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/?
Making the tile bonuses bigger I think would give planets more character. I occasionally do build around them if it suits me, but right now the % increases are really small.
on another matter, what does this mean?
* Added 1 value to all hulls. -?
I'm glad you changed fighters (again). I just ran into an enemy force that I outeched and thought would handle easily. They had missle fighters on carriers as well as a bunch of other ships. The changes to targeting meant my ships went for the carriers and other ships first, and the missile boats just crucified me. They can pack on quite a bit of firepower indeed. I'm still playing with 1.3xx as I'm waiting for the dust to settle on 1.4 version before I wade into it.
ok! newest version 1.4.2 extended the ship design problems for me lol. not only can I still not modify cargo hulls, but also medium and large (huge untested since I didn't have the tech yet).
I can probably manage till around turn 400ish on small/tiny hulls so ill keep playin and If I find anything else ill let ya knows!
Back to adjacency bonus, I had also a thought about it. Why not remove the bonus level given by all basics, non colony unique buildings (the +1 industry adjacency bonus of a factory) but doubling the ones given by rare buildings? Say a duranthium factory gives 10 levels (+10%), so all adjacent factories get this amount, but no 'standard' factory gives adjacency? Just a thought, but I'm glad anyway if you consider that some uniques (and the special tiles) can give a bit more. Right now I'm a disappointed to have this gameplay feature effectively shutdown.
I have also a remark on starbases bonus. They are quite small. I mean the first industrial bonus is +5%, whereas a basic factory is +25%. Why this is so low? Even with 3 starbases around a planet, you don't even manage to get the bonus given by the most basic factory!
The +5 social production given by the colonial building is in theory a good idea. In practice though the game code don't factor it so the industrial production tally in the planetary screen is always off, and so more obscure than in the base game. Perhaps changing that to 5 manufacturing points would be best, even if I understand you did not want these 5 points to go to military initially. That's a classic clash of user friendliness versus realism somehow.
I wonder how you'll deal with starbases exploitation radius and exclusion radius. (radii). To prevent a planet from having more than a single starbase giving bonus, you need to have the exclusion radius twice as the exploitation radius, but then you have something annoying as hell because visually the players will have troubles managing starbase placement (personnally I pre-place markers on map with rally points).
Have you considered also applying to engine the same mechanism you have on sensors. I find the -5%/sensor idea a really neat mechanism, introducing the law of diminishing return this way is quite clever. And perhaps it should also be considered for propulsion...
"Have you considered also applying to engine the same mechanism you have on sensors. I find the -5%/sensor idea a really neat mechanism, introducing the law of diminishing return this way is quite clever. And perhaps it should also be considered for propulsion... "
iv actually brought up that same point back in beta and realized it couldn't really work out. how many engines can you fit on a tiny hull? early game 1 maybe 2 to retain effectiveness late game 3 to 4. how many can you fit on a large or huge? easily more than the tiny and still retain effectiveness. so whats my point? the method of diminishing return for engines will mean the smaller ships will always be slower than larger ships which is the opposite of the laws of physics. more mass requires more force to reach the same the same acceleration. and of course game wise eliminates small ships in a war zone. the way he added the % modifier to the hulls has actually been working out great I think, I need roughly the same total percentage of the hull space to reach the same speed for each hull type.
"I wonder how you'll deal with starbases exploitation radius and exclusion radius. (radii). To prevent a planet from having more than a single starbase giving bonus, you need to have the exclusion radius twice as the exploitation radius, but then you have something annoying as hell because visually the players will have troubles managing starbase placement (personnally I pre-place markers on map with rally points). "
personally I agree with how it is, having only 3 starbases per planet retains some usefulness while not being insanely overpowered (morale), and there is some wiggle room to work with knowing I can only get 3 and having the sb range larger. have the zone overlap the main planet by 3 hexs and your good, if there is something in the way you've got those 3 hexes to mess with.
"The +5 social production given by the colonial building is in theory a good idea. In practice though the game code don't factor it so the industrial production tally in the planetary screen is always off, and so more obscure than in the base game. Perhaps changing that to 5 manufacturing points would be best, even if I understand you did not want these 5 points to go to military initially. That's a classic clash of user friendliness versus realism somehow."
before the last 2 patches you could see the total social manu in the governing screen, but now I agree that its hard to figure out what your doing on a planetary level. however there are some really good points to having the +5 in social compared to just basic manu. I play with game pacing at slowest so -50% and having that +5 in social bypasses the penalty while still being small enough to not outright ruin the fact I choose slow game pacing(and not overpowering the fact another chooses fast pacing). it also allows you put a few points into planetary projects even when your putting all your resources into something else (research planet for example). and of course as you mentioned, cant use it to help blitz with military manu.
"I have also a remark on starbases bonus. They are quite small. I mean the first industrial bonus is +5%, whereas a basic factory is +25%. Why this is so low? Even with 3 starbases around a planet, you don't even manage to get the bonus given by the most basic factory!"
the starbases are weaker because they effect multiple planets, which can be kinda ugly. say you find a cluster of 4 fairly crappy planets late game as the...thalan. you've got the 3rd teir hive that gives 100% bonus civ wide to morale and food. then you go to this cluster of 4 crap planets and you get 3x sb coverage on all of them. lets say the sb's have:
20 morale / +20% manu / +5% raw production (econ ring)
so on each of those planets you build 2 teir 3 farms (+30 food)
(60food)(1base+1{100%mod})=120 food
(20morale +20morale + 20 morale)(1base + 1{100% mod}) = 120 morale
120 food x 4 planets = 480 pop
(480pop)(1 base raw manu + .05 sb raw manu + .05 sb raw manu + .05 sb raw manu) = 552 raw manu
(552 raw manu)(1base manu + .2 sb manu + .2 sb manu + .2 sb manu) = 883.2 manufacturing
thats almost 900 manu from 3 sb's and the equivalent of 4 class 3 planets. granted for most races thats gonna be halved to 440 (population cut) and it doesn't account for research modifiers, traits or game pace and any other buildings your gonna have and the fact you could probably terraform them to class 15 - 20 at that point in the game...
but my point is: there are ways to use the sb's effectively, however! I can agree the early game bonuses seem a bit lackluster. 5% base and 5% manu from 3 sb's is ~1.32 modifier barely better than a basic factory. what to do about it? not so sure, iv tossed around the idea of changing the basic manu sb module to military manu but I haven't done any math on if its an idea worth really considering, and obviously im not the mod author lols
anyway im tired so I wont poke at the adjacency bonus, and feel free to poke back at meh PocusFr (or anyone). going back and forth may give naselus some ideas
Note: I need to learn to actually quote instead of copy pasting
Just built a command ship for my fleets that featured a missile disruptor (device that adds Point Defense to the entire fleet). Was shocked to see it added only between 3-4 PD on my ships. I doubt its % based, as my ships had a base PD of 259 EACH and it went to 263 (it varied between 3-4 depending on the ship). Given a mass of 13.5 it seemed like dead space on my ship for what it did. Haven't tried any of the other fleet buff modules in a while, so I'm not sure if their relative balance is still intact or not. PD probably jumps out more because the attack/defense ratings are much higher in both categories, and 3-4+ PD even on a fleet of tiny ships probably wouldn't even make a difference, let alone a normal fleet of bigger ships.
Weird, I can't replicate a crash now; tried on 2 PCs. Redownload and extract the mod again, maybe.
Yeah, I'd considered that too. I'm not entirely sure what I want to do with it tbh, but I do know that it'll be based on lots of 1% levels rather than few larger ones.
Because with 5 planets round a starbase, you do - and a starbase with a 12 tile radius can have an awful lot of planets. Though I was considering switching the bonus to just military production, but higher.
It's a good idea in practice, too. The point is that it makes it possible for the AI to use optimal slider settings without crippling itself. It's annoying that SD have removed the ability to see your social production, but removing it or switching it to general manufacturing could cripple my ability to control the AI's production.
That's the crux of the dilemma. I really want to get rid of starbase stacking, but I don't want to reduce SBs to a tedious game of placement Tetris. Presently, the range is large enough to make stacking difficult without making it an obsessive pain to place them.
The hull size reduction handles the job better. I'm actually tempted to just make engines reduce total hull space by 10% each or something.
Yeah, I've pretty much ignored those up to now. Going through the entire components file is frankly soul-destroying They'll be addressed at some stage.
ok I reinstalled the mod and it didn't change anything, but you said you couldn't replicate so I started poking at other things. unsubscribing from all the star trek ship models from airmaster on steam workshop seems to have fixed it so far (cant use an old save because it just redownloads the models during the game lol) can make cargo tiny small no problems. ill keep playin through the game and keep you updated.
edit: ill figure out this quoting crap one day
Is anyone else getting nonsensical combat? I notice this getting worse over time, and I think it *may* have been tweaked itself a bit when some of the ship roles where changed.
I *USED* to always get an issue where, for instance, I had a starbase and some defending ships in orbit vs an attacker. The defenders would start waaaay out in front, and lose their portion of the battle - then 30 seconds to 1 minute later the attackers would finally close into attacking range of the starbase and the 2nd portion of the battle would start, at which point the starbase would (almost always!) be utterly destroyed regardless of how many defenses I'd upgraded I figured that was a normal part of the game (albeit annoying) as it would be *Nice* if the defenders and the starbase worked together in combat. Visually it made sense, as the distances worked on screen.
Anyhow, what's happening now is getting ever more alarming. There are periods of non-combat in many fights, and it's completely nonsensical. Ships up in eachother's grills bobbing and weaving but not firing. One side often starts firing and picking the other apart (often has little to do with range of the weapons) and can score some easy kills when the other is busying flying all over the place.
Combat with mixed ships often is 3 segments long. Some outlier force is at point blank when combat starts, then there is a mid battle, followed by finale. It doesn't seem to have any bearing on how close ships *appear* to be.
I'm especially having trouble with AI ships that fire missiles. As some of these ships which seem to be un-targetable by my ships get to keep lobbing missiles at my ships while my ships dance around theirs without firing.
I should note i never really fiddle with the roles too much. I use Escorts and Capitals, and always had good results.
This is probably confusing so let me illustrate - combat often ends up like this; Where my ships are the x's, and the enemy fleet is the o's (random ship that starts right in my face) y's (fighter) and z's (support usually carriers).
x y
x 0 y z
In the old days X would engage 0, while y and z would close in. Everyone would probably meet in the middle in one giant cluster and blast one another.
What's happening now starts the same with 0 and X. I usually wipe out 0 with no problem and then close to point blank range with Y *without firing* Often y doesn't even fire at this stage. Two things happen now, either A) My ships (x) start juking it out with (y)for upwards of a minute without firing, but right in eachothers face. Eventually someone does fire, and usually kills many of the others ships before the other starts firing back (sometimes its me sometimes its them). If x wins then it takes another 30-60 seconds before they are able to fire on (z) even though (again) they appear to be within very close distance of one another.
More concerning (which is also happening a lot lately) is my ships just IGNORE y and attempt to go right through them to engage z. If they do this they seem to *visually* reach Z pretty quickly. Sometimes they fire and massacre Z (usually carriers) but often they don't fire and just start that period of the 30-60 juke. However if they bypassed (y) which usually has missiles then (y) will be blasting me for much of this usually resulting in my complete annihilation.
I definitely feel I'm losing fights I should be winning, but more annoying are these (up to a) minute long dance fests my ships engage in without being able to fire. Often the AI has the same behavior. I cant recall ever seeing it quite like this, but perhaps its even more noticeable in my current game as my ships are using beams and the enemy are using missiles.
anyone else noting something similar? I am running a clean install of your last 1.3xxx version (haven't bothered updating to 1.4 on gal civ yet)
Um... are you playing offline? Because otherwise 1.4 is definitely on your machine...
Yea, as soon as I heard 1.4 was coming out I put steam into offline mode. Had/Have a good game going, and wanted to wait and see how 1.4 evolves before getting into it just yet.
I think I figured it out. First thing to recognize is that the visual representation of where the ships are can have little bearing on on where your ships really are. I gather this by watching what individual ships are targeting, and often even though appearing to be close they can register as 'out of range'. Those interludes of 30-60 seconds where no one is firing even though looking like they are right beside one another, they are simply out of range. Its annoying to look at, for sure, but I suppose does no real harm (not sure if its mod related).
By observing this, I realized what the 2nd (and bigger problem) is, and may be particular to my circumstance. By hook or by crook, the AI occasionally comes up with a format that is devastating to my Capital Ships and Escorts. Using the o/y/z model I mentioned above, where:
0 = enemy large or huge battleships
y = enemy carrier fighters with missiles
z = enemy carriers
In this the enemy battleships often appear to be close (and indeed often actually are) but sometimes they are not. I'm not sure why, or if its because they lack thrusters, or what. In any case often the enemy capital ships look like they are close up, and my escorts and capitals attempt to target them first. However they are not close at all and my ships (which all use thrustersx3 at least when using beams) desperately try to close with the visually close but technically far away battleships, the missile fighters are allowed to plug away at me. Sometimes my capitals/escorts reach the battleships in time, and if destroyed, will then freely target the fighters again, but often the enemy battleships are too far away (again only technically, as they do appear to be right up on one another) and it takes forever to close into attack range, and sometimes they just don't seem to. In those events I just watch my whole fleet get destroyed one by one, while seemingly just deciding not to fire, even though visually in range the whole time.
The effect is pretty baffling. In my current circumstance, for the most part the AI is sending at me between 8-11 carrier fleets with missile fighters. The carriers are mostly large, but sometimes huge. They emphasize shields and missiles for attack. My ships are heavy on PD, and use beams for attack. Nicely balanced. Except my ships generally have the edge. My fleets are generally 10-12 ships (9-11 large capitals or escorts and 1 command ship). If I run into a 9 ship formation I usually lose between 1-2 ships, if its a 11 ship formation I usually lose 2-4.
Mixed in the bunch are occasionally 3-4 battleships (pretty rare). On paper the battleship fleets are pretty weak comparatively, but the spacing is what does it. I guess that it may be working as intended, as the battleships draw my fire, while the smaller ships get to fire freely at my ships. Visually its a bloody mess, and very frustrating - as it looks like my ships are just refusing to fire at vessels that look like they are point blank.
The whole paper/rock/scissors aspect to combat can be very frustrating and binary at times. Any competent ship captain/admiral would simply target the close (tiny) ships and obliterate them if the desired target was so far outside of weapons range. Especially if those ships were chewing yours apart, and relatively easy to take down if fired upon. Doubly aggravating when the visual representation of range bears little resemblance to what is actually going on ^.^
On a positive note, the AI on 1.3xx is a nice challenge, and its ships are generally much better designed (and at least for now) the AI seems to have decided to meet my beam heavy ships with appropriate defenses. They are keeping up constant pressure and I'm on my heels, but holding on and growing. Best challenge I've had in a while. I do modify your difficulty settings however, using your older 1.2xx version and adding extra bonuses to the incredible difficulty, making it less than the *older* version godlike, but substantially better than incredible.
I've observed an AI with both Drengin and Thalan tech complete all of the terraforming research, some planets are even completely upgraded and all available terraforming from all levels has been completed. They don't always seem to build on the terraformed hexes though, but that may be solved in 1.4.
Oddly enough, in my game, a player with either the Base or Terran tech tree is the run away, and they are have *not* researched any of the terraforming technologies yet, go figure. They are about 4-5 more powerful than the next closest ai, and have the score of the following 6 players combined (and dwarf everyone in science). Not sure what would prevent them from doing it, but they are enough of a challenge as is
Well, 1.4.1 added 6 lines to the global defs file, so have to release early. Small changelog this week:
1.4.3:
* Weapon and defence buff modules are now all multipliers.* Increased level bonuses on bonus tiles from 2->5 and 3->10. Some remain at 1.* Increased the number of levels granted by adjacency to hub buildings and wonders.* Fixed Patriotic.* Unfortunate Genius and Finish Planet Project anomalies are now rarer.* updated to 1.4.1 and now have to release early.
Available on the Nexus now.
iv been playing a couple days since I removed modded ship models (star trek ships from airmaster - steam workshop) and I haven't had any problems since. In the earlier testing I can say they work without IABM installed its most likely some kind of incompatibility between airmaster's ship models and IABM. Im more than happy to dump them in favor IABM however so its not much an issue, just following up incase something similar shows up later.
Hey Naselus, sorry have not tried your 1.4xx version, still having an absolute blast with your last 1.3xx version. I ran into something that might be mod related, I'm not sure.
Here is a thread I made:
https://forums.galciv3.com/473068/page/1/
It's to do with Huge hulled ships. The more I experiment the more I'm wondering if there is a set amount of parts (components & actual design parts) a ship can carry before it warps and gets garbled like in that thread I posted. It does seem to also be dependent on how detailed the ship is (ie base model ships I can't overload because they are so basic)
This has happened to me with 3 separate steam downloaded ships. Annoyed I decided to design my own ship in the designer, loaded up the ship and then got the same garbled ship. Shouldn't happen with a freshly designed ship, should it? In any case I started removing components 3 at a time and got to a point on the 4th row where I was exactly 1 part away from my ship coming out garbled on the other end. Add one component and the ship is glitched, remove it and my ship displays and works as normal.
We do get to place a tonne of defenses on our ships now (because of the 2 mass). In this game I've also been picking up the extra storage capacity traits, etc. In any case my ship has 85 components at the moment and somewhere between 86-88 and the ship will glitch out. This number isn't exactly static however. Some of the steam ships I could only add 61 components without the glitch, but then add the 62nd part and it would be glitched from then onward. Stacking extra defenses seems to bring about the bug quicker than a straight up component count. IE often I'd reach a point where if I added even one more of any defensive component my ship would glitch, but I could still add weapons without getting the glitch right away.
I tested this both on a fresh game, and my current game with several reboots just to make sure it was not something to do with that current save game. A clean install of the game + your mod might clear it up, but I'm too far into this game to want to do that just yet.
If you wanted to test it one of the ships that is available that I used is Astus' Borg Cube: On that ship I could get 52 defensive components (the 53rd regardless of type would glitch the ship). Didn't seem to matter what mix of components it was (point defense, armor, shields). The link is below if you want to test it (I also tested it with a fresh game using the unlock cheat, Yor Tech and Terran shipstyle).
http://steamcommunity.com/sharedfiles/filedetails/?id=484973613&searchtext=borg
I was unable to glitch a very detailed large hulled ship (maxed out with 92 defensive components on it) so it seems only to relate to Huge hulls only. Not sure if anyone else can verify the problem, or if its something local to my machine / install.
I was unable to continue my game as the ship (even though I could build it and it looked fine) kept crashing the game when I got into a battle. So here's what I did.
Deleted IAB Mod
Upgraded to 1.4 and then 1.41 in main game
Verified integrity of files
Launch game / unlock command / go to ship model in question. Load it up with everything I could get on there, mostly defenses. - Ship is fine
Reinstalled IAB mod, enabled mods, relaunch game
Same race / unlock console command
Built the same ship I was having trouble with in the 1.3xx version of the game
Got the same glitch.
I'm just guessing on it being too many parts, but its something to do with huge hulled ships, created or otherwise. I wish I could say it was all huge ships, but it doesn't appear to be. I've tested 2 or 3 models that worked and 4-5 that have glitched out. Wish I could be more help.
Going to start testing 1.41 now
I've not altered the ships graphically at all, so no idea why it would happen. I've encountered nothing like it, either, and have used ships with huge numbers of parts, so it may be some issue with the ship model interacting with the mod rather than anything inherent into either. Either way, since I can't replicate it, I'm not troubleshooting it.
Ok, fair enough. I still have a feeling its something that may rear it's ugly head in the future as I was able to reproduce it with my own design relatively easily, but I can live with it anyhow.
Now onto 1.41 observations after quite a few soaks. The AI even on godlike / incredible is very slow to colonize again. This was almost completely fixed in your last two 1.3xx versions with the AI expanding even in the late game (which was awesome). But Im seeing quite a few AI's at higher difficulties with 15-30 planets after 300 turns.
The AI does not build special buildings, which is why I'd argue to bring back quite a few of the AI bonuses that were removed. Ship Capacity ? Humans get the Hyperion Shrinker (same with all the other Hyperion buildings), AI doesn't get anything, One Per Player Boosters for Research/Money/etc - AI doesn't build them either. A lot of the bonuses just bring the AI inline with what the player does. I did notice the AI build race specific buildings tho, as well as the resource requiring buildings - just not any of the specials.
I have to say that your last 1.3xx version was the best gal civ I've played since getting the game. Too bad I lost the game due the ship design bug ^.^ I was about 400 turns in and just barely keeping the AI out of my territory was about all I could manage. Too be fair I put back a lot of the bonuses that you had removed, and tweaked them a bit, but nevertheless it was an amazing game that I was probably going to lose. The AI was attacking me in force every few turns (just 1 AI power BTW). Often 4-8 fairly optimized fleets were showing up in my space repeatedly. The AI seemed to react when I switched weapon types on two separate occasions (modifying their defenses to counter me). It was pretty impressive.
I was tangling with the 3rd largest power, and 1st and 2nd were much more powerful, so I can only imagine what would have happened
There's some difference caused by the changes to production. The AI relies more heavily on using the ship building project now. This means that it upgrades it's worlds far, far more rapidly (previously, it built ground-stuff at a miserable rate, now it's industry worlds throw everything at it), but also means that it's shipbuilding is now a secondary priority to social development. I might make the colonization phase for the AI longer... but that will be detrimental to it on smaller maps, which many people are using (despite the name on the tin).
I think I can just tell it to build them tbh. It's not a major priority though tbh; the bonuses actually amount to pretty minor on very big maps.
hay n
Have you ever considered writing a narrative describing this mod and all its changes? Yes we can go through all the change logs but it would be nice.
If I did that, I wouldn't have time to write the mod
Figured that as i was writing my post but did it away
Hey naselus, not sure if this is mod specific or a strange game mechanic.
Pragmatic / Negotiator sais no one can declare war with me 50 turns - however this only seem to apply to the powers that you knew when you used the ability. I've regularly been DoW'd by new powers I just met. Current game I'm 23 turns into popping the ability, met a power 7 turns ago and just had them DoW me.
I get leery of posting bug reports in the main forum, because a few of them have been your mod specific, and I don't know much of anything about how the base game works
178 turns into my game thus far and had a really strong start. 75 colonies thus far. New system is pretty easy to use. I've met one godlike AI with 35 colonies, 2 incredible's with 15-20 colonies and 6 genius AI's with 10-20 planets each. Pretty slow going for them for sure.
The pace of the game is much slower, which I'm not necessarily against. I like the new changes but am worried about the AI falling so far behind on the colonization game. Guess we will see what happens! This is with me adding back in some of the old bonuses to the AI as well.
Not sure what I'm doing wrong, but I am getting the following errors trying to start GalCiv with the mod installed:
C:\Users\Chibiabos\Documents\My Games\GalCiv3\Mods\insane abundant balance mod\Game\GalCiv3GlobalDefs.xml(1180,18): error: missing elements in content model '(MaxNumTurns,CreditsAndPowerCap,DefaultTileMoveCost,MinTileMoveCost,ExploreTileRandomRange,MinManufacturingSlider,StartImprovementLevel,StarbaseModuleSalvageMultiplier,ShipyardMaxSponsorCount,ShipyardSalvageMultiplier,BaseStarbaseDef,BaseShipyardDef,GamePacingPacingDef,ResearchRatePacingDef,BaseMiningBaseBuildTime,NonStackingEffects*,ManufacturingSliderLowerScalePoint?,ResearchSliderLowerScalePoint?,TaxesSliderLowerScalePoint?,DefaultEjectTile,RushCostMultiplier,CapitalImprovement,CivilizationCapitalImprovement?,IdeologyTraitBaseCost,PopulationToProductionExponent,PopulationToProductionMultiplier,GlobalTriggers*,GlobalCombatMods*,GlobalFactionMods*,GlobalColonyMods*,GlobalInterColonyMods*,GlobalCapitalColonyMods*,TradeRouteInitiatorMods*,TradeRouteRaidMods*,TradeRouteRaidPathMods*,WarWithFavoredCivMods*,DefenseDamageWeaponMod,MinimumDamage,ApprovalToGrowthCurve,ApprovalToProductionCurve,ApprovalToInfluenceCurve,ApprovalToResistanceCurve,ApprovalHappyThreshold,ApprovalContentThreshold,InfluenceMinToClaim,InfluenceRadiusRoot,InfluenceBellCurveTargetDivisor,InfluenceFactorOnTakeover,InfluenceFalloff,GrowthDecay,DiplomacyViewCameraMovementEasingCurve,EngineTrailWidthCurve,NumFreeStarbases,AdditionalCostPerStarbase,RequiredStarbaseSpacing,TacticalBattleArenaSize,TacticalBattleMinHitChance,BattleMinFireDelay,BattleMaxFireDelay,MinShipPopulation,DefaultShipPopulation,ReservedColonyPopulation,MaxPopulationSourceDistance,LoadTransportPopupWndDisplayMultiplier,LoadTransportPopupWndScrollbarNumStepsMultiplier,GraphVerticalRangePadding,GraphMaxNumFactionsToDisplay,MainMapGraphLineThickness,MainMapGraphMaxTurnsRange,GraphsScreenGraphLineThickness,TechTreeLineInsetDistance,TechTreeHorizontalSpacing,TechTreeVerticalSpacing,TechTreeClusterSpacing,TechTreeScreenCenterX,TechTreeScreenCenterY,TechTreeMarginX,TechTreeMarginY,TechTreeCenterViewOnSelect,TechTreeIsDraggable,TechTreeMomentum,TechTreeViewSnapRate,TechTreeCameraBoundsPadding,CultureTreeLineInsetDistance,CultureTreeHorizontalSpacing,Cult
Could not open the schema file "GovernorBonusDefs.xsd" in the following locations:
../Data/Schema/../Data/Schema/Enums/../Data/Schema/Lib/../Data/Schema/Lib/Enums/
Krynn Tech - logistical optimization - 3rd choice says it adds 25% to military manu, not sure I got much of anything. Tracked two shipyards with 5 sponsors one went from 569 to 575 the other went from from 808 to 813. Definitely not 25% increase anyhow and might have just been from population growth for that turn
*edit* found it I think. In the tech file the effect type is military, but the target is ship instead of colony. Could that be it? Now I wonder what it did to my ships
The United Planets event that gives the chair to someone, I think it's supposed to double influence, where as I'm observing what appears to be a factor of 20x the influence emanating from each planet by the new host. Regular planets doing regular projects are generating 20+ influence a turn (most planets are generating 1.x at this stage).
Actually scratch that, its the improvement Iridum World, seems to effect planets globally rather than individually. The race that is playing them now has a 2007% influence modifier applied to each planet due to 53 of these structures built on various planets. The first 2 levels of the upgrade appear to be working as intended, but the 'World' version is the one that is messed up. I'm guessing this game is over LOL, happens to by my nearest neighbor and trading partner. Doubt I'll be able to push that level of influence back for long
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