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/?
I spam factories on the planet initially. During that time I send a constructor to the planet from another shipyard. That new shipyard begins spamming new colony ships.
Colonizer + Prolific now.
It will slow me down though. Sort of. Maybe. Will test.
The fast nerf is probably the worst one. Back to the design board for colony ships. Time to design more colony ships. I've got some ideas.
BTW was giving this a test and it's pretty snazzy gotta say.
After doing some digging in the files I ran across a couple things, firstly a number of your files have old version data, don't have an easy solution for ya, when your changes are this comprehensive it becomes difficult to track diffs between game versions versus your own changes. I only spotted them because I'm in the files so much and I have an eidetic memory so I can usually recognize the changes across versions. The big ones I would point out is on traderoute modifiers they have been changed to <targettype>TradeRoute instead of Colony. All ship defense modules now have the BestDefense tag attached, and in StrategicResourceDefs.xml they have changed how the Ancient trait research bonuses for relics are calculated.
Oh and I saw marigold was mentioning the multiplier on ascension crystals being affected by starbase modules, the way you have them currently set up they won't get any boost, they need to be changed to.
<Resource> <EffectType>ProductionPoints</EffectType> <Scope>Global</Scope> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <ValueType>Special</ValueType> <SpecialValue> <Special>GetValueFromStarbase</Special> </SpecialValue> </Resource>
If you want them to be affected by starbases, if you just want them static leave them the way they are.
2% Boost to RAW PRODUCTION is fine enough as it is. An insane map can have A LOT of ascension crystals.
Yeah, I do a rough consolidation from time to time but it takes a long while - need to compare both sets of files and pick the ones I want. This is especially bad when there's a big patch which gives me something new I wanted for a previous change, but didn't have
I did think that's how ascension crystals would work, but assumed Marigoldran had actually looked at it in game. Thanks for the bug reports
In the game the ascension crystals did stack with xeno archeology labs. Ended up with +60% raw production from 4 ascension crystals.
Not sure tbh. The AI should be willing to throw in the towel when they have <85% of your power rating.
The Odair finally sued for peace, as a result of a (semi-intentional) state bankruptcy on my part. All of my productive capacity went into income generation for a turn, raising my power to double its previous level and causing the Odair to propose peace to me. Because the war had taken up so much of my productive capacity and reduced my expansion abilities, I rapidly accepted.
I think that in 1.0 you should change the power calculation so that Manufacturing, Research, and Wealth are weighted equally, while reducing the contribution of military power to the mix. Moreover, you should make them more inclined to pursue peace with adversaries who are perhaps 75%+ of their power. This would help the AI to make more useful decisions strategically because tactically it has got limited ability.
Well if its working then dunno, cause the game code says it should be a static bonus per crystal, but wouldn't be the first time GC3 code worked weirdly.
Can't do much with the power calculation tbh - the production bit is all lumped into one setting, which is unhelpful. I may reduce the weight of units a bit tho, but the sizeable reworking of fleet combat means I'm not sure how it looks right now. The faction power check was set to 70%; I have boosted it to 80% (though I confess, I would have thought war endurance would have kicked in before then - possibly it only takes effect when the peace ratio is achieved).
Worked this one out.
Get_value_from_starbase will give the modifier value from the starbase rings, which is +1 flat. Since the production is granted as a global multiplier, this becomes 100% per crystal, per tier. If you want to give a different value, then apply it to the strategic resource without referencing the SB.
1.0 released:
1.0
* Fixed the Awe 3 cultural trait, which was taking 25% health off of the owner's ships rather than the enemy.* Colony Capitals switched to Social Manufacturing (from generic Manufacturing).* Ascenscion crystal bonus reduced to 2%* Resource building manufacturing costs reduced to cost 50 (except for the antimatter powerplant)* Greed trait 1 now gives flat 0.5 income to every colony (instead of a 10% multiplier, which is basically nothing)* Buffed Negotiator 4 (now causes a 3-point penalty).* Nerfed Negotiator 1 (now 20 turns of peace rather than 50)* Enlightenment 5 now gives 25% research boost (rather than 100%) in line with the manufacturing boost from evil.* Enlightenment 2 now gives the homeworld a flat 10 research, in line with the manufacturing bonus from evil.* Awe 2 now gives 100% influence bonus to the empire capital rather than a bonus to minor race trades (since minor races no longer exist).* Building Level bonuses severely nerfed (now most offer just 1% increase).* Weapon Specialization 1 now adds range to beams, cooldown to missiles and accuracy to kinetics (since adding accuracy to beams is largely useless).* Molecular fab and industrial replicator now give production point bonuses.* Approval Race Trait now brought into scale with other approval mechanisms* Tourism Race Trait now brought into scale with other tourism mechanisms* Speed-based Race traits now give a % bonus rather than a flat bonus* Colonizer now gives +100% social production rather than a free improvement.* Prototype weapons now unlock on the relevant tree root (so elerium prototype on Beam Weapons etc) rather than on weapon systems* 'regular' resource-using weapons now unlock on the same tech as normal weapons.* Added Drivers and Rockets as bottom-level (weapon systems tech) kinetic and missile weapon options.* Added 4 brand-new, higher-level beam weapons that use Elerium.* And 3 Advanced Kinetics, and 3 Advanced Missiles.* Weapons rebalanced pretty much completely: *All weapon types now have a (DPS*range)/Mass ratio of 0.1 per tier (so every 10 points of mass you spend is roughly 1DPS, adjusted to compensate for range). *Weapon mass now fixed despite tier, so most ships will do a straight swap. *Resource-using weapons now do 50% more damage than the same-tier normal weapon (as opposed to like 500% more) *Most weapon masses and damage outputs sizeably reduced (mostly to allow me to do more cool stuff with blueprints) *Weapon costs now scale linearly too. *Defenses are now equivilent to several vollies from the equivalent-tier weapon *Defenses generally much smaller, much less potent *Defenses types now fixed mass regardless of tier. * AI now likely to ask for peace at 80% power ratio (up from 70%).* Most laser ships now have thrusters.* Tweaked score values* Fixed YET ANOTHER ranger bug - they didn't have hull sizes defined in ShipClassDefs.xml. They are now genuinely buildable.* Adjusted AI's threat assessment.* Targetting Specialization now gives 10% rather than flat 0.1 bonuses.
Ok!
Damn you, Naselus. Now I have to ACTUALLY THINK (as opposed to following through on a programmed script).
With adjacency bonuses nerfed as much as it is, you should consider changing higher level versions of the buildings to provide much larger bonuses than before. As the game stands as of now, there is absolutely no reason to get higher level buildings BECAUSE THEY PROVIDE ALMOST NO BENEFIT compared to other things like constructors and starbases.
It's ALWAYS better to build a marketplace or a research center or a constructor than to upgrade a building. By the time those buildings might provide bonuses, you're better off building military ships. In other words, upgrading factories and generic buildings (with the exception of the colonial hospital) is a LOSING strategy. You're pretty much always better off building something else.
* Building Level bonuses severely nerfed (now most offer just 1% increase).
No tall empires anymore? Why?
tbh I was expecting more.
Bonus from Colonizer not working. Or at least it's not showing up. 100% manufacturing, 100% social production and yet my new planets produce buildings at the rate of raw production.
Yeah I noticed that on a mod I was working on earlier today, apparently the resources are attached to the starbase modules somewhere behind the scenes which kinda makes me wonder why they bothered with the GetValueFromStarbase at all.
Not sure I agree with you, tbh. 5% per building leads to considerable increase when applied colony-wide. Given a 10 factory planet, you go from +250% to +300% industry by moving from level 1 to level 2. That's a bonus equivalent to 50% of RAW production, just from going level 1 to level 2.
Remember, this is an economic thing. Given the massive decrease in total available industrial bonuses, 5% per building is now much more valuable than it was - you won't get much over +300% or so on most planets with level 1 buildings, so being able to pick up an extra 50% just from going to level 2 is actually a substantial boost.
You still get tall empires. Tall vs Wide isn't actually anything to do with adjacency (it's about spending resources building up a planet as opposed to spending them building another planet instead), and tall isn't actually nerfed by this any more than wide is (if anything, wide is hurt more, because it was more dependent on fewer buildings with high adjacancy bonuses).
Building levels were nerfed because they were ridiculous.
Consider: a 7-hex with 1 durantium refinery surrounded by 6 factories. The factories are all level 5, the refinery is level 6. With the per-nerf bonuses, each factory provided 25% output itself, and then a further 25% from the adjacency bonuses. You'd get a total of +330% industry output, and more than half of that was pure adjacency. Later on, you could beef up those bonuses even further; level 15-20 is not hard to achieve on a hub. Buildings were worth less than the clustering effect from the very start of the game.
Now, the same set up will give 150% basic industry and 36% from the adjacency bonuses - still considerably better than the same number of buildings without adjacency, without completely overshadowing the buildings themselves.
Look in the govern screen under the military vs social slider. This is where the totals are shown, rather than on the main planet screen. Any bonus to social or military manufacturing can only be seen here. You should note that social output is always at least 5 for normal planets and at least 10 for colonizer races.
Ok, but tier 3+ building bonuses need to be buffed.
Again, I'm not sure they do. I'll see what the feedback is from the results of actual games played, rather than conjectures based on change notes; since I'm presently the only person to have played multiple games wit these settings, and I found that the economic balance was actually pretty good throughout, I'm more inclined to trust my gut on this - at least til someone gives me some solid feedback based on in-game examples.
Basically, atm production is very low initially so early factories need a lot of grunt (20%) to produce a small increase in net output. Later on, production is very plentiful so a 5% manu bonus increase per building per tier translates into a substantial amount of actual output. An early-game colony might only give 5 production, so a 20% manu bonus amounts to just 1 extra prod. By late game, a planet may have 100+ raw production, so a 5% increase in manu bonus amount so 5 times as much actual output as the 20% bonus gave the other planet - which is all that's really relevant given the existing costings.
Found the bug - missed the global scope. Fixed for 1.1. If you want to fix it yourself, go into Abilitesdefs.xml in the mod/game folder, and add <Scope>Global</Scope> under line 32 (below the effect type but above the target).
technically higher tier buildings are stronger now overall imo.
adding a new building gives you less overall bonus than it once did because of adjacency. So the extra bonus of the higher tier building is worth more.
it may not be ebough to make them competitive, but they haven't been nerfed
Exactly this. As I'm shifting things to make production more plentiful and manu/research bonuses less available, the relative value of each changes. Back when you could get 1000% manu bonus relatively easily, 5% per building tier was worthless... now that even a high-level planet will have some trouble getting to 500%, 5% is considerably more useful. Likewise, as production becomes more available rather than less, each individual bonus to prod becomes less important.
I'm changing the emphasis of the equation. Presently, it's quite hard to get production, but the multipliers from buildings are so high that every individual prod point might become 10 or more industry. I want to make it so even most industrial worlds cannot push for greater than a 1:5 exchange rate. This will make production bonuses half as valuable as they are in in relation to industrial bonuses in vanilla.
It also narrows the gap between a dedicated industry world and a completely non-industry world. Ideally, I want the average fully-decked out industry planet to produce only 4-5 times as much as a non-industrial world with the same level of production. This would start at maybe only 2 or 3 times as much, rising to maybe 6 times as much late game. Heavily specialized super-industries with wonders might reach the hallowed lands of 10 times as much by end game, but not by turn 150. And these should be the exception, rather than the rule.
This was asked previously in the thread, but things have changed since then:
Would this mod be useful for Medium/Large/Huge size maps?
I won't ever play Insane or Abundant, but i like all the changes going on with this mod. Anyone with experience with this on smaller maps?
Try it. To be honest, I suspect it's not too bad on smaller maps now; the game has been slowed down a fair bit so the opening 100 turns isn't that long anymore, so the AI constraints probably aren't as problematic as before. Give it a go and then let us know
Ok, but if you leave it at 1% there will be balance issues regarding certain buildings like Power Matrices and Krynn Coordination temples that rely ALMOST ENTIRELY on adjacency bonuses. The adjacency nerf makes those buildings effectively worthless.
I'd nerf adjacency bonuses down to 3%. 1% is a little too low. And change those coordination buildings to provide some raw production bonus or something.
Also, you may have nerfed the research line too much. 25/50 is probably better. The reason is because of the +5 free social production with each new colony. The net result is that the industrial production +25% Malevolent line becomes much BETTER than the research line for that reason.
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