy up are Stalks. They have nothing else.
In comparison to vanilla, Efficiency Studies holds +15% econ more - but at +2200 research cost (!) - starting with EffStu4. Which they kinda ignore because of that (I observed this generally). In the past it was possible to plow through that branch early. So they actually loose -20% econ for most parts of their game.
Also, the Efficiency Center +25% econ was thrown out of the game (IRRC under the assumption that the AI can't handle many 1PPs - ironically the Torian/Iconian have many more 1PPs & can handle them well... from my perspective I don't see what's the problem here??? - either one increases its AI high, so it is build consistently; or medium so it's placed sometimes; or low so AI omits it...) making that economic loss 40%.
Perhaps we are using a different setup? What was your general setting for autoplay when you observed this?
Good
Well, at 15% bonus it's rather lackluster. Esp. since the costs with 300... that's even +50 more than the generic Power Plant (which brings +30%; in vanilla this bonus was unlocked by a Plant costing 450 ind.)
I wonder if that could be 25% or 30%. Because, from a player perspective, an Adv. Charging Stalk obsoletes that improvement, since they also hold 20% moral but add 3 food. I'd like to have some reason to keep it.
Does anyone know what trigger Extreme Colonization research for AIP11? Because, sometimes, they completely ignore it, even in an Immense-All Abundant-Frequent Extreme Planet setting... the difference in colonization is grossly -200 planets... And whenever they ignore it, they also ignore Soil Enhancement so not even the normal planets get an upgrade (this is esp. tragic for Arceans which may get free upgrades through their ethics...)
I know, and this is intentional. With Advanced Charging Stalks on +30% morale it's impossible for the Yor to have Iconia on anywhere near max population. The disparity between the morale bonuses on Iconia and the colonies is simply too great. Even with the changes I made it's still difficult, but at least the Yor now reach a higher population on Iconia than before.
They do have access to the Governments now, which grant them an additional bonus to the economy. However, they often don't research the techs themselves.
Even on the old costs, the Yor often ignore the more advanced Efficiency Studies techs for a long time. Changing the AIValue doesn't help much in that regard. Neither does changing the Category.
That was actually a bad move on multiple levels. Not only does it change how the Yor play, it also made their economy weaker. Splitting the econ bonus between racial ability and planetary bonus makes you more money, than having all of the bonus come from the racial ability, due to the way the game calculates tax income. In other words: 45% racial + 25% planetary > 70% racial.
The only difficult part is getting the Yor to actually build the bloody thing. I have the AI value for the Efficiency Center on 200 in AT, and the Yor only build it occasionally. Increasing the value even higher didn't seem to have any effect.
Overall, I'm not a fan of the changes to the Yor economy in the CU.
I'm using two settings, both resulted in the same outcome:
Medium map, occasional planets/habitable planets, common stars/anomalies/asteroids, no random/Mega events, 8 minor races, 4 major races (including the "player").
The second one uses abundant planets/habitable planets/stars and 6 major races (including the "player"), but is otherwise identical to the first.
15% is actually more than enough, due to all the bonuses the Yor get: a base of 20% to both Social and Military Production, 20% to Social Production from techs, 40% to Military Production from techs, and another 20% to both from the Industrialists party. That's 60% Social and 80% Military Production. Even without the bonus from Industrialists, it's still a lot. In comparison, the factory-users only get a bonus of 40% in both abilities (with the exception of the Altarians and Arceans, and the Drath in vanilla and AT). To top it all off, the Yor also have the strongest factory in the game.
Here is a small comparison between the military output of the factory-users and the Yor, using five factories:
(12 x 5 x (1 + 0.3) ) x (1 + 0.4) = (60 x 1.3) x 1.4 = 109
(13 x 5 x (1 + 0.15) ) x (1 + 0.8) = (65 x 1.15) x 1.8 = 133
And here is how much the Yor had with the MV on 30%:
(13 x 5 x (1 + 0.3) ) x (1 + 0.8) = (65 x 1.3) x 1.8 = 151
I don't see how the ACS would obsolete the MG. The MG only increases morale, which can be useful in situations where you don't want to increase food too.
I've seen them get Rebublic, but the others, not.
Also, the Eff. Center would use up a tile which then, cannot be used for a lab/fac which would otherwise drag their economy down.
Late - or midgame 1pp are particular difficult since not many tiles remain on planets - but if the AI doesn't choose to build it its his choice. As of now, he doesn't have that choice, at least, not in the economic sector.
My main gripe is that actually, using your example:
(13 x 6 x (1 + 0.8) = 140.
So its better to simply build a 6th factory instead of the Vortex - which is more expensive than a fac, btw. until a planet will see 9 facs. Which would translate, if Yor build their regular improvements as well, and 50% labs, into a PQ26 world.
In other words, on 98% of all planets, that thing is a productive loss.
And if we play on higher diff levels, which will give increasing bonuses to MP/SP, base ind becomes even more attractive.
BTW other races, eg. Thalan or Iconian, will easily defeat them in a 6-improvement-calculation comparison.
There's no downside in increasing food for the player. Pop will simply stop to grow at 39% approval regardless of targetpop. But, as the game paces on, someone might get more Moral Resources, better Mining, more moral from techs, anomalies etc and then it will happen naturally that pop rises. Therefore an open-end attitude towards pop can be helpful.
Yes, they do go for Republic occasionally, but not as often as they should. In most of my tests, they were either buying the tech, or not getting it at all. However, all races seem to be reluctant to get Democracy and Federation.
I picked the number at random. It would have made no difference whether it was 2 factories or 20. I just wanted to showcase that the Yor are already powerful builders, and don't need a strong manufacturing booster. I also made a mistake when calculating the bonuses. In the CU, the Distributed Energy Matrix tech grants a 10% bonus to Social Production, and the improvement a 10% bonus to Military Production. I'm not sure whether to count the latter, because you need to build the DEM first, but the former increases the total value of Social Production to 70%.
Also, they only need to build 6 factories, not 9, before the MV has a better output. (Initial Colony (14) + 6 MC IV (6 x 13) ) x MV (0.15) = 92 x 0.15 = 13.8
Why are you counting 50% labs in this? I haven't seen the Yor build any of their planets this way. They may have some labs on some of their planets, but nowhere near 50%.
Only if the Yor use a different political party. As long as the Yor have the bonuses from Industrialists, the other races will have a hard time catching up.
The Thalan have a base ability bonus of 33% for both Social and Military Production. They get 30% to Social and 40% to Military Production from techs. That means a total amount of 63% Social and 73% Military Production. They don't have a manufacturing boosting improvement.
Social (12 x 6) x (1 + 0.63) = 72 x 1,63 = 117
Military (12 x 6) x (1 + 0.73) = 72 x 1,73 = 124
The Iconians have no base ability bonus. They get 20% to Social and 40% to Military Production from techs.
Social (16 + 10 x 4 x (1 + 0.5) ) x (1 + 0.2) = (56 x 1.5) x 1.2 = 100
Military (16 + 10 x 4 x (1 + 0.5) ) x (1 + 0.4) = (56 x 1.5) x 1.4 = 117
For the Yor it's:
Social (13 x 5 x (1 + 0.15) ) x (1 + 0.6) = (65 x 1.15) x 1.7 = 125
Military (13 x 5 x (1 + 0.15) ) x (1 + 0.8) = (65 x 1.15) x 1.8 = 133
if you count the MP bonus from the DEM: Military (13 x 5 x (1 + 0.15) ) x (1 + 0.9) = (65 x 1.15) x 1.9 = 140
Quoting Maiden666, reply 1634There's no downside in increasing food for the player. Pop will simply stop to grow at 39% approval regardless of targetpop. But, as the game paces on, someone might get more Moral Resources, better Mining, more moral from techs, anomalies etc and then it will happen naturally that pop rises. Therefore an open-end attitude towards pop can be helpful.
Yes, and that only applies to the player. However, I'm thinking about the AI. It only builds up to four farms per planet. Without the Maintenance Grid, the AI will not be able to further increase approval, or only with great difficulty. You cannot buy or steal moral techs in the CU, and the mining starbases are limited to a total value of 20% for the Yor (30% for factory-users). This severely reduces the options available to the AI to improve approval.
Also, why would you further increase your pop-cap, if you are already unable to reach your current pop-cap due to low approval? Wouldn't it be better to only increase your approval rating?
Of course, after having said that, the Yor are researching Interstellar Republic in every single test game today.
And here is the changelog:
PlanetImprovements.xmlManufacturing Vortex: increased manufacturing bonus from 15% to 30%Basic Stalk: increased morale bonus from 5% to 10%Charging Stalks: increased morale bonus from 10% to 20%Advanced Charging Stalks: increased morale bonus from 20% to 30%Maintenance Grid: changed from 1pp to SP, increased morale bonus from 20% to 30%, added 25% pop-growth bonus
TechTree.xmlXeno Farm Construction II: increased AIValue from 20 to 35Xeno Farm Construction III: increased AIValue from 20 to 35
Drengin_TechTree.xmlXeno Farm Construction II: added AIValue of 10
Korath_TechTree.xmlXeno Farm Construction II: added AIValue of 10
I'm not convinced that having the improvements at those values is good for the Yor, or balanced. However, I got the feeling that I'm moving too far away from the CU standard again. Before I go too far, I'd like to get Mabus' opinion on it.
As for the increase in AIValue for the XFC techs, it's an attempt to get the AI to research those techs sooner (preferably before the game is over). The Drengin and Korath already research XFC II, because it's set to Category Biology in their tech trees. I've set the value to 10 for them, because I didn't want them to get the tech even sooner. I didn't notice any change in their behaviour towards XFC III though. The general increase of the values caused the AIP 11 races to go for XFC II, and sometimes III, earlier. Especially the Altarians are going for those techs relatively quickly now. They occasionally get XFC III before 2229. I'm not sure, if that is a good idea, because their morale improvements are relatively weak. The AIP 8 races are slightly faster in getting those techs. I especially notice this with the Drath and, to a lesser degree, the Terrans. Both usually have XFC II by 2228. Though not always. I'm not entirely sure about the Krynn, because I haven't tested them that much. The Torians remain unchanged, as far as I can tell.
false. the amount of available base industry is incremental to the efficiency of percentage-enhancer. I wonder how you can make such nonsense-statements when you, at the same time, work with these calculations.
to use your statement:
2*13=26*1.15 = 29 VERSUS 3*13 = 39
20*13= 260*1.15 = 299 VERSUS 21*13 = 271
and this is why Vortex is so bad, it's low percentage calls for a hefty amount of base industry.
Yes, IF you include the Initial Col. buildings - which you didn't do in your first calculation - so neither did I, or I would not have been in the position to make a valid comparison....
BTW 105 is not "better" than 105... it's equal.
I was just using as many labs as facs in that example, the other 1pp or stalks etc were not minted against this number. Perhaps they build lesser labs but then, I was already omitting any other building that might be available like Fert. Clinic, Culture, Wonders etc
Well, I wouldn't use it otherwise the comparison will become disparate. Even DEM is questionable since they almost never build it.
The Thalan also get an add. +20% SP & +20% MP from very early techs via trade from the generic tree. Yor & Iconian only +10% SP. I'm gonna include the Initial Colony as well...
Iconian: 14+16*4*10 = 70*1.5 = 105*1.3 = 136SP / 105*1.4 = 147MP
Thalan: 14+6*12 = 86*1.83 = 157SP / 86*1.93 = 165MP
Yor: 14+5*13 = 79*1.15 = 90*1.6 = 144SP / 90*1.7 = 153MP
So Thalan are better in endgame, while Yor are (slightly) better than Iconian. (and it is questionable if Yor even get DEM...)
What is more important though is early & midgame, where planets are not so well developed and lesser tiers are only available.
Iconian: 14+16+2*6 = 42*1.5 = 63*1.3 = 81SP / 63*1.4 = 88MP
Thalan: 14+4*12 = 62*1.83 = 113SP / 62*1.83 = 113MP (omitted 4D Phasing, is lategame tech)
Yor: 14+3*9 = 41*1.15 = 47*1.5 = 70SP / 47*1.6 = 75MP (omitted DEM)
Yor loose hands down.
Quoting Gaunathor, reply 1635Yes, and that only applies to the player. However, I'm thinking about the AI. It only builds up to four farms per planet. Without the Maintenance Grid, the AI will not be able to further increase approval, or only with great difficulty. You cannot buy or steal moral techs in the CU, and the mining starbases are limited to a total value of 20% for the Yor (30% for factory-users). This severely reduces the options available to the AI to improve approval.
That's beside the point.
You realize that I was asking for a boost of moral by increasing the Maintenance Grid. If anything, these alledged moral problems are caused by *your* nerf of Stalks. Just that one single planet (Iconia) has a slight better situation while the bloody rest, tens or hundreds are now -40%.
The AI builds only 3 farms per planet. Stalks were an exception, but only as long they don't have a moral improvement (I informed you previously about this)
That is, previously the AI could have up to 4 Stalks = 20mt food & 80 moral
now, he has 3 Stalks + 1 MG = 17 food & 80 moral - its moral situation IS NO DIFFERENT.
You're making a false assumption by thinking that, if pop of a planet grows high, the AI will face some stress and desperately try to accomodate the inhabitant, by either building moral improvements or lowering taxes. He does neither.
Quoting Gaunathor, reply 1635Also, why would you further increase your pop-cap, if you are already unable to reach your current pop-cap due to low approval? Wouldn't it be better to only increase your approval rating?
Normally as a game paces on, my approval goes high.
From Mining Starbases (you realize Yor can mine up to 45%), so let's say I have 3 of them = +135% moral, then
TradeGoods & Wonders: +47% Anomalies: +10%
so as time goes by, suddenly my once deep-red 16.234b planet @39% moral is suddenly 17.000b ppl @85% moral - just the problem is that now, way into the game, there is no tile free for another Stalk. So I simply build that Maintenance Grid over, so another 2-3b ppl can grow. That's why an Adv. Stalk obsoletes the Maintenance Grid - the Stalk is ultimately better. It allows more pop when the moral allows it.
High level perspective on this robot stuff:
Simply from a player's point of view, i much prefer the maintenance grid as SP instead of 1pp. Why? Because otherwise i have to routinely build the blasted thing on every single planet. NOT building it is almost always a bad idea except for very low PQ planets.
Building the same building over and over "because i have to" simply isn't fun.
On the other hand, even as a SP, it's such a low cost tech and low cost building that the excercise of building it at all adds nothing to the game. You could just as well give the Yor the same bonus from the get-go as a hidden tech or built-in race trait and never bother with building the silly thing at all. Perhaps it makes strategic sense in trying to capture it, as it would cripple the empire in one shot. However, playing as the Yor, it makes little difference.
Verdict: no good answer, but prefer it as a SP because its less tedious and wasteful.
That has nothing to do with the point I was trying to make.
Even without the Initial Colony it would only take 7 factories. That's still less than the 9 you claimed.
Seriously? You're now starting to criticise my bad choice of words? I have trouble putting my thoughts into words (nevermind getting my point across). It's nothing new. So why are you bringing this up now?
Why are you bringing foreign techs into this? I only used native techs for a reason: to show the strength of the individual race. Also, the Thalan can only get 10% to SP and MP from foreign techs (Xeno Industrial Theory and Galactic Warfare). Where are you getting the other 10% from?
I find it a bit odd you use factories worth 4600 tp for the Iconians, (presumably) 800 for the Thalan, and 1100 for the Yor. Granted, the Iconians usually do have Industrial Replicators by 2229, but the Yor also usually have Manufacturing Collectives III at that point (so a total cost of 2100 tp). Also, assuming you are using Industrial Adaptation I for the Thalan, they would only have a base industrial output of 54 (Manufacturing Matrix L1 only grants 10 mp, not 12).
In that case, there is no reason for me to continue this discussion. Just let me address a few more things:
The ACS provided 30% morale before the change, so it was 20mt food and 120% morale. That meant 135% morale for the colonies, and 35% morale for the homeworld.
After the change it was 17 food and 80% morale, which meant 95% morale for the colonies and 55% morale for the homeworld.
Seriously, how can you claim that the morale situation is not different? Especially when you previously said that the Yor have 40% morale less after the change? You're contradicting yourself.
I didn't say any of that.
Not in the CU, which is what we're discussing here. They are limited to three mining modules á 5%, which gives them a maximum of 20% per mining starbase. The Yor can buy or steal the factory-techs, but they can't use the starbase modules unlocked by them. The base modules are unlocked by Basic Starbase Construction, which the Yor can't get. They might be able to reach a maximum of 30% per mining starbase, by stealing the Xeno Refining techs from the Korx. However, that requires that the Korx actually research those techs, which they only rarely do.
Here is the new version of the update, and the new changelog.
I've incorporated the following changes from the test-version:
English.str[ArtifactsBonus]: removed "100% Research bonus."[FertileSoilBonus]: changed "Sector suitable for building." back to "Rich soil and varied Mineral Deposits make this quadrant well-suited for the construction of a Farming District."[MineralDepositsBonus]: removed "100% Manufacturing bonus."[MysticSpringBonus]: removed "100% Approval bonus."[RuinsBonus]: removed "100% Influence bonus."[PrecursorArtifactsBonus]: removed "300% Research bonus."[SplendidSoilBonus]: changed "Sector suitable for building." back to "The splendid soil, excellent drainage and easily-managed topography make this quadrant perfect for the construction of a Farming District."[RareElementsBonus]: removed "300% Manufacturing bonus."[PrecursorLibraryBonus]: removed "700% Research bonus."[PrecursorMineBonus]: removed "700% Manufacturing bonus."
PlanetImprovements.xmlCivilization Capital: changed food from 8 back to 16, removed food percentage bonusInitial Colony: changed industry and research from 12 back to 14Starport: increased AI from 10 to 200Navigation Center: increased AI value from 100 to 200removed Basic Farm and Minor FarmXeno Farm: changed UpgradeTarget from BasicFarm to None, changed Cost from 50 back to 40, replaced food percentage bonus with 3 foodEnhanced Xeno Farm: changed Cost from 75 back to 70, replaced food percentage bonus with 4 foodre-added Advanced Xeno Farm: Cost 120, Maintenance 2bc, food 6re-added Food Distribution Center: 1pp, Cost 60, Maintenance 1bc, food +25%Robotic Farm: replaced food percentage bonus with 3 foodHarvester: added 1 food, reduced food percentage bonus from 50% to 20%Basic Stalk: replaced food percentage bonus with 1 foodCharging Stalks: replaced food percentage bonus with 2 foodAdvanced Charging Stalks: replaced food percentage bonus with 3 foodFertility Clinic: increased AI value from 10 to 20Space Cannon: increased AI value from 20 to 100Hyperion Matrix: reduced food percentage bonus from 50% to 25%Gaia Vortex: replaced food percentage bonus with 3 foodMaintenance Grid: increased AI value from 100 to 200set AI value for all farming improvements to 50
RaceConfig.xmlall races: removed Basic Farms from starting techs
TechTree.xmlInterstellar Navigation: increased AIValue from 20 to 35Sub-Space Drive: increased AIValue from 10 to 35Advanced Interstellar Navigators: increased AIValue from 20 to 35Stellar Streams: increased AIValue from 10 to 20Interstellar Bartering: changed Category from Economics to ManufacturingMerchant Emporiums: changed Category from Economics to ManufacturingMerchant Trade Complexes: changed Category from Economics to ManufacturingCharging Stalks: reduced AIValue from 15 to 10Advanced Charging Stalks: changed Category from Farming to BiologyFertility Acceleration: increased AIValue from 5 to 8Xeno Farm Construction II: increased AIValue from 20 to 35re-added Xeno Farm Construction IIIEntertainment Networks: changed Requires to Capitalismremoved Basic Farms
Altarian_TechTree.xmlre-added Xeno Farm Construction IIIremoved Basic Farms
Arcean_TechTree.xmlre-added Xeno Farm Construction IIIremoved Basic Farms
Drath_TechTree.xmlre-added Xeno Farm Construction IIIremoved Basic Farms
Dreadlords_TechTree.xmlre-added Xeno Farm Construction III
Drengin_TechTree.xmlXeno Farm Construction: changed Pop-Growth bonus from 15% back to 10%Xeno Farm Construction II: added AIValue of 10, changed Pop-Growth bonus from 15% back to 10%, removed Morale bonusre-added Xeno Farm Construction III: added Pop-Growth bonus of 10%removed Basic Farms
Korath_TechTree.xmlXeno Farm Construction: changed Pop-Growth bonus from 15% back to 10%Xeno Farm Construction II: added AIValue of 10, changed Pop-Growth bonus from 15% back to 10%, removed Morale bonusre-added Xeno Farm Construction III: added Pop-Growth bonus of 10%removed Basic Farms
Korx_TechTree.xmlre-added Xeno Farm Construction IIIremoved Basic Farms
Krynn_TechTree.xmlre-added Xeno Farm Construction IIIremoved Basic Farms
MinorRace_TechTree.xmlre-added Xeno Farm Construction III
Terran_TechTree.xmlre-added Xeno Farm Construction IIIremoved Basic Farms
Torian_TechTree.xmlre-added Xeno Farm Construction III
ScreensCivManagerGovernorWnd.dxpack: re-enables the Ignore Farming Tiles toggle in the Planetary Governors screenPlanetWnd.dxpack: shows the bonuses of the bonus tiles in the tile details again
I didn't include any of the balance changes to the Yor improvements, or the changes to tech costs. Making balance changes is not something I originally set out to do when I began helping fix the typos and any remaining bugs. I won't do any more, unless Mabus tells me to.
I'd still like to know what we are going to do with Spinorial's UI changes. Some of them can definitely be classified as fixes, like the new BrowseWnd (fixes the misaligned label for the Cancel button in the Browse Directories screen for mods) and the GalaxyWnd (increases the size of the boxes used to select custom maps and scenarios). If we're not going to include any of them, then what about the TitleWnd.dxpack and TitleBack.png? They are currently in the update. Should we remove them again?
The Community Edition also still needs updating. However, I'm really not qualified as a writer, so somebody else will have to do that.
With the exception of those two points, I'm satisfied enough with the current state of the update. Once they are clarified and nothing else has come up, I'll send the files in to Stardock.
Sorry for the lull, been having a hellish week. Still am, frankly, with half of my house nigh unusable. Still, in between the chaos I actually got a hold of a 1280x1024 monitor and got to test out the screens. Most worked perfectly. I had to modify the event screen, because some tiling and alignment functions aparently don't work as expected when defined outside the bounds of the screen. There's some testing to be done there, to nail down the particulars of said behaviour, but it's not really pertinent to the quality of the screen. The extra adjustment is actually for the better, because the container where the videos and pictures are displayed has always been stretched horizontally, including in vanilla. The modification actually compensates and makes the aspect ratio much closer to the videos' native one.
So here is EventWnd.dxpack, tested to work on any aspect ratio 5:4 and up.
The other thing I had to tweak was the trade screen. The aspect ratio change was minor. What wasn't was a number of bugs that I identified and successfully corrected. To be clear: these bugs were already in the screen, in the CU6.02 and TotA2.06 versions. One was affecting Mabus's changes (the panel and halo around the video not appearing correctly), the other was the alignment of various boxes, buttons, pictures... everything on the screen, caused by the game not carrying fractions through calculations (I discussed this bug a few pages back, but couldn't really guess how severe its effects are and on which screens). The primary culprit for the latter one would probably be DesktopX, which opts to divide before multiplying, thus magnifying any dropped fractions. Long story short, I got into the guts of the file and corrected the whole thing. As far as I can tell, every pixel is now in its proper place. In the process of editing it, I made some clerical changes, cleaned up the file, so that if required, adding back planet-trading would be very easy and painless.
Here's the new TradeWnd.dxpack, without planet-trading. No testing is required, I made sure it's all working properly, again on anything 5:4 and up. I urge you to check it out, though, and note the differences.
Lastly, just to answer my previous question in this thread, this version of InvasionWnd.dxpack is the best one to use. No changes, just the last one I had posted, but confirmed to work as intended.
To reiterate my previous assertion, all the screen changes are cosmetic and non-functional. I am firmly of the opinion that they introduce no substantial variance to any game functionality or the game's aesthetic. If you think otherwise, please kindly and clearly explain to me why that is. And if its bugs you're worried about, the only remotely possible cause of such could actually be the title screen - that new png is twice as large as the original, so memory allocation could - improbably - be a factor. Hasn't been so far, though, and none of the other changes is even close to that. Most are just re-arrangements - entirely identical from the game's PoV. Plus, whatever the hell you've been doing to the food systems and AI could very well be a bigger wildcard. I've yet to get a grasp of the monster discussion that's been going on here.
TechTree.xmlInterstellar Navigation: increased AIValue from 20 to 35Sub-Space Drive: increased AIValue from 10 to 35Advanced Interstellar Navigators: increased AIValue from 20 to 35Stellar Streams: increased AIValue from 10 to 20
When I was trying to get Arceans to amount to, well, anything, I tried something similar. They get more planets but their initial research into absolutely everything gets stalled by almost a year. (Its very easy to forget how quickly 52 tuns can pass when autoplaying).
Maybe you'll have mroe luck.
Interstellar Bartering: changed Category from Economics to ManufacturingMerchant Emporiums: changed Category from Economics to ManufacturingMerchant Trade Complexes: changed Category from Economics to Manufacturing
Careful with this. The AI thinks its getting manufacturing but it's getting something else. I recommend doing this just for Interstellar Bartering and leave the rest alone. Miscategorization is powerful but in my experience pretty risky.
When the CU was build we took out +food in favour of +food%. As it turns out that wasn't a good move so Gaunathor put +food back in and now they're just crunching numbers how many farms the AI should build, what kind of morale consequences it has, how many people can be on a planet, etc.
There's some stuff about Yor industry and economy in there as well.
As far as I can tell, those values are working pretty well. The Arceans are taking some time off between researching all three techs, which gives them an opportunity to catch up in all the other areas.
The only question is whether it's okay to adjust the tech costs: Interstellar Navigation from 250 to 150, Sub-Space Drive from 400 to 500, and Stellar Streams from 800 to 300. It's not absolutely necessary for the Arceans. It would simply help them get Interstellar Navigation a little faster, which would help them during the colony rush. The Yor, on the other hand, really could do with the cost reduction. Stellar Streams and Impulse Drive used to cost the same for the Yor. The CU reduced the cost for Impulse Drive, but Stellar Streams remained unchanged.
That's the point of this change. The Iconians are far too quick at getting stronger manufacturing improvements, which will rapidly increase their expenses. This change slows this down a little, while also making sure that they do get their economy improvements. The result is a much stronger Iconian economy. I've been testing this for a while now, and couldn't find any downsides.
Not anymore. Well, at least I stopped working on it. The standard values of the CU aren't perfect, but they do okay for the most part.
I'd still like to know what you intend to do with Spinorial's UI changes. Do you want to include any of them, or should they be left out? What about the TitleWnd.dxpack and TitleBack.png already included in the update? Are they going to stay, or should I remove them?
Other than that, I'm done with the update.
Well, I've sent the update in to Stardock. Six days were enough time to wait for feedback. The new TitleWnd.dxpack and TitleBack.png are not included in this version. I didn't want to risk a sudden outcry, that they should be removed after all.
Negative. "Organic" is not equivalent with "organic-based". Rather than get technical I'll cite an example: Borg are organic-based; they are not properly 'organic'.
Now, the context may make this distinction moot, but be careful.
Terrans should be neutral.
The only Good Drath is a .... [ahem] I do not find the storyline argument persuasive. Okay, they repented of something. Repentance does not change the nature of the sinner.
Btw, what's so bad about an unbalanced number of possible G/N/E races? Make the Yor neutral and you'd have an equal number of G/E races. A preponderance of Neutral races would seem to be natural: Paladins and Demons are the aberrations.
Thalan Empire: I've changed the Pop-Growth from -50% back to -30%, and removed Xeno Biology and Xeno Medicine from the starting techs. Without Xeno Biology and Xeno Medicine from the start, it's possible to change the Pop-Growth-penalty back to -30%, because it won't get reduced by half (or more), making it less than that of the Drath.
Something is wrong here. I show base PG at -40, adjusted by starting tech (Grav. Channel, Bio, Med) to -15. MAX Thalan PG is thus +5. This is bad?
Thalan Empire: ... This also prevents the Thalan from simply selling those techs to all the other races.
Not really an argument since they can always be made Untradeable. But if If the Xeno/Bio bonuses are +20 then the change is net zero. So the proposed change is okay, I suppose.
Btw looking in the editor at the Thalan tech tree, there is no bonus for Xeno Bio. There is an expressed bonus in the displayed game tree. Is it real?
Huh? Age is 14.3 Bly (roughly). Diameter is twice radius. "29 billion light-year diameter of the observable universe" is actually believable. 91 sounds like you're implying a disconnect from our reality, which is not good for suspension of disbelief.
Edit: Read the justification and I understand the 91 Bly figure, but it doesn't apply. You said "diameter of the observable universe". Whatever the actual current radius there is nothing observable beyond the light radius.
I agree. I'd rather have the subscreen back too.
Fwiw, I use the list for two things:
1) To see how big his empire is (rather a limited utility),
2) to bargain for a peace settlement. "Yeah, I'll let you live if you give me Xworld." (Here the AI valuates his worlds by population.)
I try ever now and then but I don't recall ever successfully trading for a planet (except with a Peace Treaty). Even real pieces of crap worlds, as soon as you introduce them into the deal the AI shuts down. Even after the event where a minor steals somebody's tech and "is interesting in obtaining planets", you can't pry the tech out of him for a planet - or 6.
So how is this "buying of planets from the AI" a problem??
P.S. Note that the AIs never trade planets among themselves.
Having used MW and tried to figure out what the point was, I agree, except with the PQ penalty. The damn things already wipe the surface clean. You want them to destroy the planet too? CC nazis may not get it, but a planet is really difficult to damage. There's no way to justify fancy soldiers having an effect anything like Core Detonation or Mass Drivers.
DMF, a lot of those changes needed to be removed again, because MabusAltarn didn't agree with their inclusion in the CU. There isn't much of a point in discussing them any further.
Plus, the update is finished and has been sent to Stardock. Though I haven't heard back from them yet.
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