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/?
The weird behaviour in the build queues that occurs when the upgrades become available may interfere with it's ability to build terraforming improvements altogether. The AI certainly did terraforming previously, so unless something good was specifically broken by 1.3 it seems like a plausible cause.
Also remember, as near as I can tell, the AI doesn't research this tech either. So far I've never seen the AI unlock anything more than the 2nd level of terraform, and most only ever do the first. This is from multiple games 300-500 turns a piece. I would guess the N/A projects bug does *probably* stop the AI from terraforming (and other things probably) but what stops them from researching the tech?
it must be frustrating working with the tools as such. so close yet so far away...
Nah, the tech issue's not that hard to deal with tbh, there's lots of levers there. The colony hub thing is very frustrating though, since there's no really good reason for it not to work properly (indeed, sometimes the game will crash and then work perfectly again when you load in, letting you cancel projects even if you're still building the upgrades). Might be some kind of conflict with the indestructible trait.
EDIT: Yeah, during wartime, the AI currently has 100 weight added to it's already fairly substantial attraction to military techs. This makes pretty much every military tech - EVERY ONE - many factors more attractive as any other type, so a weight table with 5 mil techs (each weighing about 120 for most races) and 5 growth techs (which, during war, weight about 4 for most) will make the AI pick a military tech about 99% of the time. Am nerfing and rebalancing a bit.
I dont suppose there is any control over how/when the AI goes to war? Early game wars at best serve to cripple an opponent but no lasting damage can be done at that stage. The aggressor/victor AI also usually cripples itself producing a massive military which will become completely obsolete in short order.
I have a feeling you can't do much about it, but it would be nice if the AI knew that early serious commitments to war (and indeed early wars in general) are pretty pointless.
In general I find the AI tweaks towards war pretty easy. If you are perceived weaker even the so called peaceful AI's are hell bent on war. I still think the AI weighing strengths are off, and am especially noticing it feels strong if it has bigger hulls, which doesn't mean nearly as much in your mod as it does in vanilla.
In any case sounds like you found a pretty big source to the AI's weakness, between the NA projects and its over weighing of military techs I'm hopeful it will be much improved for the next go around !
Drengin tech tree bug (?) similar to the previous food tech bug: Tourist buildings unlocked appear to be the level 2 and 3 buildings only, without an unlock for the level 1 building (making level 2 and 3 unbuildable). There are two instances of 'Enables tourism' in the tech tree; Tournaments and Slaugtertorioum. I'm assuming one of them was supposed to unlock the level 1 tourism building? This then leads to Galactic Cruise lines, and the unbuildable level 2 building.
Omg I am so happy right now!!!!!!!!!!!!!
Not sure if this would have anything to do with your mod, but the galactic event 'Design Revolution' I chose Malevolant +10 capacity and got no noticeable effect (at least on my small hulls which I'm currently using) - capacity stayed the same.
I've not altered the event files
1.3.5 released:
1.3.5
* Removed the Colony Capital upgrades, regretfully.* Added +20% production to interstellar Governance line. This makes the earlist one more powerful and the later ones weaker then Vanilla.* Adjusted AI's Wartime strategies so that it isn't so overwhelmingly dedicated to military techs.* AI generally less over-keen on military tech from turns 100-300.* Reduced weight of military for all races, too.* added terraforming as a filler improvement (no idea if this will do any good).
A small one to finish with 1.3; mostly just clearing up some bugs. I'm not sure how well the AI is terraforming etc; need to start reconciling 1.4. If terraforming continues to be an issue, then I'll restrict it to 1 of each per planet again, like vanilla.
Got the mod working with 1.4; not a massive barrage of changes. The governors file looks to have been completely re-written (only 300 lines of script instead of 1200), governor bonus defs is gone, replaced with focuses (which are almost the same file), and there's a few new lines in GC3defs.
was the drengin being unable to build Port of Call's (level 1 tourism building) a bug?
looking forward to your update, but it might be a while before I can test it
I think the terraforming que might be locking up on the first set. I noticed that if the AI has multiple options of the same type of structure it seems to chose which one to build randomly. If it then chooses to try building a low level terraforming upgrade next, it might lock out the later ones.
To test this i changed the terraforming improvements back to planetary unique, but had each terraforming tech link to 4-5 identical ones with minor name changes, and the AI used them aggressively if they researched or were given the techs.
That's a pretty good solution actually.
I can not get this mod to work, I do exactly as it says, the folder lAB 1.3.5 is in my mods folder and inside that is insane abundant balance mod. Mod in game is checked and I restarted, and I am not opted in. Anyone have some tips
I had a look at some of the AI files and saw they followed a script RE for how many turns to emphasize colonization, I'm assuming they work, and that you had a hand in them as they roughly track with my own experience. Based on experience I think this phase is a little too short for insane sized maps, and isn't re initializing at all (or soon enough). Most AI's seem to only do it the first run up, and then stop colonizing for the rest of the meaningful life of the game (up to 300-400 turns). A few d seem to do a second wave, but it is pretty late in the game. This is especially noticeable in games where the event pops to spawn planets, or the terraforming event pops (former dead worlds become habitable). In my case I have half the galaxy explored, and have not only settled the 10+ planets that spawned in (or near) my space, but they are now fully fleshed out and upgraded to the highest tech, and none of the AI powers have settled there's yet.
According to the files from about turn 150+ they should have a weight of 10 to build colony ships, but I don't see it happening. Is there something else influencing their ability to create new colonies? I run with AI's from gifted to god like, and observe the behavior right across the board. Most empires end up with with 30-40 planets, and the ones that do well end up with 50-80. The 30-40 empires (even godlikes often do this) are dead in the water in the mid late game. The 50-80 group (which rarely happens) are somewhat formidable. But I see no reason not to take those planets at some point.
Also, I've found two drengin techs that don't work. Port of Call's cannot be unlocked with Drengin tech (similar to the farm bug from earlier versions). You can still research the entire tourism branch, and the techs suggest you can unlock the lvl 2/3 buildings but without the level 1 building nothing happens.
Also Protein re sequencing tech for the drengin gives no description of what it does, nor does it unlock any building that I can see. It appears to do nothing at all, and is the latest tech in that line.
Hi guys,
I have just created an account on Stardock just to share my opinions with you about this mod.
It really is great, I like pretty much everything about it, apart of...it is too easy! I always play at Godlike difficulty and it seems AI cannot handle ...well anything really.
AI is building terraforming/buildings on their planets with times like 100+ for completion (and that is on normal pace). Also, when they eventually start doing reasonably ok, they cannot handle fleet creation - it seems my ships are few times better then theirs. So far I never played past the turn 300 (maybe that is the case?) since I just get bored... In my last game I had a small fleet of 6 small hulls (packed full to the brim with weapons and defenses+big engines/thrusters) and I was pretty much steamrolling everyone with it. AI ships seem to built the same way as in vanilla with few weapons and scarce defenses (even if they do - these are usually about 96 point defence, 4 armour, 20 shields - I usually use kinetic pulse cannons). Fleets on par with me (in terms of size at least) barely ever manage to damage my ships...
Any ideas? I am not that great at this game to own everyone around on Godlike. Perhaps I am missing something? I really like variety of options, so I am playing latest version of the mod on Immense galaxy, normal pace with 30 opponents - I thought that might be the problem but (a bit crowded) but I am still finding unoccupied planets in turn 200+...
By the way - this is not a rant, more like a cry for help since I really like this mod but it is becoming boring here and I am thinking of reverting to vanilla which is slightly more difficult (due to AI cheating I guess).
Thank you and sorry for a lengthy read.
Hi -
The AI in this mod is much better than the original game, but in the latest mod files naselus has been expirimenting with letting the AI go at its own without bonuses.
If you want a tougher challenge, download his 1.32 version of the mod, put it somewhere on your pc and cut/copy the GalCiv3AIDefs file from the Galciv3/mods/insane abundant mod and paste it into your latest version of the mod. That version has most of the original game AI bonuses for godlike and incredible. If you are like me, you also tweak the numbers a bit to give the AI some even bigger bonuses
That's how I play, and am usually well behind the Godlike, and often even the Incredible AI's.
Hi Syntax,
Thank you for your response and help - I will surely look into it! Do you happen to know if this helps with AI ships (are they any better?). If not then I guess they are at least more numerous.
Anyway, I will do as you suggested and tweak few things on my own.
P.S. Probably a stupid and boring question but - any news about version 1.4?
Thank you!
The AI ships are much better because they are generally of better tech, + the bonuses give them extra fire power and HP, generally on a ship to ship basis they are stronger than anything you can produce. Can't teach them tactics tho
I did also modify my difficulty to give the godlike and incredible AI's some additional bonuses (not much, just more production etc). Current game turn 325 vs 1 godlike and 5 incredible (+ a whole bunch of gifted / genius AI's). I'm in 5th place with a score of 15,000.
4th place 21,000
3rd place 26,000
2nd place 70,000
1st place 115,000 (!)
I've kept uneasy peace with 1st and 2nd, while at war with 3rd and 4th, but they are far away. They press me at times, but there is quite a bit of distance between us. When they attack I usually suffer more casualties but can beat them back with tactics and quantity (because of the distance between us, my supply lines are much shorter).
If the AI could be taught to continue to expand it's colonies into the mid / late game I think I would lose in the sense that they would cripple me (flood my empire with their ships and destroy my starbases and shipyards) since the AI on any level still doesn't really understand planetary invasion.
In any case I'm well behind and have a good and enjoyable fight on my hands anyhow If frist place decided to attack me I'd imagine they could cripple me. Every ship I see of there vastly outechs / damages / defenses than anything I have.
One thing you cant do tho is terraform much on your planets. The AI in any of these versions of the mod doesn't understand it, so as a house rule I never terraform past the 2nd project. It's just too powerful of a technology.
Which does bring up a point @ naselus.
I seem to remember you did a patch that optimized ship blueprints prior to you re-balancing the weapons/defenses weight ratios. I think that may be holding the AI back somewhat.
I've noticed a tendency of the AI to stack engines, so huge ships with 30+ moves in the late game, but still relatively low values of defense / attack in comparison (before bonuses ofc).
These ships tend to have 17-25 engine components on them (170-250 mass!!). So they are breaking your speed limit It's probably because I'm playing on godlike, but it does seem that quite a few of your subscribers like to play on higher difficulties as well.
Its probably because the filler component is set to engines in most cases whereas once the desired speed limit is reached it would probably be best to load them up with defenses / offense as the AI does seem to have weaker ships pound for pound than player designed ships (too much life support, and other less useful components).
Mujch of that's already been addressed in the 1.4 patch I'm preparing:
1.4.1
* Upgraded codebase to 1.4.* Made big nebulas much bigger. I think.* Reconciled UI changes* Focuses set to 100%* All terraforming improvementsa are now colony unique; all can be used on any tile on the planet.* Removed filler drives and life support modules.* Increased AI production bonuses by about 100% on higher difficulties.* AI now has some chance of producing Colony ships in wartime.
Other aspects are, sadly, down to SD to fix; I'm hoping that they'll make the wartime AI a bit more aggressive and get it to stop the (often frankly idiotic) practice of constant shadowing in the player's territory. More importantly, really, is getting it to stop sitting at war for 100+ turns without doing anything; that's causing it to basically ignore a lot of the AI improvements and sit on a single wartime strategy for half the game, during which time it doesn't expand (as it doesn't build colony ships) and doesn't research growth techs much.
Hopefully, 1.4 will drop some time this week, and then I can release.
great, looking forward to it immensely
any word on the drengin tech not having access to Port of Call's and the dead end Protein Re sequencing (doesn't unlock any building or add anything at all as far as I can tell)?
Fixed both. Protein Resequencing does unlock a building, but there was a typo in the precursor (do a search for 'prot' in the improvements file). Because it's mostly based on the 1.1 file, there's still a number of things like that.
Hey Naselus, I hope you are not getting sick of me clogging up your thread ^.^
Just had a few random thoughts/concerns as 1.4 is approaching, and all the work you've done + the latest tweaks are going to have considerable impact on the game - very exciting.
Terraforming in general may be too much *if* the AI utilizes it. In some of my older games I'd terraform to the max and my planets were often in the class 40-50 range. On an insane map, and assuming everyone does it, thats going to be a LOT of resources to go around. The last 2 projects i believe, especially, generate a tonne of extra tiles.
Star Names - I know you mentioned you fiddled with it quite a few patches, but how about contacting the star names mod guy, and incorporating his? The star names in the base game are pretty ridiculous.
Starbases - I know you mentioned you were going to take a pass at them at some point, but they are getting further out of whack as time goes on. Now that you can stack defenses on ships much better, the defensive modules are all but useless. In my current game I'm still a few techs from the end, but a tiny fighter has more defense (and in some cases offense, but its not in all categories) as a fully upgraded starbase. I know you hesitated before, but why not allow starbases to be formidable defensibly *if* we decide to pour constructors into them. There are a lot of defensive / offensive upgrades to chew through, and even with most of them in place they are still pretty god awful in combat. This is especially noticeable in the mid game, but their offense do get OK in the late game, even if their defenses are still pitiful. Those extra hitpoints are challenging in the early game, but by the mid / late game it's often just good for a couple of seconds before its destroyed.
Drengin Tech - under the AI these powers perform very poorly. I guess their schtick is supposed to be that they are good at ground combat? Since the game doesn't really utilize this at the moment (AI rarely invades even if it has an overwhelming advantage) might they need a buff in other areas? They seem to do very poorly in all my games.Malevolent ideology may also play a part in this, as it does seem to play out as the weakest of the 3, but I think there is plenty of room for improvement in the Drengin tech tree alone.
3 way choices/specializations - Going by whats in game, there is almost always a BEST choice, a clear (but distant) number two, and a pretty dismal number 3. There are a few that are fairly balanced but seem few and far between. This could be a text update issue though?
Planetary strategic resources - I pretty much ignore these for now, as a 1% bonus just isn't worth it for most of them, and the fact that you can only trade for 30 turns, make it not worth the effort. It's not like i'm flooded with them, even when my empire is 50-100 planets. It could be interesting if they had more impact.
Hyperion Buildings and the AI - They don't build them. I'm not sure if its possible to make them, if not, the AI bonuses should reflect the lack of them (ie more hull space for even Normal AI's).
Filler components - More of a question, really. So glad that you caught the engine fillers, but I don't know too much about how fillers work, can you have multiple fillers? Since the blueprints end up with quite a bit of extra space to 'fill' I'm hoping the AI doesn't end up with just a massive amount of just one extra type of component (wether it be best defense, or offense etc).
Cargo / Colony / Troop transports - These go pretty fast in the late game. I can abide the Cargo / Colony ships going fast I guess, but the Troop transports can get up into 30-40 moves territory. I'm guessing this might be an issue with the galactic speed limit, as cargo ships are starting tech, and you wanted them to not move so slowly in the beginning. I'm not sure if there is a creative fix for this, as generally speaking, cargo ships (other than possibly trade ships) should not be the fastest ships in the galaxy. If there is a creative solution that preserves their early game speed, without making them uber fast late game, I'd be all for it. In the mean time possibly increasing the troop transports mass might make for less engines (and less super fast troop transports). Just don't do anything to change the ability to get two constructor modules onto a cargo ship or I will cry. Constructor spam breaks my soul
Nebula - I saw you are going to make these bigger - GREAT! Can you consider making some of them impassable? That could spice up the map. Also, I know you edited the effects of some of the nebula already, but I can't make use of them tactically because the descriptions are still leftover from the base game. Plenty of them still say they reduce moves by 50% but many no longer seem to do that in game.
I love this mod, and thank you so much for continuing to work on it!
Hence the reduction to 1 of each level per colony. I'd actually rather they allowed terraforming improvements to set a maximum planet class rather than piddling about with land %, then I could cap them all at 25 or so, but that's not how the XML works.
Low priority, but eventually I intend to add thousands. Hell, if people post cool ones in this thread I'll add them.
They had a pretty healthy buff not long ago. And tbh, I don't want star bases to become too powerful' they're civ forts, not death stars. I'm only really concerned with how they do against 1 or 2 equiv-tech enemies, more than that and they should be in trouble.
I've seen the AI wearing enemies down quite effectively through ground combat, actually; it works kind of like I want it to, with multiple invasions required to take a planet and extremely bloody campaigns. I juust wish they'd recognize that sending 2 or 3 transports might be a good idea.
As to Drengin tech being underpowered... depends very much on the race using it, tbh. There's some races which do very well with it. But I'll be looking through the techs more closely and doing some serious rebalancing at some stage; I've been generating some useful excel spreadsheets and suchlike with Powershell over the past few weeks while I'm waiting for SD to get 1.4 out the door, so I have lots of data to work with now.
As above. The big problem with these has been that, up til recently, more or less everything was so out of balance already that there was no point making adjustments.
They stack. As such, no, there will be no buffs here.
I can make them build them. Low priority right now, though.
It runs down the list and then repeats.
Yes, you more or less hit the nail on the head, it's quite hard to balance them properly - especially when, if I nerf cargo speed we not only have more pain with constructors and a slower early game, but players will just switch to making them with medium or large hulls.
I don't think we can do impassable. More effects would be cool though. The nebula changes are just one of the things I'm hoping to do to the map; I'm hoping it's possible to do something akin to gravity wells as well, increase the size of star systems, see if it's possible to add more nebula types and just generally make the field of play a bit more exciting.
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