Insane Abundant Balance Mod
A mod designed around balancing the game for large maps with many planets.
Features:
* Massive AI work, to make the AI more competitive even on normal difficulty.
* Replaces Large Empire Penalty with stacking maintenance costs.
* Reworks the balance between 'wide' and 'tall' empires to make planet-grabbing less important, smaller empires more capable of competing with large ones.
* Fixes sensor stacking and engine stacking.
* Includes dozens of bug fixes
* Trade and Tourism more valuable
* Diplomacy less exploitable
* Ship blueprints improved
Install Instructions:
Just extract the .zip file to your My documents\my games\galcvi3\mods folder, then start the game. Activate mods by going into the Options meun, selecting the Gameplay tab, and turning on the 'Enable Mods' checkbox, then restart your game. To check it's working, just start a new game. If the minor races are listed as playable factions, then the mod is working.
Current Version:
1.7.1 for GC3 1.7
Latest version download link available at:
http://www.nexusmods.com/galacticcivilizations3/mods/13/?
They get a chance at some free money every turn, it's not guaranteed. And even that may not match the -500+ per turn that they're likely to hit at around 50 worlds. But see how it goes and report back.
I'm looking at their exponentially growing raw production numbers and I think they'll be fine. Even if their economy crashes for a turn or two, they'll generate so much money on the 100% money turns they can fund their economy for 10 or more turns before another one of those episodes.
It'll actually do a pretty good job of mirroring the US economy (which goes through these boom bust cycles every once in a while). The second place AI's raw production is two or three times that of mine. This is a little troubling. They're also called "The Reapers" which seems sort of ominous.
Krynn temples, by the way, are the most amazing things ever.
Now if the Reapers would build twenty transports with some medium hulled escort and send them in my direction I'm f-ed. They're out-producing everyone by 2x with twice the power score.
But the AI is not smart enough to do that.
Hohohhohohohhohohohoho.
Turn 55, with 45 colonies and growing. No deficit and morale is 100% (thank you Krynn temples).
The AI LOVES building mining starbases. Every AI has 20+ colonies at this point. Some of them have significantly more.
... If you've set them all to Expansionists, then they shouldn't be able to build mining starbases at all until turn 50 with the other mod in place. There's no weights for constructors - just colony ships and a very small chance of scouts (for difficulties where the AI can't see the map).
Are you sure you've set it up right?
Hmmm. I kinda like this - though maybe not quite so harsh. But it does sound like it may increase the Starbase Spam side of the game, which (while I don't mind it myself) some people really dislike. Anyone else have any thoughts on this?
I think by adding maintenance costs to starbases it would reduce, rather than increase, starbase/shipyard spam. Starbases would be most useful to provide navigation routes and "internal" starbases would follow long after that, perhaps only being justifiable in one's core worlds where the research/manufacturing/wealth dividends would outweigh the maintenance costs.
To make the expansion less viable, I suggest that you take the following steps in addition:
This would make colonization significantly more realistic - the majority of your population would remain on your home world for a good portion of the game. It would also enable the creation of a clear hierarchy of core worlds, mid-ranked planets, and outer colonies.
Even with the current checks you have placed on colonization, some AIs are expanding too rapidly. Within the first 150 turns I was only able to grab half of one large cluster, while the Iconians (by geographic chance) had taken 3 large clusters and most of the relics around them by that time. Expansion ought to be something that is carefully considered even within a cluster and difficult without.
I'm still concerned about how the AI would cope with it tbh; their SB placement tends to be in the core or on resources. IT doesn't think in terms of 'I'm out of range, I should put a SB right there." More 'I've built a constructor! Yay! Let's roll a dice to find a planet or a resource to plonk it next to. I wonder what type it will be. Let's roll the magic dice and see!".
Not sure this can be done, aside maybe from very high shipyard maintenance levels - though again, the AI doesn't pay a blind bit of notice to anything I tell it with regard to shipyards. Also, let's not forget that 'military' production basically means 'everything the government does that isn't buildings'. I prefer to think there's a sizeable private sector going on behind the scenes, and you're merely playing with the taxed quantity.
I think what you're aiming for would tip the balance too far in favour of Tall play over wide. While there's benefits to this - namely, that starting position is considerably de-emphasized versus good play - there's also problems with it - it will take forever for resource scarcity to force tension into the game, and the AI really isn't built for it. I'll bet that you were still reasonably close in the power ranks to the Iconians, despite their enormously large number of worlds.
I generally avoid cluster maps, precisely because random chance can screw you on turn 1. I had a bad experience with GC1, where my first game on a cluster map was me in one corner with 3 stars, and by the time I could reach anyone they were all massive and all the planets had been taken.
Uh, I don't know. I put both of those folders in my mod folder (separate from one another but both in the Gal Civ III mod folder) and selected the "Enable Mods" button. Was I supposed to move the xmarigoldstrat file INTO the Insane/Abundant file?
Did I do it right?
Regardless I'll continue with the current game. I'm pretty happy with what the AI is doing so far.
"Even with the current checks you have placed on colonization, some AIs are expanding too rapidly. Within the first 150 turns I was only able to grab half of one large cluster, while the Iconians (by geographic chance) had taken 3 large clusters and most of the relics around them by that time. Expansion ought to be something that is carefully considered even within a cluster and difficult without."
....................................................................................
The AI is currently playing the best I've seen it play. Expansion SHOULD be a priority in the early game and the AI SHOULD be rapidly expanding.
Uh, I don't know. I put both of those folders in my mod folder (separate from one another but both in the Gal Civ III mod folder) and selected the "Enable Mods" button. Was I supposed to move the xmarigoldstrat file INTO the Insane/Abundant file?Did I do it right? Regardless I'll continue with the current game. I'm pretty happy with what the AI is doing so far.
If it works at all, it'll work that way. But there'll be two sets of scripts for expansionist AIs for the first 50 turns, and I'm not sure which it'll pick. It may just be using the general expansionist AI from this mod, which is largely the same for the opening 30 turns or so but then consolidates.
Not if it ends up bankrupting itself. Remember, we don't care how the AI plays on Godlike, because the AI doesn't really play on Godlike. AI which relies on handicaps is not the objective here (whereas it was for the other AI mod).
All in all, computer controlled players' behavior seem to be much improved to me. Though, I haven't had time to play more than about 50 turns on Genius setting.
I usually do not do any testing on Incredible or Godlike, because things seem to usually go very wonky. Is that because the game simply gives those faction whatever ships and money they need no matter the specific circumstances?
No, the game never goes that far. At the highest level, it gets a 50% chance of some amount of money between 500-1000 credits every 10 turns, has a 50% bonus in attack power, has a 40% chance of receiving a free war technology every so often, starts with 20 ideology, has a 40% chance of getting a free ideology point every turn, has a +0.3 growth bonus, gets +8 approval, gets +10 logistics cap, has doubled ship range, gets +25% research (basically a free T1 lab), gets 200% more credits per turn, has +300% production points, all construction and maintenance costs halved, +15% accuracy, +50% mass cap, and +50% hit points.
I would suggest that, if bonuses like these aren't enough to make the AI play well, possibly the AI's problems are not going to be solved with more handicap bonuses.
No, the game never goes that far. At the highest level, it gets a 50% chance of some amount of money between 500-1000 credits every 10 turns, has a 50% bonus in attack power, has a 40% chance of receiving a free war technology every so often, starts with 20 ideology, has a 40% chance of getting a free ideology point every turn, has a +0.3 growth bonus, gets +8 approval, gets +10 logistics cap, has doubled ship range, gets +25% research (basically a free T1 lab), gets 200% more credits per turn, has +300% production points, all construction and maintenance costs halved, +15% accuracy, +50% mass cap, and +50% hit points. I would suggest that, if bonuses like these aren't enough to make the AI play well, possibly the AI's problems are not going to be solved with more handicap bonuses.
That's a lot of frackin' bonuses!
So is the wonkiness I see on the higher levels, just chance dependent on if the CPU controlled races have planets that have more bonuses and more planets close to their home world in the beginning?
Above Gifted it can see the whole map from the start. Plus, it's just hilariously immune to more or less the whole rulebook by Godlike. Range doesn't apply on most maps. Morale doesn't apply, because it's immune to LEP until it until hits 40 planets. Money doesn't apply even to the limited extent it effects the player in vanilla, because it generates huge amounts and gets bonus lumps of cash if it has under 10000 credits. It doesn't really need to research, because it gets free techs - though it researches anyway. It'll eventually acquire all ideologies regardless of buildings or planets; and it's production is so immense it doesn't even really need buildings any more.
At that point, I'd largely say it's not really playing the game at all anymore, personally. I don't really mind that - it's godlike, it's meant to be buffed beyond all reasonable pretense of still playing. But it does make it completely useless for trying to judge good AI play; I could code an excellent AI script for Godlike fairly easily simply because it doesn't have to think about 90% of the things the other AIs do. You can just set it to spam colony ships for 50 turns or so, then have it concentrate heavily on research for 20, and then let it go 50-50 for the rest of the game. But because it ignores everything else, this AI would only be useful for Godlike.
Meanwhile, if I can script an AI people find challenging on normal, it'll just be more challenging on Godlike; it'll be less powerful than the scripted-for-godlike-alone AI... but it'll still have normal's challenge but with all those bonuses. Hence, I only play on normal. In fact, I mostly watch soaks on normal, to see how the AI does without my input at all.
Makes sense. In vanilla, for me the move from Genius to Incredible forces a huge change in game play.
On Genius I can have what I would call a logical plan of expansion and still be competitive when war comes. By logical, I mean spending time exploring to get an idea of the immediate area around my home planet, then building colony ships when appropriate (either when I have an overcrowding issue, when I find a 10+ qorld, or when it is apparent that I can create a cohesive zone of influence.
On Incredible , I find myself being forced to spam colony ahips almost constantly just to keep up. Does my perception seem like reality?
4 of the top 5 have over 45 colonies. The Krogan are on 38 colonies (the only one of the top five that doesn't have over 45 colonies). Turn 66, currently on 62 colonies and expanding. No deficit.
15th place overall. Mind you, though, the score is misleading because it's based on industrial production. Still, I'm not even in first on population, and due to the AI bonuses I'm significantly behind in raw production.
This looks like the first game that I might play into the later stages.
I'm on God-like but I gave myself 3 free techs at the beginning.
Updated to 1.2.2.
1.2.2 changelog
* Massively simplified AI tech weighting. This should make future adjustment easier. The AI is not presently more likely to pick the right tech, but IS more likely not to pick the wrong ones.* Universal Soil Adaptation changed to 60% land mass (from 0).* 4 new buildings, attached to governance techs, which upgrade from the colony capital and provide production bonuses.* Direct production bonuses removed from the governance line of techs.* Yor given new T0 power matrix - Charging Stalks.* Yor Approval techs removed* Yor given +10 global approval on Propagation tech.* Yor low-level factories buffed. Still not quite as good as others, but much better than previously.* Yor factories given higher level bonus.* Changed the favoured tech weights for all the main races.* Adjusted tech weighting on strategies.* ADjusted production on war strats.* Added Wealth adjacancy for Promethium Pleasure Park (been meaning to do so for like 5 versions)
Damn you and your hyper fast updates.
Time to start over.
I think what you're aiming for would tip the balance too far in favour of Tall play over wide. While there's benefits to this - namely, that starting position is considerably de-emphasized versus good play - there's also problems with it - it will take forever for resource scarcity to force tension into the game, and the AI really isn't built for it. I'll bet that you were still reasonably close in the power ranks to the Iconians, despite their enormously large number of worlds. I generally avoid cluster maps, precisely because random chance can screw you on turn 1. I had a bad experience with GC1, where my first game on a cluster map was me in one corner with 3 stars, and by the time I could reach anyone they were all massive and all the planets had been taken.
I agree with your notion that there's probably a significant private economy going on, but there's no reflection of this in the game. GCII had tax rates that would go into paying for manufacturing and research, a system that makes far more sense. Gaining tax revenue should not imply an opportunity cost on your government's ability to manufacture and research. But I suppose there isn't really much that could be done about this.
Perhaps reducing the percentage of military production on average to something like 25% would make more sense if we are to consider it only government spending.
As for the Iconians: their power far exceeded mine; the only metric in which I was ahead of them was in manufacturing (which I led) and military (which I wasn't too good at, the Iconians were just bad). This probably has something to do with the power calculation itself being flawed.
Change the power calculations to reflect ONLY raw production and current military to get a better idea of where the AI is.
In the vast majority of games on insane/abundant, only those two things matter.
Oh yeah, one of the reasons the Reapers were so powerful in my game is because the modder custom designed speed 18 default colony ships for them.
This makes a big difference.
I think changing the default colony ship design for the AI will make a big difference in eventual AI power.
The problem with the game is that I treat un-colonized planets like the way a Saudi Prince treats attractive, unmarried Arab women. At some point the upkeep is simply not worth it, but I JUST CAN'T RESIST.
I currently have 101 colonies, which sort of is like having 101 wives. Not quite as bad but the micro and upkeep is nonetheless getting pretty large.
Universal Soil Adaptation is still called Universal Soil Adapter_Name and it now cannot be built anywhere, period.
-700 credits/turn. 10 turns of solvency left. Time to expand more! Getting close to 120 colonies. Turn 90-ish or so. It'll be fine. As long as you can service your debt, it's all good.
Thank god for comparative advantage. Taking full advantage of it by trading research for money to stave off bankruptcy.
The economic system of this game is actually pretty complex and gorgeous. Now if only the AI would get better at economic specialization and warring.
A paltry -700 .. I am at -3400+ per turn and the dang budget folks want me to cut back on the fleet ... never. fortunately I had just done the 3 ships per system and then sold them all off so an over 140k in funds.
Minor issue that has occurred for beam weapons ... they have 0 mass effectively after all the reductions got for them (at plasma). I mean on a tiny ship I can get a heck of a kick. Outside of the main game this be the only mod using that impacts mass, I think. Can not say if this be the culprit but hey who needs dreadnaughts when can get over 1000 attack on tiny ships
Just noting this to see if any one else has similar wonder turn up. This was on 1.2, gonna go to 1.2.2 and start a new game as current keeps hanging when eject ships from stations half the time.
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