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/?
Each Free Trade treaty gives you an additional trade license.
Non aggression pacts are two way.
Slave Brokering may now appear as 'Research Treaty' (SD changed it in vanilla and I've not altered the UI text for it).
Ah, so it does - I didn't notice that they gave you new licenses until you mentioned it! I do appear to get 2 licenses for each free trade agreement I receive. None from the cultural treaty (not that i should), and again not sure about slave brokering. Extra licenses from free trade agreements does make more sense than the wealth/research bonus the tooltip states, good call.
I'm not sure that they should be able to stack though, as I can go back to the same AI every 5 or so turns and add another indefinite trade agreement and pile on the bonuses (wether it be extra trade, culture or manu).
When I give slave brokering to the AI (its not called research in my version) they get a 5% manu bonus on each colony, unsure if they get a license or not. It might be giving the manu bonus as I'm playing the 1.51 version of your mod.
That clears things up, thank you.
As for Non aggression pacts, I could have sworn I offered a one way version to an AI and had them declare on me a few turns later, but it may have been in the 1.4xxx version. I'll try it again.
Just confirming that I had an AI dow while a Non Aggression Pact was in effect. No notification that they broke the treaty, just a DOW. I confirmed that the treaty had not expired, but may have borked it by offering it at the same time as an open borders treaty, not sure if that makes any difference. In any case the treaty was only in effect for 10 turns or so before the AI declared on me.
I believe, if I as the player, decided to DOW someone while having a NAP i'd have to break the treaty first, then declare war, but Im not sure if there is a wait time involved or not.
loving this mod so far. thank you. by any chance is it possible to increase the size of the icons for colonized planets when the map is zoomed out. they were much bigger in galciv2 relative to the other items on the map and easier to see. in galciv3 they get quickly lost among all the other icons.
Hi Ragic, I'm not sure that is really mod related. You may be able to tinker with the UI settings in the menu, but I'm not sure if it changes icon sizes or not.
Mod Related: Few stray observations on my end - the Thulium (should be Durantium) Hull reinforcement and possibly the precursor hull reinforcement (haven't tested it yet) may need to be tweaked to be brought in line with the other defensive modifications you've made.
Also, there is a tiny hulled blueprint that interferes with AI ship movement, as it lacks any engines. The AI often groups ships of the type (I believe they are designed for planetary defense in mind) in battlefleets and sends them towards the player dragging down the overall speed of the fleet.
wish I could help with the 'get off my lawn' dissapearing feature bug. Very strange that it works in the way it does.
Heya,
Just a quick post - since 1.6 is released, will this be updated to 1.6? And if so, any ETA?
Cheers!
I'll put out a 1.6 version this weekend.
Well, I took a look and my present build apparently just works with 1.6. I've made a few basic changes so far, but not everything I wanted to look at; I'll add a bit more and release tomorrow evening.
"just works"? I couldn't start a new custom game with it enabled. Am i doing something wrong?
No idea. I did have one failure with 1.6, turned out to be one of the custom races I downloaded from the workshop is broken. When I loaded it up to generate an error log to see what had to happen, I was able to launch a custom game, insane map, abundant everything, and soak to turn 250 without any crashes or errors.
Note I'm also playing with no DLC installed, and the version I'm using is quite different from the most recent release (though not different in any way that should make any difference). But I'm definitely on 1.6, and the mod is definitely active.
I've reconciled a bunch of new code into the mod this morning (things which really ought to have made it crash out on startup), so today's release might help... but this stuff wasn't in there while I was testing last night. I think SD may have made some changes to the mod injection or the startup error checking or something; I certainly can't explain it any other way.
1.6.1 released.
It's tested OK on 2 separate PCs with 1.6, no DLC active. If someone with the DLC wants to try it out and tell me what happens, I'd be glad to know.
1.6.1
* AI should now use multiple transports in a single fleet (improves chances of winning invasions and possibly following up with second or third assaults)* Bombers now have missiles as filler, gaurdians have kinetics* AI now adds defense modules to all SBs* AI now just uses weighted techs rather than being hijacked by AITechgovs* Life Support units now use the correct manufacturing cap (so Life Support Cost reductions work).* Checked game working with 1.6 (not mercs etc, but this shouldn't make a difference)* Reconciled GC3globaldefs with 1.6 version (has some added mercs stuff).* Adjusted AI willingness for tributes (there's a massive load of new stuff on this added in 1.6, so this might be interesting)* Adjusted new diplo AI to match larger scale.* AI now builds wonders and things like that.* Simplified AI governor build queues to make more use of fillers.* Fixed a few buildings that were using the wrong placement types.* AI now goes all-out manufacturing on the empire wheel around turn 50 (relies on governors from other planets to earn research/econ after this point)* Increased maximum number of concurrent colony ships from 2 to 5* increased number of concurrent transports per manufacturing world from 2 to 10.
I have the DLCs Mercs, precursor worlds and snathis revenge, and it now works with them.
Thanks for the update =D
There were 3 additional lines in globaldefs that refer directly to Mercs, so likely it was that causing the problem for you. Good to hear it's working with DLC; enjoy
In short it doesn't work with mercenaries. Just a list of things of what's wrong with it at the moment:1. Game crashes when you start a new custom game traced to PlanedDefs.xml which is missing couple of references for Arcea and Toria2. Missing bunch of references for Torians in your XML files which obviously reflects on the game and makes torians completely unusable (an example ImprovementsDef.xml makes some improvements unavailable, ShipHullDefs.xml missing Torian tech references which makes you not have any hulls at start - no tiny, no small no cargo hull etc)3. Missing dozens of components for the Arceans and Torians in ShipComponents (most importantly torian type components are missing Aquatic support systems, colonization systems etc)These are the ones I just discoverd. I like the idea of the mod but cannot use it until its made compatible fully for Mercenaries.
Hope this helps.
That's more what I expected to hear
The mod usually needs a couple of releases to be fully compatible with new DLC. First release is about getting it working with the Base game so I can get feedback. Troubleshooting a DLC that isn't installed is tricky business.
I got that, I did a diff compare with the game files against your files and there are just too many changes in your files to quickly browse through them, good news though I believe is that the expansion didn't further modify any of the core files. If you need any help let me know.
Yeah, I used to use the Compare plugin for Notepad++, but it's basically a lost cause now and easier to let the game's own logging detect the flaws for me. Unfortunately, this means that I'm reliant on player feedback to detect problems with DLC, since I mod on the un-expanded base game (to avoid the risk of making the mod require DLC to play).
The changes for the two races should be fairly easy to add in (it's more or less the same stuff that was needed for the Snathi DLC), and I've already added quite a bit of the changes in the 1.6 patch (which should contain all the core file changes needed for mercs). I'd expect 1.6.2 to be out by Wednesday, which will hopefully be fully mercs compatible, with 1.6.3 out on Saturday if it's not.
Also, fans of the mod might be interested to know I was recently interviewed by the 4X review site eXplorminate about the mod (and other mods I've worked on). The interview can be found here: http://explorminate.net/2016/02/22/monday-modness-galactic-civilizations-iii-victoria-2-march-of-the-eagles/
Updated to 1.6.2:
1.6.2:
* Precursor modules now use some mass to prevent ludicrous stacking.* Reconciled Planetdeffs.xml to 1.6 (so Torians and Arceans have homeworlds now)* Torians get hulls again* Reconciled as much in shipcompentdefs.xml as I could find.* Added Torian and Arcean special buildings in improvementdefs.* Bought Mercs and tested the game, was able to launch an insane map as the Torians successfully.* increased SB lockout radius to 20, so SB AOE cannot stack. * SB scanner radius increased by about 60%. This makes top-level SB sensors by far the most powerful scanners in the game.* Top 2 levels of sensor modules for SBs now cost Thulium.* AI starbases now build sensor systems.* made max-level zoom about 5% further out.
Definitely 100% compatible with Mercs, though I don't know how well the Arceans and Torians will balance atm. Probably appallingly.
The starbase range changes threw me for a bit, but so far this seems like really nice work!
Yeah, I've been toying with the idea for a while tbh. I wanted to avoiding making it too tetris-y, but tbh stacking is too powerful and is just too encouraging for SB spam.
I must be doing something wrong, i enjoy your mod a lot. How ever when i try to play it in a game past turn 150 the time between turns balloons upwards of 3 minutes. Its driving me nuts because i want to play a long game.
So what's up with my favorite GalCiv3 mod? Any plans on upgrading to 1.7?
When I have some time to do so, sure. It's proving a little tricky (crashes on galaxy map generation, not sure why).
Have managed to get the mod working on 1.7 (apologies for the delay; been travelling for work a lot recently). Will run some soaks to see if it's stable and then release it.
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