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/?
Pretty sure I've read that the games file is set upon game creation, thus cannot be changed by applying a new patch to the game. I'm a newb tho, so I could be very wrong.
@ naselus. Just caught your notes RE the pirates. Had decided to disable them after my last few games, I couldn't understand their purpose. If I didn't declare war on them they did nothing (AI doesn't declare on them) and if I declared war on them they are hopelessly outclassed pretty early on, and only serve as to annoy unescorted ships.
Have you tweaked pirates at all to be more of a threat? Or are they only meant to be a early game issue?
Yeah I dont see what the point of pirates is either. Theyre just a nuisance when youre colonizing. Otherwise they can be vanquished with remarkable ease so I just turn them off.
I believe in last week's webcast they said there was a bug in pirate code will now build ships like they supposed to. Pirates are like barbarians in Civilization so you don't just send unarmed colonizators and constructors every where so creates challenge to expansion early on. But you are free to turn them off generally bothers every race equally.
Crash to desktop with 1.3 on map creation, replaced MapSetupDefs.xml with stock and it works. Seems to be a double entry in the section for black holes chances.
Launched a game with a faction from the steam work shop, picked colonizer and prolific as my starting traits. Got no free building, nor did I get the population boost from my colony (loaded 3 on the transport, colony started with 3). Anyone else notice this?
No CTD on map creation here, and Ive generated pretty close to 20 insane maps (spiral, loose and tight).
Another bug (I think?) is starbases seem to have 10 hex range on either side (20 total end to end). Pretty sure they only used to have 5 on each side prior. Can anyone else confirm?
Also, I noticed I only started with 1000 credits (previous version started with 5000 I think) or did I do something when I subscribed to various factions from steam workshop?
Hmm, just saw your notes for 1.24 (skipped that install previously) that you doubled starbase range. For military upgrades this could be good, but the range seems massive in regards to mining and planet coverage. I'm not sure if you can decouple the two ?
Still not sure what is going on with the Colonizer and Prolific abilities, or the 1000 credit start, any changes made to these with the mod?
Colonizer now doubles social production rather than giving a free building. Prolific increases growth. Credits are baked into the race file and not determined by this mod (I would prefer it to be limited to 1000).
StarBase range and exclusion have both been increased to cut sb spam. Also, it'seems not that huge considering the size of the map.
I'may also not getting any CTD on map generation. You got DLC?
Yes, all dlc installed. Runs fine atm with that file change. The preparedness center (pragmatic points building) needs a serious adj nerf. Getting *way* to much resistance from it.
I like the larger sb radius. You may want to edit <String>Cannot build within 5 tiles of another starbase.</String> in uitext.xml to let people know ingame.
Yeah; I need to do a massive pass on the text files tbh
text file Passover would be much appreciated I noticed a few of the techs I researched didn't do what they said they would, and chalked it up to SD bugs, but now I realize that they likely did something else all together. Since I've never played the base game I feel pretty lost when things don't do what they say they will (prolific and colonizer almost had me uninstall the game thinking I had a buggy 1.3 update).
I reread most of the thread, but still haven't seen the documented change for prolific, I'm assuming its a flat % to growth? I didn't notice anything in the tool tip, and my colonies are still growing at 0.1 growth per turn using the Drengin tech.
I would love some advice with the Drengin actually. Since they do not start with any form of morale boosters I'm finding myself in trouble really early. The initial population gets unhappy quick, and if I send out colony ships, it doesn't take long for the new colonies to also get unhappy. Trying to research the fighting pits which I think are at least 3 techs in, I'm assuming that is the best way?
I'd also like to second what a few others have brought up, and you have mentioned, about ship ranges. They seem pretty far, pretty fast. I rarely feel the need to use life support modules on anything other than scouts/surveyors. I kinda wish simple base colonies didn't auto extend range either, and that was left as a function of shipyards, planetary improvements (which do not exist yet) or starbases.
In version 1.1:
* Prolific now gives +0.5 population on colonizing, rather than +50%
Yes. The Drengin get really, really great morale buildings, but do need to push up the tree a bit to research them. Generally speaking, just try and keep colonies small until you can keep them happy - the painful effect of having under 100% approval makes the extra population unhelpful anyway.
Immediately go evil and get the Intimidation Centre on your first or second ideology unlock - it adds 0.5 morale to EVERY planet for each one you build, so for every 20 you build you effectively get an entertainment center on every planet in the whole Empire.
Yaeh, I don't think we can actually change the range-from effects, unfortunately. As to the present LS system: it's a lot easier to teach the AI to build ships when it only needs 1 LS for the vast majority of it's ships. It's not great at determining when it needs to build long-range ships as opposed to short-range ones.
Also, think I found how to fix the colony capital upgrades borking things. Will test and report back.
Wow, was hoping that would be fixed with the official 1.3, as others reported it as part of the base game. A fix would be much appreciated!
Thanks for letting me know about the Drengin, didn't realize their morale buildings were so good, but I've been following a similar strategy with the intimidation centres, so will get there. I don't think I can really try to keep the colonies small, unless you mean further colonization (economy cant take it). Or I guess I could load up colony ships and then keep them idle to avoid the low morale penalties.
0.5 pop increase for prolific eh? Hmm, can't imagine that being worthwhile, but I guess it's one of those perks that is either OP or UP and hard to balance just right.
SD should hire you to oversee the large map community, thanks for everything you've done!
By turn 144 on genius setting now im losing 196 credits a turn (third of my worlds and growing are dedicated to money only). As much as I love all the modifications youve made such as larger starbases and AI improvements, the money situation compared to vanilla is just game breaking. Even after using the modcredits cheat to give myself a faster start by donating 30,000 credits to my cause im dead last in military and have everyone declaring war on me. The big problem I see is the change to Hives. By no longer having them give manufacturing bonus my initial startup is painfully slow until I unlock solar plants. And I cant unlock solar plants as im focusing on getting money techs so I dont go bankrupt (which aint happening).
So if youre really hard set on keeping all your building/economy changes, can we get an alternate version of this mod that keeps all changes (such as AI and starbases and even terraforming which is much better) but keeps all buildings and their bonuses/functions to vanilla standards?
Furthermore since 1.3 optin 2 vanilla didnt do this, unless 1.3 final dramatically improved something im now seeing the AI wielding 7 ship fleets of Medium ships before ive even begun to research Medium tech, that is how far behind I am. Ive never paid attention to how quickly I start getting medium ships before but surely 150 turns in it would have happened already. Goes to show how far behind I am now and thats WITH massive amounts of cheating!
IAB is meant to be played at Normal where the AI has been granted full capability, but otherwise lacks bonuses. Even on that difficulty level, I'm getting toasted by the AI because I am trying to play excessively tall (although when I played it, in the 1.2 version, there was no war and thus the AI didn't wear itself down, putting all its military production towards constructors and colony ships). I still had the highest per-capita production and military power though, as all human players should.
Normal? Hrm ok. 210 hours into this game and ive still yet to find a balanced game where things arent stupidly easy or stupidly impossible. Sigh
Going to try gifted, but this time put Hive production bonus back in and reduce colony maintenance penalty from 0.2 to 0.05. See if this gets me a nice balance of things
Tbh, I'm toying with the idea of raising the Base growth rate a bit now. 0.1 is very low. Ship maintenance is also probably a bit too high since I redid the mass values; I may bring it down 25% or so.
As to the AI now... I'do STRONGLY recommend keeping it on normal for the moment. 1.3 really raises the bar. The specialising AI has probably got about twice the output it had under 1.2
Here's what I've got for 1.3.2 so far (expected release tomorrow night):
1.3.2 notes:
* AI no longer builds Manufacturing improvements on non-manu worlds.* Doubled base colony growth (to 0.2).* Reduced maintenance costs on weapons, life support and engines* Increased maintenance on higher-level defenses.* Reduced maintenance on cargo hulls.* Terraforming improvements rejigged to make early ones less powerful and later ones more relevant.* Increased score value of tech and production. Reduced impact of military power.* AI threat evaluation no longer quite so hull-strength-centric.* Removed resource cost from carriers.* Adjusted battle behaviour: *interceptors now target Assault ships * Assault ships now target Guardians * Escorts now target Interceptors * Capitals now target escorts * Guardians now prioritize high-value targets.* Changed default BPs to reflect what ships do - so laser ships now tend to be Assault, missile ships Guardians, Kinetics Escorts.* AI now likes Mass Cap extending techs more.* AI now thinks Logistics techs are a good idea.* Fixed a bug in govbonuses which meant the manufacturing planets weren't offsetting from global properly.
It's shaping up to be extremely AI-centric, though the faster growth rate and lower ship maintenance will make things a little easier on the player early on. The final point is another important one - the AI was already doing markedly better with just he econ and research slider offsets working (since it wasn't adjusting it's whole population to cover maintenance), but it's more or less doubled it's industry output in the mid-game since 1.3.1 with this change.
Hi Naselus,
Playing with drengin tech, I just researched agricultural adaptation, and unlocked adaptive farms - However I can not build them on my planets (don't show up in my build list at all). Bug? Or is there something I'm missing?
I used to console command to unlock intensive farming (2 levels up) to see if the next level of farm unlocked and it didn't either. Really enjoying this particular game, so if you can point me in any way to a fix (console commands, XML editing, etc) I'd love to keep it going!
They're an upgrade to normal farms; the upgrade path definitely works. Do the drengin use a unique farm building? (Away from my main PC and can't check right now)
No, I didn't start the game being able to build any particular farm structure. I just assumed that the Drengin had to unlock it, like the entertainment buildings.
Imperialism (the first starting tech in the branch) allows for market centers, work camp and research chamber. Xeno exploitation continues on and upgrades research and factories - so a Dead end. Planetary Exploitation allows for the colony hospital and soil upgrades, then onto Planetary Specialization (choice between 3 upgrades) and finally Agricultural Adaptation which *should* unlock/upgrade Adaptive Farms, but no luck.
*Edit* just noticed that the other branch, Intimidation (diplomacy) also starts the game with market centers, so both tech branches unlock the same building (market centers). I suspect that market centers should have been whatever the basic farm is in the Imperialism branch?
Is there any way to edit my save game to unlock the farm buildings?
Yeah, that'll be an oversight, will add farms into the Imperialism tech. I'm not sure if it's possible to edit them into a save.
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