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/?
Yeah, there's something wrong with the files that control AI willingness to accept treaties... as in, it ignores them completely. I'm now coming to think the diplo module is so incomplete that it can'take be modded to work properly... which is a shame, since the design actually looks very good. But stuff seems missing in the hardcode.
I'm in a 300 ish turn game now, and have just finished running into the last 3 godlike AI's. I setup 6 in my game, plus 10+ Incredible, and the rest gifted (former minor races).
Only 1 of the godlikes is even with me in score, the rest are behind by a factor of 3-6. The incredibles, are well behind, with the very best being 4x behind my score. The gifted AI's hardly register on the score board, 15-50x below my score.
It used to be that the Godlike AI's would steamroll me unless I had a good start, I once had a game with 70+ planets and was top 4, with only one godlike AI in game who I finally met who had 450 planets and like 20x my score. Was crazy, I stopped using godlike AI's after that game
Incredible would usually be stronger than me for 2-300 turns, and by 400 I could usually pass them (this is on very slow), but they were generally a solid fight for me, now I don't think they have the teeth, even with my house rules of not terraforming.
One thing I'm not sure you were intending, or if it's considered an exploit, but I often fund my early game with Duterium (sp). 5 units of the stuff usually nets me 65 credits per turn from most AI's.
I personally think that trading away resources where no one needs them due to over abundance is a gamey thing to do. I changed it so resources are a rare item and you would be lucky to have 5 of any one of them in your area. Causing the AI to be out of money and you not worrying about money makes even Godlike too easy. All that extra money they get just goes to you anyway.
Again, this was stuff that ought to be locked out by various chunks of xml in the diplomatic behaviour files, yet the effects do nothing. I suspect either a substantially missing chunk of hardcode which ought to point to these values, or else something being rather bugged (perhaps multiplying incorrectly).
For example, the xml in the mod pretty much blocks alliances at under 70 relations (very hard to achieve) by making the AI refuse it; this has no effect. In vanilla, they just lock it out completely at under X relations (though this does not appear to respect the rescaling of relations to a 100-poinmt scale, even though other parts of the code do).
I'm also unconvinced that the diplomatic price adjustments are working properly either - the AI should be much more unhelpful that the behaviour which we're seeing, with values rising very sharply at negative relations. This simply isn't happening. In all, I'm pretty much convinced that the diplo module is only semi-functional.
As to the difficulty levels - wait and see how it interacts with 1.4. I'll make further adjustments after that, but for the moment I'm not too worried about it; I'll probably have to do a fair chunk of re-writes on it at that point anyway, so no point wasting time putting something together now.
I'm thinking about locking factories onto just producing Military output, so that social is 'locked' at 5 per turn (possibly + base production). Not sure about it yet though.
I would strongly disagree with this, as the economy (and even government expenditures in normal times) is much more civilian than it is military. There has to be some accounting for this fact.
I'm not really convinced that the social/military divider is any use for doing so at all, though. There's nothing to spend social industry on aside from upgrades and projects, so it's not exactly representative anyway.
Besides, the economy is more than just industrial output;, it's cash and research, too. Generally speaking, most of your planets are going to not be industry.
cant say that I'd be in favor of lowering social manufacturing either. would it just be to slow manu worlds down?
Partially. It'd bring them into line with other worlds in terms of upgrade speed, it'd remove the ability of the player to do something the AI can't, and it'd cut the temptation to micro it somewhat too.
I'm mostly just questioning what benefit the social/military slider gives to the game at all tbh. If one wishes to switch it, then turning shipyards on and off is quicker than going to the planets anyway.
If you make factories only provide military production, it's going to make building up new worlds take a _lot_ longer, and upgrading will eventually take forever. Generally, the first thing I build on a world is a factory, even if it's a research or money world, because that cuts the time taken to build other things down enough that it's worth it.
I guess you could make a colony-unique building that provides social production (with upgrades further on in the tree) to allow social production to keep up with the costs of upgrading to higher-level buildings. Or (assuming it's actually possible) make it possible to upgrade the colony capital.
On the other hand, it might be a good idea to wait until 1.4 comes out to make sure the AI doesn't suddenly gain the ability to do the same thing the player can do now. (I can actually see the rules you would use to allow the AI to adjust the military/social slider intelligently, but I doubt it can be done in a mod (unless mods are a lot more flexible than I expect, not having looked at the modding capabilities for GalCiv III)).
Unless, say, you have a partly built-up world, and you need it to mostly focus on building up its infrastructure, but also to contribute _some_ production to your shipyard so that you can get your new defense ship/colony ship/etc built more quickly.
I guess you could make a colony-unique building that provides social production (with upgrades further on in the tree) to allow social production to keep up with the costs of upgrading to higher-level buildings. Or (assuming it's actually possible) make it possible to upgrade the colony capital.On the other hand, it might be a good idea to wait until 1.4 comes out to make sure the AI doesn't suddenly gain the ability to do the same thing the player can do now. (I can actually see the rules you would use to allow the AI to adjust the military/social slider intelligently, but I doubt it can be done in a mod (unless mods are a lot more flexible than I expect, not having looked at the modding capabilities for GalCiv III)).
I'm guessing you've not actually played this mod yet, since several of these concerns don't apply.
In the mod, all upgrade costs are flat regardless of tier, and match the base building cost, so the build up time is largely capped at 6*tier*tile. And we already have colony capital upgrades, though they're a little buggy.
And yes, in 1.4, through use of the military project, the AI should be capable of adjusting the slider 'intelligently' - it'll simply be set to 100% social production and whenever new upgrades appear it'll build them quickly, before moving over to military output. But this sort of underlines the point in a way; there's only a couple of places that the slider 'should' be at. There's not much point in having it; there'll be even less in 1.4 when it's a global slider only.
Many of the decision trees probably need to be tweaked now that defenses weigh so much less:
HP vs Capacity = for almost all ship sizes you get much more bang for your buck with 10% capacity vs 15% hp, as well as flexibility to go offense instead of buffed defenses.
Defense size vs Defense Bonus is a null choice now that defenses are 2 mass (.2 reduction in size vs 10-20% increase in effectiveness is a no brainer, there is also an iconian tree decision that also asks this choice, probably others as well).
Its just an observation, but it still seems beams are the best weapon technology. I'm not quite sure how to objectively test it, but whenever I delve into misses or kinetics I lose fights / ships that I dont think I would have with beams.
The Happiness and Food % bonuses sections in most trees may need to be rethought, they cap out at 50% boost in Happiness or Food, but in almost all planets its better to just have another farm or happiness buildings. Uber planets can benifit, but its rare. The first two levels of the tech 10% and whatever the next one are should never really be built.
Certain buildings like the Embassy and Molecular fabricator (iconian tech) can be rebuilt once the next generation model is complete. Im guessing that is a bug. The molecular fabricator line (capps out at industrial) seems a little lackluster for a civ special building.
Ship ranges feel pretty high, especially as you progress down the tech tree and add the hyperion buildings. I rarely build life support on my warships as it's really not needed. The AI always adds a bunch, when it really only uses them to sit in my space instead of it's own, or generally clump together in some distant part of the map rather than defend its own territory ^.^ So many times I've seen one AI chomp another AI to pieces because the AI getting owned has parked all of its ships deep into my territory, while the other AI gobbles them up. Doubt you can do much, other than alter the building plans, and nerf life support and force the AI to work more locally (which may be a good thing?).
A number of races seem to churn out high attack no (or low) defense ships. I usually do the opposite and cut through those ships like a knife through butter. This is especially prevalent during the early to mid game. Most ships I see are weighted very high on offense and have hardly any defense. I'm pretty successful in employing the opposite.
Have you updated the overlord ship plans with the mod? I don't even know what to do with these things, they are so awful when the event pops
I'd love to see a pass over of the galactic events. I'm not sure if you can control them or not, but some (ie doubling of engine speeds) are pretty silly overpowered.
Has anyone else seen fighter modules on starbases work? Since the last version of the mod was released they do not seem to add any fighters to my bases.
Can't wait for 1.4 and the new AI, as I do feel the bonuses you took away from the AI the game went from pretty challenging to fairly average / kinda easy on godlike. The dangerous AI's overbuild until they nearly collapse (three to five hundred low tech ships) which stops them from colonizing and growing, whereas before they seemed like they could do both at once.
1.4 opt in is up! Can't wait to see how this will work with your mod, but I assume it will be broken for a good while
One thing I'd request, if at all possible, would be if you could put back the AI bonuses especially at the harder difficulties.
If the game is too hard we can easily drop down a level or two, but as it stands there is very little to do to make the game much harder.
Last two games I made several house rules for myself. I limited myself to tiny-med ships (which I think actually gave me an advantage as the AI rushes bigger hulls and fills them with substandard weapons and engines).
I didn't terraform past the 2nd project (AI still does not terraform btw)
I limited myself to 35 planets thereabouts
I didn't trade with the AI as it was far to easy to get crazy good deals out of them
I didn't engage in open borders with the AI (this makes them too friendly) or sign any treaties with them other than peace treaties after they lost a war
By turn 250 I'm so far ahead I doubt anything can be done. This is against 7 godlike AI's about 10 incredible and the rest genius.
Don't get me wrong, as far as I can tell you've done an amazing job with the AI and the big map experience, I just think it might be a little early to take the training wheels of it yet
You must play on a smaller map size. 35 planets is nothing on immense as there are literally hundreds of planets.
On Insane, it generates about 1200 habitables. I usually play with 32 players, so the average empire size is around 40.
RE: 1.4 - while I'll be downloading it from the next release of the mod onward and will start reconciling the changes, the mod probably won't be working on 1.4 until the end of the month. I only release for the current version, not opt-ins. I certainly won't be supporting it on a version other than release.
As to the difficulty levels - they're not really finished yet. My intention wasn't to leave them as they are now, but to calibrate based on feedback. The main thrust of the change was aimed at moving them away from 'magic' bonuses - like occasionally finding 10k down the back of the couch, or their ships happening to have twice as many hit points to everyone else - and moving them to a 'pure production' model, so that upping the difficulty just means they increase output by X%. I'll tweak it up for the next version (which will still be for 1.3), but it's probably going to need a few versions to settle down.
I play on insane abundant. and you see the issue. Me with 35 planets is like the AI having 100+ (I still beat them in terms of economy and production / science without the bonuses on godlike).
Additionally prior to the removal of bonuses the godlike AI could walk and chew gum at the same time - build a military, colonize a lot of planets, have a decent econ/science.
I've found without the bonuses that the AI has lost this ability. They usually hemorrhage themselves building that early military and fall hard in science /econ and stop colonizing at 35-50 planets. Its really hurt them, hence I tried to limit myself to even the playing field and am still running away with it.
I'm tempted to push back the AI's military build up a bit tbh. It currently starts putting out military ships from about turn 40 or so, and then goes completely mental for them.
I agree. plus those early ships are always missing something critical, either no defenses, poor engines, or very weak weapons (they always do have weapons).
Also, I know you redid all the blueprints at one point reflecting the current state of the game at the time. However now that defenses are so much more viable (which I love, though I'm not sure about the exact values) the AI seems to focus way more on offense than defense and I cut through their early and mid game ships with absolute ease.
I think its a combo of early builds (without proper tech) and the offense heavy focus.
Hey Naselus, wondering if you've had a chance to play with the 1.4 opt in yet? I've currently modded back in the AI bonuses and have been running numerous soaks and from a basic standpoint (since you can't really control how the AI prosecutes a war) the biggest thing holding your AIs back is terraforming and colony management.
The current AI doesn't really seem to redo its colonies enough when it reaches max pop. I'm not sure if it eventually gets around to it, but it will sit at max pop for far too long. Obviously the next thing would be terraforming. IE if the the ai actually did this, it would presumably build more farms and then begin to grow again. If anything I'd say the lack of terraforming is even more debilitating than not managing its population (ie aiming for constant growth and new pop caps as soon as possible).
I'm not sure how much direct control you have over it, but in most of the soak games I've run (with several different races) the AI really prioritizes military tech and hull size, and hardly touch the other trees (even the more peaceful races are guilty of this). This leads to big ships, with lots of weak weapons and few engines. It also hurts them later on as they ignore a lot of the important social techs for too long.
I'm not sure how much you can influence this, but the first big break that the AI takes in colonization lasts too long i feel. AI usually colonizes for what seems to be almost a set amount of turns, then stops for a very long time before trying again. The warlike races seem to pause the longest. Typically an empire colonizes 20-40 planets and then wont colonize again for well over a 100 turns, and sometimes much more. Often there are amazing planets just sitting there.
So i guess the question would be, have you observed the AI terraforming in the new 1.4 build? and to a lesser extent does the AI tear down buildings once the pop gets high and start adding more food / morale as needed?
Does the AI terraform in the normal game for versions 1.3xx? (sorry for asking, but I'm not familiar with the base game )
It does in my games
Whether it's the base game or IAB Mod it seems the AI isn't great at terraforming as every time I conquer worlds I'm doing additional terraforming. However, with IAB, the terraforming technologies result in many more tiles to improve planet quality. As a result I'm finding it easier to run away from the AI than the base game. Either AI performance with terraforming needs to be massively improved (preferred) or the number of tiles made available needs to be nerfed.
I suspect it might be something to do with the colony capital upgrades. Will revert them to vanilla style.
I'm kinda thinking the same thing, but didn't want to say anything I actually really came to enjoy those upgrades even if they caused the unending project bug.
That being said, in all my soaks + game experience I don't really see the AI chasing down any of the terraforming techs to any degree. Game can be 300-400 turns old and they are usually only on the 1st or 2nd level still. For me its one of the most valuable techs in the mod, as it helps so much. I'm not sure if its something you can also address, as it seems to be a combination of both those problems.
Meh, they're handy for balance tbh; I dislike the idea of a scientific discovery causing a huge jump in output overnight. But it's causing too many issues.
As for tech; I suspect the AI's big hard-on for military is more down to them usually being at war with one person or another for huge chunks of the game (without either side actually fighting, usually). I'll see if I can tweak the weights some.
Why do colony capital upgrades mean the AI is so poor at terraforming?
Naselus this terraforming issue is huge. I've been saying your Mod makes the game harder but once you really take advantage of terraforming, due to the many extra tiles, it actually becomes easier than the base game in the end, despite your many many other improvements. I've never pulled away away from the AI as quickly as I have with this Mod.
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