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/?
idk if you'd ever be in to doing this, but I think a balance pass may be needed on some of the more OP events and anomalies out there. Precursor anomalies are obvious ones (they are trivial to attack later on, and I'm pretty sure the AI just ignores them) plus a few of the more blatant events (the one that gives 100% to movement) can really destroy a carefully balanced game if they pop.
other than that looking great aside from the difficulty level (easily editable, but some players may not be up for that)!
Krynn tech oddities - The Coordination Temple is the first unlock in this tree, and appears to be the best giving +10 adjacency to everything. The level 2 building only gives + 5 to the big 3 (manu/science/wealth) and the 3rd level gives +10 to only those 3 as well (compared to level 1 building that buffs everything).
Also, I'm wondering about the math on that building / tech line. Even the second level needs quite a bit of adjacency to make up for replacing one building. IE one basic factory building is 25% so in order for the 2nd level hub to beat 1 factory it would need to connect to 5 factory (giving each a 5% bonus) in order for it to be equal to just building a factory, wouldn't it? As near as I can this building doesn't do anything else other than apply adjacency?
The order of Service actually reduces influence growth. Not sure if this is intended as it also minuses maintenance cost? Perhaps that balances.
The tech celestial tourism has a cost that seems 3-5x higher than it should be.
I am playing a fresh install of the 1.5.1 version of this mod and for some reason the diplomatic get off my lawn -options are not showing in the diplomatic dialogue screen. I can only see the pre-1.5 options of war and trade.
Due to an outdated UI file. Have already fixed it for the next release (some time this week).
Out of curiosity, are we getting the release this week? I put off starting a new campaign since I knew I'd propably have to restart after updating the mod.
I was intending for one, but work had the Christmas Party on Friday and frankly I've been massively hung over all weekend. I hate red wine with a passion.
I've got an early build for 1.5.2 which reconciles more of the 1.5 changes. Trying to decide what I'm going to do with coercion, and whether I want to use the wheel as a default (I can just set the colony capitals to unlock it now), or if I want to keep people locked on focuses. I'm kind of hoping focuses get short-cuted somewhere and then I'll just lock the wheel out and set them to 100% tbh.
Well... red is the colour of passion.
I'm ok without the wheel. I
It's not the lack of the wheel that bothers me, even though I like it. It's the inability to control the military-social production allocation. Being forced to set a universal military production rate instead of specializing naval yard planets is just stupid.
Personally, I reckon that focuses are just as good, since I only ever put the wheel at 100% in whatever direction anyway and just let it build everything on planet and then build the 'correct' project, so 0 and 100% are the only things needed for the military slider either (and the manufacturing on the colony hub means I can just leave it there. This is also what the AI does in the mod). I have to say, I was very relieved when focuses turned out to be the replacement system. I still think that if they'd been set at 100% in 1.4 there'd have been less outcry about it.
But I know my playerbase tends toward the hardcore wheel-lover end of the argument, and unless we get some kind of quick way to change focuses from other screens I don't see much advantage to the focus method either (aside, maybe, from it helping the AI out a little by putting the player on an even footing).
Helpfully, the prefs.ini thing still works, so I can stick with focuses for now and have the option to switch to the wheel if required. If I get more feedback asking for it in the base mod, then I'll consider it.
I'm much interested in coercion. Something about this mechanic fascinates me, tbh. I think I'll see if it's possible to add coercion modifiers to things; it's currently set in the global defs, which suggests there's no modifier value for it as yet, but being able to adjust this rate in-game for different races, techs, buildings, ideologies, maybe even governments etc would certainly incline me to bring the wheel back full-time.
Did I miss something with the focuses? I thought they transfer only a part of the extra social manufacturing to another production segment? Even the "add military production" -project is a bit half-assed since it doesnt work when the colony is building or upgrading something. That's why leaving out the military-social production slider is a very bad move in my opinion.
I'm noting that the AI has trouble researching defensive techs OR is having trouble placing them on their ships. They often have best available (and max tech) weapons paired with entry level defenses. Current game is 240 turns in, and I'm looking at the two strongest AI's, both of whom have researched nightmare torpedoes and are churning out ships with them equipped, but both powers are still using only the basic deflectors, chaff and hull plating modules.
I'm hoping SD didn't bork the component command in favor of the 'bestdefense' command in the files ...
just confirmed that the command line still appears to work (its a bit hard to test) but it does seem the AI has a extremely low priority researching defense techs. In my current game I have 6 godlike AI's and none had progressed passed the basic defense tech at turn 250. 1 power just completed the first level of shielding tech, and the blueprints updated accordingly. So that is good.
Sneak Peak at the next lot of release notes:
1.5.2
* Set wheel to be released on Colony Capital (since the bureau doesn't exist)* Removed UItext.xml. It wasn't worth having to reconcile it every time a new patch comes out. Seriously, it's huge.* Quadrupled constructor module cost and doubled the number of points you get to reduce SB spam.* Doubled colony module cost, too.* Doubled Starbase Defense Module values.* AI no longer uses Birthing Subsidies on industry planets.* Tweaked nebula shapes a little more.* Pirates have been buffed pretty heavily - their shipyard output doubled, their per-turn income and research tripled.* Buffed life support upgrades* AI now targets weapon and defense techs more aggressively when looking for military technologies.
SB spam is somewhat reduced, but I may need to push it further still tbh. The new nebulas are pretty cool - you get really giant rambling ones in some maps now. And pirates remain relevant for a lot longer, but may need further buffing.
Great set of changes! Though I'm still not sure I want to see the wheel back. I've spent a lot less time fiddling lately, and sometime I miss the precision but most of the time I do not.
Just noticed that he Altarian Zero G Arena (starbase module) doesn't seem to unlock properly when you progress through there tech line. I've researched the tech but cannot build the starbase module.
Any word on those Krynn building I mentioned in post 653? They definitely seem out of whack, and even if they worked as I guess you'd have them (based on progression) they don't seem like they are worth building.
Any thoughts on playing around with some of those event bonuses? Ludicrous speed (perma doubles ship speed, and I've yet to have a game when it doesn't pop at least once) event is the worst offender. Some of the precursor relics could also be toned down, as they destroy the balance you've created. I've modified them to provide 10% bonuses rather that 50 or 100 as is in the game currently.
I don't have the precursor DLC, so can't do much on that side; I'm loathe to include DLC stuff in the mod anyway in case I release something SD are trying to sell. Also can't find this speed event that you mention, so I'd assume that's another DLC thing - I've certainly never had it pop.
I'll look at the Altarian thing. The Krynn will be getting a release to themselves at some point, as will most of the other races, so I'm not overly bothered about their special buildings atm.
Any idea when the next version comes out?
Either today or tomorrow. I think it'll basically be the above set of changes, but I want to see how the AI does with them so I'm running a couple of soaks.
Updated to 1.5.2:
* Set wheel to be released on Colony Capital (since the bureau doesn't exist)* Removed UItext.xml. It wasn't worth having to reconcile it every time a new patch comes out. Seriously, it's huge.* Quadrupled constructor module cost and doubled the number of points you get to reduce SB spam.* Doubled colony module cost, too.* Doubled Starbase Defense Module values.* AI no longer uses Birthing Subsidies on industry planets.* Tweaked nebula shapes a little more.* Pirates have been buffed pretty heavily - their shipyard output doubled, their per-turn income and research tripled.* Buffed life support upgrades* AI now targets weapon and defense techs more aggressively when looking for military technologies.* Default Survey ship now has weapons and defense as filler.
Some AIs are still a bit obsessive over constructors. Not sure why, since their weight on them is quite low.
Oh, and you'll need to delete the old version of the mod, because I've removed a file.
For reasons unknown the latest version .rar is corrupted. Dont know if this is a problem with the nexus or just me. The downloaded archive is 0kb instead of the ~300kb and cannot be opened. Has anyone else run into this problem? I should propably add that the other .rars load just fine.
Edit: Well it was solved by switching the dl location. Some sort of nexus server related problem.
what does the UItext.xml do? or specifically what was was it doing in your mod?
Also the file I downloaded also shows up as 0kb in size and fails to open.
Yeah, the Nexus is just being really bizarre right now. I've re-uploaded, and it clearly has the file with the correct size, but it told me the new one was hidden, then let me download, then corrupted the DL... I think the problem is something their side and will hopefully be cleared soon.
Take a guess?
It's just UI text. The things it says on the UI in various parts of the game. It was only changing a few things like 'weeks' to 'months' and making a few other bits of text clearer, but this file gets so heavily altered with each SD patch that keeping it up to date is a real ball ache - the entire UI, from menus to in-game to everything else is in there. I'll probably bring it back one SD have stopped fiddling about with it so regularly; there's likely to be a large UI patch soon enough anyway.
Erm is there a prerequisite for the "Get off my lawn" -diplo chat options? I started a new game with the new version (after a clean reinstall) and I am still unable to tell these ugly xenos to get away from my real estate. Or maybe it's because of something other than the UI-file?
also, one thing that may help with constructor spam is if the AI actually used constructors for things other than mining/economy. Some time ago they simply stopped building defensive upgrades on starbases. I'm not sure what caused it , and have not gotten much feedback on the regular forums as to wether or not its a problem in the base game, but it is (not) happening in the mod for sure.
They still build and move constructors as if they were going to upgrade the starbases, but never actually follow through. The later the game gets the more of these units parade across the map from base to base doing nothing
I haven't the slightest idea as to what would cause it, or what file the behaviour would be located in.
Did you start a new game? I'm assuming you did, but it can't hurt to ask
Also, how did you get it to work? even the 1.52a version still downloads as 0KB and fails to open?
Not sure if it makes any difference, but the 2 previous versions of the mod, I am still able to download and open as normally - so it appears to just be the latest version that is suffering this bug.
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