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/?
B: It's about tall vs wide: same with the terraforming becoming repeatable, and pop scaling. If I can spend the hundreds on constructors on an insane map then I deserve the reward?C: Don't make me play the silly tetris like SB placement game. This is a strategy game. It is natural to cluster bases in a system. Don't remove it completely just make it 3 from 5 and see how that goes.
I see the reasoning, though I think it's flawed - with a bigger radius and a smaller exclusion range, you're encouraging lots of stacking. At present you can only cover a single planet with, at most, 6 bases. If the exclusion range is reduced at the same time that the range is increased, that number will go up, meaning more bases built per planet. It encourages more constructor spam, not less.
I'm not necessarily against increasing the radius; I'd prefer that to happen through additional high-level modules though. But no, I don't see any good game play justification for reducing the exclusion range so long as SBs can have all four rings. If they're put back to 1-ring-each then I'd ditch exclusion altogether, but I'm not up for encouraging insanely high SB bonuses from 12+ stacked bases - especially when I can't possibly control the AI's usage of them to that extent.
I see the reasoning, though I think it's flawed - with a bigger radius and a smaller exclusion range, you're encouraging lots of stacking. At present you can only cover a single planet with, at most, 6 bases. If the exclusion range is reduced at the same time that the range is increased, that number will go up, meaning more bases built per planet. It encourages more constructor spam, not less. I'm not necessarily against increasing the radius; I'd prefer that to happen through additional high-level modules though. But no, I don't see any good game play justification for reducing the exclusion range so long as SBs can have all four rings. If they're put back to 1-ring-each then I'd ditch exclusion altogether, but I'm not up for encouraging insanely high SB bonuses from 12+ stacked bases - especially when I can't possibly control the AI's usage of them to that extent.
nerf/halve the module bonuses and change the effect range and fix the sb placing range?
Shouldn't the Synthetic Pop Caps in the Yor tech tree be increased?
Farms produce A LOT more food now in this mod. But it seems like the synthetic pop caps have not been increased.
Already added to the next version.
I have been playing a game with Yor on this mod...
The lack of Market Centers hurts since money is so hard to come by in this mod. But the lack of Entertainment buildings really hurts. The only options to increase Yor morale are to take "Supportive Population" (+4) and "Easy to Please" (+4), which will get you to 11 morale. With "Populist Party" (+20%) you can get 13. With the Intimidation Center you can get 18. Beyond that and you are spamming starbases.
Now that pop grows so much more quickly, this simply isn't sufficient.
Yor needs to be rebalanced in general, but specifically for this Mod it would make sense to increase the bonuses from "Supportive Population" and "Easy to Please" to match the new scale of population. (Maybe 10 for each, if not more.) That's more of a general improvement, though, and the Yor still needs additional help otherwise a Yor player is forced to always take those techs.
Now that pop grows so much more quickly, this simply isn't sufficient.Yor needs to be rebalanced in general, but specifically for this Mod it would make sense to increase the bonuses from "Supportive Population" and "Easy to Please" to match the new scale of population. (Maybe 10 for each, if not more.) That's more of a general improvement, though, and the Yor still needs additional help otherwise a Yor player is forced to always take those techs.
This has been addressed for 0.8 - the Yor will receive free approval from the population increasing buildings. They're now reasonably competitive with other races.
Regarding my post just above...
One option to fix the Yor approval mess would simply be the give a flat Approval bonus at each of the Techs where other races get to build upgraded Approval buildings. For example:
Xeno Entertainment: +5 Morale
Population Diversion: +5 Morale
Superior Recreation: +5 Morale
Contentment: +5 Morale
In many ways, this is still a big disadvantage, since other races start with the ability to build Entertainment Center (+10 morale) and get new upgrades at each of these levels. The total Morale boost from the Yor approval techs (+20) would be far less than those available to other races. But the advantage for the Yor is that the approval bonuses propagate instantaneously and don't require new buildings.
Another fix is to add a morale bonus to the Yor Matrix buildings. E.g. The Power Matrix gives +4 cap, so it could also have a bonus of +4 (or at least +2) morale.
Finally, the specializations that give bonuses ("Supportive Population" and "Easy to Please") should give a a larger bonus: +6 at minimum and maybe +10.
These changes would make the Yor competitive at least.
Sorry, didn't see your reply before my last post. That is good to know. Thanks.
0.8 released:
0.8
* AI now builds Influence starbases.* AI now really, really likes ascension crystals.* AI less enthusiastic about producing constructors in the early game* Fixed a bug which prevented Scientific AIs from building constructors for 80-odd turns.* Cultural AI now like defenders a lot more in the early game.* Mid-game strategy now stretches all the way to turn 300.* Added some extra personality-specific mid-game strategy scripts.* Fixed a bug in AggressiveMidStrat1 that meant either no-one used it or everyone did (not sure which).* Nerfed Antimatter powerplant production point bonus a bit (50% was too high for an early-game colony-unique).* Improved Drengin and Altarian AI tech choices.* Yor pop cap techs raise in scale with all the other techs* Yor AI given slightly better choices in tech* All AIs now appreciate how cool the governance techs are.* Reconciled some new lines of xml added in 1.11* AI much more likely to try and specialize worlds now.* Numerous AI tweaks to make the AI expand in a wave pattern, with lulls so it can build up infrastructure.* Fixed a serious bug that made very high but less-than-100% approval cause huge growth and influence penalties.* Production points, unlocked techs and military power score weights increased. Treasury weight much decreased to make it less likely to screw up the score graphs.* Cash and Research planetary projects now give a flat +0.1 per 1 manufacturing spent, so they're still not as good as actually devoting the population to it but are much less awful.* Culture projects now give +0.01 flat culture per point of manufacturing spent.* Midgame AI will now build transports even when not at war.* Picking points in multiple ideology trees now gets very expensive very quickly.* Picking points in the same ideology tree now gets expensive more slowly.* Yor now recieve both pop cap and approval from their 'farm' buildings.* Culture buildings buffed to 25%/50%/100% rather than 25%/33%/50%.* Culture buildings now add small ideology point-per-turn multiplier effect.* AI given more leeway for deficit spending and profit when trying to break even* Defenses nerfed a lot; resistance buffed a lot.* Drengin with soldiering bonus techs are now genuinely terrifying.* Yor see the need to research the matrix line of techs.* Homeworld ideology traits now only effect the homeworld.* Durantium refinery now gives a bonus to maxmanufacturing, rather than production points.* Yor popcap techs now also reduce colony maintenance (stacking upto 60%), to make up for the lack of market centers. In total, this permits the Yor to achieve an impressive -80% reduction in colony maintenance from technologies.* Living Ships now only gives a 50% decrease in maintenance costs (even living stuff has to eat - besides, you could actually use this combined with other reductions to make each ship give you money).* Yor Economic Efficiency now actually does something (adds +20% gross income universally).* Iridium Free Market is now as powerful as a shopping center; now upgrades from market centers. This is largely because improving their tech choices made the Iridium spam their race-specific crap buildings rather than the market center.
Should see markedly better performance from the AI now, particularly the Yor and the Altarians. Culture is less of the sick man of victory conditions; the AI matures better and does well for longer than previously. Also, culture planets are now the best way to acquire culture, rather than industrial planets spamming culture projects, and cheesing the ideology trees is now much more difficult.
here's. An idea I read on a forum. Remember I don't. Like surrenders. How about setting the turn limit before you can surrender to 1000 that way by the time the Ai surrender it doesn't matter.
I was reading on another post about the thalans. This doesn't matter with the iconians because they are also overpowered, but you could supe up the fusion, and quantum power plants. This could be done by either changing the hives to total manufacturing, or changing the power plants for base production. About morale for the yor do you remember charging stalks. The other post suggested the thalans, krynn, altarians, and I can't. Remember who else is to much alike.
I've used the number of planets lost to sort out shitty surrender behaviour; in IAB, the AI won't surrender until it's lost 20 planets.
I've already begun taking steps to differentiate them, with the eventual aim of making each race play really rather differently.
The Yor are probably the furthest down this track now (since they were totally broken by around 0.6 and desperately needed sorting out); they now largely ignore approval, are able to reduce colony maintenance costs to next to nothing by late-game, and get very little cash to play with. Their economy will basically be some 75% smaller than anyone else's, but they'll be balanced to cope with that.
I'll probably be changing the Thalans somewhat next, making Hives give big bonuses to farming and approval, so that their end-game planets are huge, while removing their access to growth buildings so they take a long time to reach their enormous potential.
0.9 sneak peak:
* Hives now give +50% food and +50% approval.* Mother Hive is now empire-unique; gives +100% food and +100% approval to the planet it's on.* All manufacturing, wealth and research hub buildings now give flat bonuses rather than modifiers.* Removed preclusions from tourism buildings so they can be repeat-built* Massively increased impact of tourism buildings.* Trade routes gain value faster, cap out higher.* Fixed Ranger and BattleshipD blueprints.* Treasury no longer gives power rating.* Fixed shipyard and Starbase repair.* Re-added the small empire-wide Approval bonus to tourism buildings (no idea where they ended up). Stacking tourism buildings can permit you to create 'holiday planets' that improve approval on other planets, but do not replace approval buildings completely.* Krynn temple line are now approval buildings rather than influence; now reduce maintenance.* Fixed Yor power martix line giving global approval bonuses.* Terraforming improvements made much cheaper.* Nerfed upper-tier factory and research bonuses a lot (since by the time they come into play most people are already doing 1-turn-for-everything). Progression now goes 25, 30, 35, 40, 45, 50.* Reduced prices to match.* Altarian unique buildings converted to flat bonuses.
Likely to be released Wednesday or Thursday; I'm out of town this weekend.
I'm having a pretty damn awesome game with it atm.
Top 10:
Me - 56 planets, score 4k, 200 ships.
The Geth - 67 planets, score 3.6k, 285 ships.
The Iconians - 57 planets, score 1.7k, 141 ships.
The Altarians - 39 colonies, score 1492, 92 ships ( have suffered appalling losses recently).
The Yor - 35 colonies, score 1450, 137 ships
The Krynn - 57 colonies, score 1372, 110 ships
The Quarian Conclave - 46 colonies, 1347 score, 113 ships
The Burran - 41 colonies, 1319 score, 128 ships
The Elcor Courts - 46 colonies, 1305 score, 131 ships
Odair Enclave - 42 colonies, 1276 score 145 ships
It's now turn 250ish and I've pretty much outpaced the AI now, mostly because they can never, ever match planet specialization. But there's actually a Great Power system evolving in the galaxy atm, with multiple heavily armed, highly populated industrial powerhouses, any one of which cannot seriously try to take on two of the others at once.
The Geth from the Mass Effect Race pack are positively terrifying. They're within spitting distance of my score, have a larger population than I do, own 20% more planets and have a gigantic navy. I'm mostly staying ahead of them based on technologies; I've got all the governance techs which are allowing me to remain slightly ahead on raw production. Once they start picking those up, I may actually be in trouble, though I suspect I have enough of a tech lead now not to have to worry.
The Iconians are a bit of a dark horse. Their empire is one of the biggest numerically, and they're no slouches militarily; they're also involved in a lot of trade and have a powerful economy. They're just at the very edge of my field of view presently, beyond the Altarians and the Geth, and I've had no real interactions with them as yet; I do know they have a fair number of techs that I don't.
I enjoyed a lengthy arms race with the Altarians, who pushed me into two bloody wars (including a number of planetary invasion attempts, one of which even got through to the surface. It failed, but killed 10 million of my people at a stroke), and made me max-out my economy; I had to sell techs to one of the other AIs (who swindled me blind) in order to keep up with them. The Altarians even beat me to large ships, and started lobbing huge death-fleets at my colonies that left me scrambling to defend. At one stage, I was even kinda worried that the Altarians would beat me; they had more, bigger ships, they had planetary invasion (I hadn't even picked up the preceding tech); and their economy seemed to be bearing up better than mine. Thankfully, they went to war with two other neighbours (the middle-ranking Thalans and the terrifying Geth) at the same time, allowing me to put a proper defense into position. Their economy eventually began to collapse from 60+ turns at war, and the Geth are now pummeling them with a pair of massive 19-strong fleets of experimental tiny ships; their navy is close to annihilation. Their score was previously near 3k.
The Yor are doing well, in the top 5; while they couldn't take on me or the Geth alone, they could be a serious threat to any of the various weak empires around them (the Volus, Snathi and Mauraders all share borders with them, all small empires of around 20 colonies with militaries of <50 ships). This is all the more impressive because they started more or less at the dead end of one of the unfashionable spiral arms. They're now starting to press into my Eastern border, though we have good relations.
The Krynn are presently trying to build up their planets, but have over-extended for what their economy can handle. They have powerful influence, and a large, rapidly-growing population, but are trapped in a painfully unproductive recession while their population grows on all those planets. They might be at risk, given that they reside in the galactic core and are surrounded by other large territorial units (the Terrans and the Drengin with 40 planets each both border them, and only just missed top ten spots themselves, while the even more powerful Iconians are just to the south and appear to be engaged in a furious influence struggle over the few remaining colonized worlds between them), many of which are now finished expanding and have been busy teching up and arming themselves.
All in all, it's been a pretty gripping game thus far, and it continues to be even this far in. I'm wondering if it can keep it up past turn 300, when the 'victory condition' AIs kick in.
Naselus:
1. I assume you play insane?
2. * All manufacturing, wealth and research hub buildings now give flat bonuses rather than modifiers. *LOVE*
3. * Trade routes gain value faster, cap out higher. *LOVE*
4. * Massively increased impact of tourism buildings. **LOVE** About time, cause I always ignore tourism, in all my games and mods.
5. If Brad doesn't add planet specialization strategy for the AI, everything is lost! Only AIs with stupidly high bonuses will be a chellenge. Remember GC2 DA AI? Not this game...
Likely to be released Wednesday or Thursday; I'm out of town this weekend. I'm having a pretty damn awesome game with it atm. Top 10: Me - 56 planets, score 4k, 200 ships.The Geth - 67 planets, score 3.6k, 285 ships.The Iconians - 57 planets, score 1.7k, 141 ships.The Altarians - 39 colonies, score 1492, 92 ships ( have suffered appalling losses recently).The Yor - 35 colonies, score 1450, 137 shipsThe Krynn - 57 colonies, score 1372, 110 shipsThe Quarian Conclave - 46 colonies, 1347 score, 113 shipsThe Burran - 41 colonies, 1319 score, 128 shipsThe Elcor Courts - 46 colonies, 1305 score, 131 shipsOdair Enclave - 42 colonies, 1276 score 145 ships It's now turn 250ish and I've pretty much outpaced the AI now, mostly because they can never, ever match planet specialization. But there's actually a Great Power system evolving in the galaxy atm, with multiple heavily armed, highly populated industrial powerhouses, any one of which cannot seriously try to take on two of the others at once. The Geth from the Mass Effect Race pack are positively terrifying. They're within spitting distance of my score, have a larger population than I do, own 20% more planets and have a gigantic navy. I'm mostly staying ahead of them based on technologies; I've got all the governance techs which are allowing me to remain slightly ahead on raw production. Once they start picking those up, I may actually be in trouble, though I suspect I have enough of a tech lead now not to have to worry. The Iconians are a bit of a dark horse. Their empire is one of the biggest numerically, and they're no slouches militarily; they're also involved in a lot of trade and have a powerful economy. They're just at the very edge of my field of view presently, beyond the Altarians and the Geth, and I've had no real interactions with them as yet; I do know they have a fair number of techs that I don't. I enjoyed a lengthy arms race with the Altarians, who pushed me into two bloody wars (including a number of planetary invasion attempts, one of which even got through to the surface. It failed, but killed 10 million of my people at a stroke), and made me max-out my economy; I had to sell techs to one of the other AIs (who swindled me blind) in order to keep up with them. The Altarians even beat me to large ships, and started lobbing huge death-fleets at my colonies that left me scrambling to defend. At one stage, I was even kinda worried that the Altarians would beat me; they had more, bigger ships, they had planetary invasion (I hadn't even picked up the preceding tech); and their economy seemed to be bearing up better than mine. Thankfully, they went to war with two other neighbours (the middle-ranking Thalans and the terrifying Geth) at the same time, allowing me to put a proper defense into position. Their economy eventually began to collapse from 60+ turns at war, and the Geth are now pummeling them with a pair of massive 19-strong fleets of experimental tiny ships; their navy is close to annihilation. Their score was previously near 3k. The Yor are doing well, in the top 5; while they couldn't take on me or the Geth alone, they could be a serious threat to any of the various weak empires around them (the Volus, Snathi and Mauraders all share borders with them, all small empires of around 20 colonies with militaries of <50 ships). This is all the more impressive because they started more or less at the dead end of one of the unfashionable spiral arms. They're now starting to press into my Eastern border, though we have good relations. The Krynn are presently trying to build up their planets, but have over-extended for what their economy can handle. They have powerful influence, and a large, rapidly-growing population, but are trapped in a painfully unproductive recession while their population grows on all those planets. They might be at risk, given that they reside in the galactic core and are surrounded by other large territorial units (the Terrans and the Drengin with 40 planets each both border them, and only just missed top ten spots themselves, while the even more powerful Iconians are just to the south and appear to be engaged in a furious influence struggle over the few remaining colonized worlds between them), many of which are now finished expanding and have been busy teching up and arming themselves. All in all, it's been a pretty gripping game thus far, and it continues to be even this far in. I'm wondering if it can keep it up past turn 300, when the 'victory condition' AIs kick in.
What's the difficulty setting?
Normal. Spiral galaxy with 32 opponents.
hey naselus isn't going after terraforming after factories a waste of time. Shouldn't. You fix that.
It is a waste of time, but it's not behaviour from the XML. I'm implementing a bit of a fix by nerfing the price enormously, so the AI is less awful and the player can do his terraforming early too (because nothing is more irritating that trying to remember the tiles that will be terraformed when you're laying out your buildings).
Updated to 0.9 (1.12 compatible):
0.9
* Hives now give +50% food and +50% approval.* Mother Hive is now empire-unique; gives +100% food and +100% approval to the planet it's on.* All manufacturing, wealth and research hub buildings now give flat bonuses rather than modifiers.* Removed preclusions from tourism buildings so they can be repeat-built* Massively increased impact of tourism buildings.* Trade routes gain value faster, cap out higher.* Fixed Ranger and BattleshipD blueprints.* Treasury no longer gives power rating.* Fixed shipyard and Starbase repair.* Re-added the small empire-wide Approval bonus to tourism buildings (no idea where they ended up). Stacking tourism buildings can permit you to create 'holiday planets' that improve approval on other planets, but do not replace approval buildings completely.* Krynn temple line are now approval buildings rather than influence; now reduce maintenance; now colony-unique.* Krynn consulate no longer colony-unique.* Fixed Yor power martix line giving global approval bonuses.* Terraforming improvements made much cheaper.* Nerfed upper-tier factory and research bonuses a lot (since by the time they come into play most people are already doing 1-turn-for-everything). Progression now goes 25, 30, 35, 40, 45, 50.* Reduced prices to match.* Altarian unique buildings converted to flat bonuses.* Black Market now reduces colony maintenance by 25%.* Colonial Capital now produces manufacturing rather than production.* Drengin can now build Market Centers again* Removed base maintenance. This makes it easier to build up 10-15 planets, but the colonial capital change makes it harder to expand further.
Was mostly intending this to be a bug fix release, but ended up making several major changes to how the economy works. Moving hubs to flat bonuses makes them much more powerful; moving colony capital production over to manufacturing massively reduces the flexibility of low-population colonies. The removal of the basic 3 maintenance means you now get a reasonable number of planets before maintenance starts to bite. The AI seems to love the changes, tbh - it produces enough 'fixed' manufacturing not to get too badly mauled by unfortunate production wheel choices.
Does this mean the other tech trees are viable?
I would dramatically increase the costs of larger hulls, advanced weaponry/defense systems, and later-game research instead of changing upper tier building bonuses.
As things stand now, there is effectively NO REASON to get a tier beyond level 1.
Also, with the changes to pop growth from techs (+0.1 instead of +10% to growth), the Yor needs cheaper assembly to balance that out. As it stands, synthetic races remains severely nerfed.
Bug: can't change production in the economy screen.
When I use the slider to change planets to research, all of the planets continue producing manufacturing.
Never mind. Figured it out. Not a bug. Interesting.
You tell me. I can't exhaustively test everything, especially with tech since there's so many trees. This is an area where I need player feedback so that I can balance them properly.
I disagree. Since manufacturing is a single-queue stat, ANY increase in the bonus is worth having until you reach the anything-in-1-turn point. This change pushes that point further on in the game. The reduction in costs, meanwhile, means they're no longer prohibitively expensive for most planets. And finally, the elimination of the colony capital production bonus has nerfed production generally, making every last point of manu/research/econ bonus more valuable.
Assembly cost WAS reduced at the same time as the growth changes came in. Synth races are doing absolutely fine; in the test games I ran for this they were regularly top 5 empires and often had very high populations compared to other races. The issues with synths were largely down to pop cap not being adjusted (which it now has been) and approval (which they no longer need to worry about).
Not a bug. Try putting some actual colonists onto a colony instead. I may nerf the manufacturing from colonial capitals, tbh; with 5 it allows even non-factory worlds to build and upgrade fairly quickly. However, I kind of like it this way. You can point a planet 100% research or econ and know that it'll still be able to churn out it's upgrades etc later on, reducing the need to endlessly micro the sliders.
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