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/?
You probably are, just a little bit but thats for naselus to decide. Your questions/ideas are good so why not start your own thread
It is thread jacking, yes Find MapSizeDefs in the data/game folder, then change every instance of <MaxHabitablePlanets></MaxHabitablePlanets> to 999999. This should remove the arbitrary cap and you should get more planets.
I don't really agree, and there's a couple of reasons why:
First up, we have the simple fact that every point of movement is better for the player than the AI, due to the AI only ever attacking once per turn with any given fleet. This alone is, in my opinion, enough to justify capping speed somewhere around 20, simply to prevent the player jumping into a staging area, wiping out 5-6 fleets, and then fleeing to safety. Until the AI can do that too, very high movement rates are simply a buff to the player.
But above and beyond that, being able to strategically redeploy your whole military from one end of the empire to the other in a matter of 5 turns makes it near impossible to be caught off-guard. At 40 moves per turn, I can almost certainly bring my entire fleet to bear on any point in an astonishingly short amount of time. There's no line of supply; and no risk of strategic over-extension. There's no reason to use the movement-increasing modules on MSBs and fleet units. Making the player too mobile is almost as bad as making him not mobile enough.
Now, what I'd propose is this:
1) We base engines around a decently-armed ship having a top speed of about 20 moves per turn. Note that there's no hard cap - but going over this will require using more than 50% of hull space as engines, and so will be severely detrimental to the ship's armament and defenses. If you want a rapid-response unit, then by all means design them with 70, 80% engine; but you will not be able to go toe-to-toe with a fully-armed normal ship.
2) I buff the MSB movement boosters to halve the move price of tiles within AOE. This means that, provided you spend some effort on the infrastructure, you can rapidly redeploy within your own territory, but will not have this bonus map-wide.
3) I buff the fleet movement-booster on ships to give +50% movement, but make it massive (like 1 per ship with engines and not much else). It will be vulnerable, particularly to enemy missile fire.
If you want to zip from one end of the galaxy to the other, then that's fine - but you're not doing it inherently with a huge warship loaded with weapons. That's poor design, as it cuts back on strategy.
sounds good to me, only concern would be 3 - if the AI can make use of this feature or not.
Any thoughts on mid-late game star bases? Unless I'm missing something I can max them out at around 100 attack / Defense in all categories, roughly comparable to a MID game large or huge starship. 1 on 1 the starbase would probably win, but anything more than that and it's toast. Of course my late game starships don't even break a sweat destroying a late game starbase.
You can defend the base with ships, ofc, but the way gal civ seems to work is that the defenders will fight the attackers first (out of range of the starbase) making it really almost 2 seperate fights. A fully upgraded starbase should have some serious muscle IMO, comparable to their relative power in the early game (where you need a small fleet to take one on).
There is a huge investment in turns to get a late game starbase going, and its a shame to see them go down without even a whimper in the mid/late game.
RE - Terraforming - Turn 400+ of a game and I still cant discern if the AI is terraforming it's planets. I can see about half the galaxy, and have eyes on 2 of the 4 most advanced empires other than my own. Neither of those two have done any discernible amount of terraforming whatsoever. I have about a dozen class 50+ planets, and the bulk are class 40 ish with the AI still rocking class 7-20 planets.
I don't remember this being a problem in earlier versions, but I'll have to check some save files to be sure. Regardless of any que or research issues you'd think if they have the ability to terraform they would have done it by now. The 2 powers I mentioned are pretty close in tech to me. If I wasn't fully terraformed (bioshpheres) they'd be beating me, but I'm starting to pull way ahead now.
I've annexed about two dozen planets from lesser AI powers, and most of them had not even begun the most basic terraforming projects (planetary soil upgrade) but a few probably might have (it can be hard to tell if there are just no tiles available or if the AI had done it). For the most part the 2nd tier terraforming slots were always available on worlds I'd taken from the AI.
Any thoughts on mid-late game star bases?
I'd rather have SBs as something to be defended, that something that can defend itself, so I don't want them buffed too far. If a top-end starbase can deal with one or two enemies at once, I'll be happy. Though it needs it's armaments properly updated to the new combat balance, so yes, there'll be some increases here.
Use god mode to get a look at the enemy planets and check if they can terraform more. I strongly suspect they just aren't grabbing the techs. Either that, or SD have changed something; if you're playing with the opt-in enabled then that might be causing it. Brad said they were messing with the build logic.
I don't really agree, and there's a couple of reasons why: First up, we have the simple fact that every point of movement is better for the player than the AI, due to the AI only ever attacking once per turn with any given fleet. This alone is, in my opinion, enough to justify capping speed somewhere around 20, simply to prevent the player jumping into a staging area, wiping out 5-6 fleets, and then fleeing to safety. Until the AI can do that too, very high movement rates are simply a buff to the player.
But this is the case no matter if I have 20 speed or 80 speed. And I know in CG2 the AI could and did attack with the same fleet more than once. Not sure if this happened in CG3 yet or not.
So even with a speed of 20 I can still take out 5 fleets just as well as I could with 40 speed. You nerfed sensors so that means I still have to find the enemy fleets. Finally, one major reason for doing this is if you stack a single ship in the same hex as a fleet you don't attack all at once. They are two separate attacks. And the AI loves to have 20 individual ships in one hex instead of making a nice fleet.
As for SB's being something to defend not sure why something many times the size of a single ship would be weaker than a single ship. Even in CG2 this was always strange to me. A ship can fit inside a SB and be repaired but can't hold as many weapons or take as much damage before being destroyed. In all honesty this is why most players (or at least me) never build them except for mining or to buff planets.
Hi naselus. I do not have the opt in enabled, as I'm concerned about it interfering with your mod.
I ran god mode and saw a mixture of all of the above. Fairly powerful empires only had the first soil upgrade available, which (as far as I could tell) they had completed. Next were the empires that were relatively on par with me, they had several levels of terraforming available, but had not done any projects on their planets other than the first one (possibly, as it is hard to tell with the first tier, as many planets don't get any tiles from that first tech).
So it seems to be a very low research priority for the AI, coupled with the fact that even when they get it they don't bother with it after (possibly) the first round of it. Most of the AI powers have long since built on every tile available and are working only on upgrades (when available) or the N/A projects (stimulus, birthing studies, etc), so its not like they are busy with other projects.
Speaking of the N/A projects bug, I've twice made threads in the general forum about the bug, and twice they've dissapeared within an hour of me making the thread. No idea what that is about
Edit - I checked back to my oldest game I have running your mod (1.2 ish) and it was still a problem then. AI eventually researches the techs (but way behind where it should) and never builds past the first type of terraforming. Most powers in advanced games have only researched a few of these techs, but not used them. The most powerful empires have several researched, but have built none. The game i checked was 600+ turns into it.
But this is the case no matter if I have 20 speed or 80 speed. And I know in CG2 the AI could and did attack with the same fleet more than once. Not sure if this happened in CG3 yet or not.So even with a speed of 20 I can still take out 5 fleets just as well as I could with 40 speed. You nerfed sensors so that means I still have to find the enemy fleets. Finally, one major reason for doing this is if you stack a single ship in the same hex as a fleet you don't attack all at once. They are two separate attacks. And the AI loves to have 20 individual ships in one hex instead of making a nice fleet.
There's a big difference between your giant main battlefield being able to attack 20 times and being able to attack 40 times. Combat is too easy, and a major reason for that is being able to use 1 all-conquering fleet to move between a dozen targets and engage them in a single turn. Slower units will force you to spread your forces more, and helps to compensate for the AI failing to fleet up. 20 moves a turn is probably still too generous tbh.
I'm also of the mind that 20/moves a turn is probably too high, hoping that it will be at the very end and still with a relatively engine focused ship for it to be attainable.
Naselus, do you have any control how the AI views military power? It's such a big deal in diplomacy, and I really don't understand how the AI determines I am ripe for conquest. Late game its not such an issue, but I always find that even if I'm the toughest kid on the block the AI thinks i'm weakest.
They must be calculating something in their score that doesn't make sense. I read in another thread that they counted shipyards towards their military power, and since the AI and the player use this system in a fundamentally different way (players groups planets together for one powerful shipyard, AI builds one in each system). Not sure if this is still the case?
Thank you ill give that a go!And im sorry i didn't mean to jack it, since my question was similar to what was done in this mod i was just expecting a link to a similar mod/post and that was it. Kinda flowered from there tho lol
This is based on the false assumption that there are even 20 targets close by to each other. The AI won't have 20 fleets. It may have 20 individual ships but then that is the same as attacking a single large fleet.
Right now in a game on immense map turn 90 my empire is over 100 moves wide. And I only have about 24 colonies at this time. We will have to agree to disagree. And I'll just have to change back the speed increases for the techs and engines. The perfect solution would be for SD to add a multiplier to speed and engines based on map size and place this variable in a file where we could change it.
100 moves wide is 5 turns to move from one end of the empire to the other unbuffed. That's way too fast. At 40 moves, that means you can shift your entire fleet to counter a surprise attack in 3 turns. That is why speeds need to be lower. Seriously, this isn't a matter of 'agree to disagree'... this is a matter of 'the player shouldn't be able to redeploy everything to one point in a very short space of time'.
Yet on the small to medium maps I can move my ships in 1-2 turns max. So it happens right now. What we disagree on is if this should be the case for very large maps. To me it is boring waiting 20 turns for a ship to get anywhere. I currently have speed 17 ships on an immense map turn 90 or so. I have only one small corner of the map and it already takes 5 turns to get anywhere. My older ships with 6 or 7 movement are now garrison type ships.
Plus this really hurts the AI even more. Not to mention the empires in the middle of the map. I have a very strong suspicion that the AI will not move ships around the map if it exceeds too many turns. That is probably why they build so many shipyards.
Which is completely irrelevant for a mod that actively looks to balance only for very, very big maps. If a change breaks tiny maps but makes Insane maps work better, then I will adopt it. I have never played a game at smaller than Huge, and I never intend to do so - in fact, I only played that Huge map because I was stuck on a 4GB laptop at the time and couldn't play Insane.
Again, there's a big difference between nerfing all movement down to 4-5 per turn at endgame and bringing fully-armed endgame warships down to 20-ish.
Basically, a ships which is 50% engine (which is how I set the AI blueprints up) should not be getting over about 20 moves at endgame. Simple as that. If you want to build a ship which is 100% engine, then that can go 40. But the point is the combat penalty that you need to suffer for it. at the moment, you can be really fast AND really heavy. It's not a choice, you just get both. Fast reaction forces (those that go 20+ moves) should be lighter than 'normal' ships at equiv-tech.
Major wars should take numerous turns to play out. It should not be something you manage in 4-5. And on several occasions, with only Warp drives and using standard BPs, I've been able to take out half a dozen or more enemy ships with one fleet in a turn across a wide area. It makes defense too easy and offense a joke.
Rubbish. The AI will waste far, far more mass-per-attack with high movement rates. Also, the AI doesn't appear to give a damn about the time it takes to do something (it measures distance in distance and has no qualms sending a ship halfway across the galaxy at 1 tile/turn). And finally, the AI is in no way bright enough to decide to build shipyards based on ship movement - the systems are entirely unrelated. The AI builds so many shipyards because it's too dumb to know which planets would be GOOD shipyards and which aren't.
I understand what you want to achieve.
I have a different question. In the change log you have "Culture buildings now add small ideology point-per-turn multiplier effect." What ideology does this impact if I unlocked stuff in two ideologies?
The ideologies are separated out in the files, so you can specify each one separately - when that modifier was included, it gave a small % bonus to per-turn ideology gain for all three ideologies. I removed it a few patches later, however, because it's not possible to limit it to individual planets; the intention was to make it synergize with the ideology buildings so you'd build multiple ones on certain ideology-generator planets. Since it applied faction-wide, however, it was just too powerful.
would you port this change please. Even though its faction wide, it could be made VERY small and give me a reason to build culture improvements. Does it stack with every addition culture building?
Yes. Very easy to add it:
<Stats> <EffectType>CulturePerTurnBenevolent</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.2</Value> </Stats>
<Stats> <EffectType>CulturePerTurnNeutral</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.2</Value> </Stats>
<Stats> <EffectType>CulturePerTurnMerciless</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.2</Value> </Stats>
This would add a bonus 2% of each ideology per turn per building. They DO stack. So if you had 1 intimidation center giving 0.1 per turn, with 1 cultural center you'd get 1.02 evil per turn. With 30 ideology centers and 50 culturals, you'd get 6 per turn.
Thanks, I am putting this in my list of thing to maybe do later
Just an update on Incredible difficulty.
Early game I was well behind most of the AI and the mid-game with IAB was great fun. A number of AI declared war despite all my diplomatic efforts and before I was really ready and I took until Turn 125 to get into second place on the power charts. But by Turn 190 I'm twice the power ranking of any other AI.
Apart from terraforming, every now and again (i.e. every 10-20 turns) I'll adjust the production wheel so that planetary upgrades are "just" done in 1 turn i.e. so my planets upgrade quickly while ensuring as much as possible is put into credits/research/military manufacturing. I know a new system will be coming shortly but I guess this is another reason the AI is falling so far behind.
https://www.dropbox.com/s/5hmu0wpb751itqs/Naselus%20Incredible%20Turn%20190.png?dl=0
Yeah, the game is incredibly challenging for quite some time (I play on the slowest setting so the challenging time is longer). I've started a new game where I'm playing house rules without any terraforming past the 3rd project (the furthest I've seen available to the AI, though I don't think they even use that). I play on incredible as well.
The later terraforming projects are a pretty nuts anyhow, class 60 worlds are somewhat common. Unlikely the AI will be able to keep up even with it's bonuses.
Just a thought, but as you tweak engines it may further throw out the balance with tiny fighters stationed on carriers. The fact that they don't inherently need engines makes them pretty effective for their size (allowing all space to be weapons and defense).
I am confused, as fighters do not use engines, how would tweaking engines through out the balance?
Bigger engines = less space for other stuff on non-fighters = relatively more powerful fighters.
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