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/?
lol, just checked this one and it's a typo - NOTHING should give 95% of anything as a level bonus reduced to 0.05, which is probably where I wanted it. Might knock it down further to 0.01.
Please dont change the way you have terraforming working right now, its perfect. While the initial techs may seem a bit too powerful the result is that we can far sooner plan the layout of our worlds resulting in far less future micro management by tearing down buildings to reposition them.
Reducing empire expansion penalty from 2 to 0.05 has resulted in me reaching profitability with this mod around turn 110 which is a HUGE improvement. Putting Hive production bonus back to 4 has also made my competitiveness with the AI normal again, though maybe slightly too much. Leaving the production bonus in but setting it to 2 or 3 I think would be better. Either way, removing it outright makes Thalan tech terrible and uncompetitive.
On turn 159 of a gifted map and one of the AIs is still flying fleets of Tiny ships. Previous genius map the AI had a fleet of 17 medium ships entering my space by turn 150. Is the difference between gifted and genius supposed to be this significant?
One thing thats also happening now that wasnt before is that im getting stuck on every turn now with the next turn button being a gray "wait". Saving and reloading lets met continue to another turn before it gets stuck again. Didnt have this issue in vanilla 1.3 optin so not sure if 1.3 final did something or its mod related (this is the only mod im using).
Altarian Environmental Optimization has the bugged desc text descriptions, so did one of the early Drengin farming upgrade texts (I abandoned the game after not being able to build farms).
Altarian tech tree, entertainment centers seem wholly separate from the next level up (heating pools). The former cannot upgrade to the latter, not sure if it is a bug?
Tier 1 terraforming under the present release version unlocks all tiles that are 65% land or over. That's just too powerful, and makes the higher level terraforming techs too weak by comparison. It's been shifted to 80%, which means you still get the 'full' tiles that lie in the middle of clumps, but it's a bit more worthwhile getting the second tier (which often gave no tiles at all, and is now set to where T1 was) and third tier now. The rest are unaffected.
I think you'll find in 1.3.2 the increase in base growth makes the LEP more manageable early on without compromising colony costs later.
Hives are OP when they give front-loaded production. With them set to 4, you effectively give yourself 8 free population for 30 manu. The point of the Thalans was meant to be that they're slow to get started but powerful later; this is what the 50% food and approval bonus does - they get much bigger populations, but have to grow them rather than just being handed vast bonuses immediately. As for Thalan tech being 'terrible and uncompetitive' without them, that's just nonsense. They get 30% extra mass cap compared to other races, and 50% more population - and that's just from extra techs. They get pretty much all the rest of the stuff everyone else gets anyway.
Probably. Once again, I don't really bother with the difficulty settings, they just make it hard to judge if the AI can actually play the game. So any oddness in that regard you can lay at SD's door.
But anyway, there's many reasons why the AI might still be using smaller ships; it might have concentrated on other areas of research and so built up its planets instead, or might have specialized more worlds on econ or research and so have relatively low manufacturing output, so it builds smaller ships to avoid spending years building each one. Different AI personality types have different priorities.
Is a known vanilla bug, not a mod thing. There's a couple of posts mentioning the same thing in vanilla. It's probably caused by the AI's subroutines in the C hitting a choice it can't make, and so looping endlessly; we can't really effect that with mods.
Yeah, it's the level bonuses that were removed from vanilla. I'll see if I can track the descriptions down in my backup of 1.2.
It's not a bug so much as something I need to tweak. Basically, you can't have multiple separate upgrade paths for a building - if the entertainment center upgrades to stadiums for some people, it cannot also upgrade to something else for other races.
What I'd need to do is give the Altarians a separate version of the Communications tech, unlock their basic entertainment building on that, and then rejig their whole tech tree around the new tech. It's not complex, but it's time consuming. So for the moment, they get their race-specific version later.
I need to run multiple playthroughs with multiple tech trees in order to find this stuff, which takes a very long time. That's one of the reasons I need player feedback like this. So thanks
1.3.2 released:
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.* 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.* AI considers ships for retirement after 30 idle turns rather than 50.* Having a bigger military than the AI now makes them like you more (fear).* Reduced impact of Conquest victory goal on diplo.* adjusted several other diplo values to make the AI less love/hate.* Changed some of the diplomatic modifier text to be a little more characterful.* Drengin now have farms again* Preparedness centre no longer gets absurdly high level bonuses.* Increased Base on huge maps and above; removed habitable planet limits on them.
Thanks for the update! Starting new game, genius, but putting in +2 production to Hives (half of vanilla) as on previous map (aborted due to this update coming out) it made the pacing feel more normal
On gifted I was a god as the AI used small and tiny fleets. On genius im a peasant...
Running a Snathi Race seems to crash version 1.3.2.
Try swapping the mod's mapsetupdefs.xml with vanilla's. I don'the have the Snathi DLC so I can'tell see what the problem is, but someone else had similar.
Issue with Snathi appears partially to be with the Snathos Home System definition although switching from Dregin to Snathi Tech Tree also causes the game to hang up. The Snathi Tech Tree is non-standard - created from base tree long ago (per last week's Stream from Paul) and may have some strange techs in it. Might ask Brad or Paul to let you look at the DLC. Probably a minor issue somewhere in either the Ship designs or Tech Tree but just using the Snathi home system causes the game to crash so something wrong there too.
Try adding the following into the mod version of Stardefs.xml, just under Thalis:
<Star> <InternalName>SnathosStar</InternalName> <DisplayName>SnathosName</DisplayName> <ObjectType>Star</ObjectType> <Type>YellowStar</Type> <ArtDefine>SunArt</ArtDefine> <SFXDefine>STAR_AMBIENT</SFXDefine> </Star>
Adding the SnathosStar to Stardef.xml (well I used the new standard StarDefs.xml from 1.3 but I just adding the star worked on the laptop but looked like other stars were missing too) plus Copying the standard PlanetDef.XML to add SnathosPrime planet definition allowed me to use the Snathi Star System. Snathi Tech Tree seems to work fine but the Snathi Ship Definitions cause the game to hang so something needs cleaning up with those but I used Dregin ShipsSet for now.
Just need to c&p the ship class defs. Have added for the next release.
AI is seriously kicking my ass now. Fleets of 29 ships made up of support ships, cruisers, and interceptors. One thing is for sure, even having set my Hives to +2 production (instead of 4) it is not enough to keep up with the AI on genius setting, nowhere close. 4 seemed too much but I think next game 3 will be the sweet spot.
Ah its not 29 ships, its 11 ships that are almost all carriers, and my capital ships entirely ignore the carriers. Wonderful
I'm not seeming to get much results from the Hyperion Shipyard (built it with 6 adjacency bonus) and noticed no increased HP in either ships built in a shipyard attached to the system, or anywhere else - Not even the 20% it sais in the description.
Hyperion shrinker adjacency bonus also doesn't seem to do anything either - cant be sure If I saw an increase in capacity either, can anyone confirm?
Use kinetics. Extremely high rate of fire will decimate fighter swarms.
Well ive never seen carriers in vanilla after 200 hours of play so this is all new to me. The fighters take out large capital ships in a single salvo with laser weapons, even with the ships having large amounts of laser defense. Are the fighters supposed to be that effective? Only way im combating carriers is to use carriers of my own. In fact im not building anything but carriers right now as theyre ridiculously powerful. Is that due to this mod or due to 1.3?
Carriers just are insanely op in the game, since they carry small ships with no warp engines. I actually nerfed them compared to vanilla. It's just that the vanilla AI never uses them.
Kinetics are the best counter, since they're longer range than the lasers and fire much more rapidly. They do less damage, but fighters only have about 20 hp so it doesn't matter.
?? Did you change this in your mod, in vanilla kinetics are the shortest but fastest firing
Also what determines what weapons your carriers fighters use?
Yes, I changed it. Kinetics are mid range, extremely rapid firing and fairly inaccurate. Lasers are short range and super accurate.
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