I'll start off by saying I love GalCiv, I was a huge fan of GalCiv2. However, I think the balance in GalCiv3 is completely wrong in regards to economy and research.
I've just finished my first game (tech victory) and just before I won I was generating just over 31k research per turn. My capital Earth was turning 2715 research alone and was far from it's max potential (only 35 population and half the buildings were low tier since I couldn't keep up with manufacturing social buildings with the 1 building per turn limit). After the Ascension gate was built my research was ~63k per turn and if I had built another research cloister (imo it shouldn't be possible after you upgrade to quantum) it would have been ~69k research per turn. Most of my worlds were underdeveloped! Isn't this a little overkill since the most expensive technology only costs around 800? Most of the game I was researching every turn and it felt a little cheap.
My economy wasn't only scaled to research, even though that was my victory aim. I was turning over a net ~7k profit per turn and about 25% of my planets were simply culturally pushing the borders of my opponents. I was overflowing with cash and social/military production, with nothing to spend it on. My military was always at least twice that of the closest opponent if not more. Also, how is ascension victory possible with research so fast as I had control of almost all crystals by end game and only had about 1/3 the required points.
Soooo... I think it's going to come down to modding to try to balance the game to be more engaging for me. I'd like some ideas or pointers to people who have been attempting this. Currently I have on my list:
I do however worry about the effect on the AI, possibly their bonuses need buffing but that might make them too strong early game.
Any thoughts?
Yes.
What difficulty were you playing on? What map size and number of planets and stars?
Overall though: YES.
I was only playing on tough (genius AI) on a gigantic map and had 70 planets at end game after I annexed a load with enticing ideology towards the end. Most of the game I had about 45 and I was stomping through research way before this. I do think there were a few too many planets for my taste so will probably reduce habitability on future games.
Regardless, when my homeworld alone is generating 3x the most expensive tech cost per turn there is something wrong. I could have cut my research levels to a sad 1/30 of what they were and still got a tech per turn. What I then would have done with the extra money or manufacturing is anyone's guess, I already had too much of those.
Increase research costs, these need seriously increasing, probably exponentially with late game techs about 20x the current cost, possibly more.
I have tried to address this issue with a script, that changes the research cost in all the TechDefs.xml files. It's only temporary, until Stardock fixes the research progression.
After reading your post, i started to look closer at the math behind the research costs, and they are indeed exponentially growing. So the script uses that growth model now, and I also wrote it so the desired "end-game technology cost multiple" can be entered near the top, and x20 is default for now.
https://forums.galciv3.com/467013/page/1/#3562335
EDIT: The balancing of increasing the research cost, is countered by the number of available planets. So a x20 would work on one map, but x50 might be better for another. Can a mod have access to data such as "mapsize" or "number of habitable planets"? Or would it require tweaking of gamefiles beforehand?
Saruboy,
I'll take a look at the math and I think I'll give your script a try once I finish ironing out some of the bugs I found in my last game I can't play without trying to find solutions for them!
I'm also not sure they have any inclination to change to the vanilla research costs even though I think they are absurd LOL. I think this is a mod community area.
Nah, research is pretty broken atm. Pretty sure it's on the todo list for balancing, could be wrong though.
Ok over the past few days I've been making some fixes to the current bugs in my game. I've also been investigating the research cost inflation mechanic the game uses. I've now been able to make some modification to address some of the issues in my opening post and have made the following changes:
While dipping into the xml is fun I think it's time for me to actually play the game for a bit and test these out to see how they are affecting gameplay and the AI.
Early impressions seem good, it's definitely slowing the game down.
Turn 66 and I only have 10 technologies, I got a bit of a rough deal in starting location with almost all dead worlds nearby so my early colonisation was slow. The largest impact right now is definitely the maintenance changes. About 40% of my economy is dedicated to wealth and it's proving a fun challenge balancing research, manufacturing and income. I'm actually having to think, can I afford to upgrade that starbase? Is adding another factory worth the cost?
I've got the Yor on my doorstep and the Iridians are pretty close. The AI seems to be handling the changes well, they are ahead of me technologically but I'd imagine a lot of that has to do with the free war techs they can be granted since they are almost all warfare technologies (playing on tough). They are balancing their budget and obviously their production and research have been affected but the slight handicaps they get still seem to keep them afloat for the time being.
It's time to push for tourism I think and start trade routes as I will fall behind if I don't boost my economy so I can afford research.
If anyone is interested, and if all continues to go well further into the game, I will document the changes and package the mod for testing.
Always thought it strange how the early Tourism buildings don't even pay for themselves in the vast majority of cases. Presently, even with what I'd say are non-trivial Tourism planet bonuses, you're usually better off dropping in a basic Market than a Tourism structure.
I've been wondering if its even possible to make a viable tourism planet - eve with extreme tech investment in tourism?
FWIW, I've lowered the 'Total Manufacturing' on Colony Capitals from 5 to 2 and on the Civilization Capital from 10 to 5. This has made the early game decision making a bit more interesting since you don't always have that pool of production to get everything rolling so quickly.
It always bothered me that you could send a minimal population to a colony (1 or 1.5) and still be able to get the basic buildings built in 2-3 turns anyways (also making 'Colonizer' a weak trait IMO). But now if you send out spams of tiny amounts of colonists you will have a higher 'start-up time'. Also, stripping your homeworld of population has a more severe impact on your early production/research as well.
So far in two games I've really enjoyed the early trade-off decisions a lot more and AIs on Gifted+ haven't seen overly impacted yet.
If you look in GalCiv3GlobalDefs.XML, there's a GalacticTourismSpendingMod, which is defined to be 0.25 at present. You might try playing around with that before further modifying the tourism structures; I suspect, though I'm not certain, that this controls the base value of tourism. I don't know what base value it modifies to get the base tourism value, but if it's like the trading planet "income" bonus to trade route value then it's going to be based off of production levels, presumably the galaxy total or galaxy average.
Another possible change would be to see how much of a difference it'd make if the structures offered an empire-wide bonus to tourism rather than just a local tourism bonus. That's probably a bit too much of a buff, though.
I doubt it. All the tourism improvements I can think of are one-off improvements (there's the three in the Port of Call line and then there's the Restaurant of Eternity, but aside from those I don't believe there are any other tourism structures defined in the base game); as such, they're not really capable of competing with a market world for income generation. At best, they could serve as a way to help offset maintenance costs on factory, lab, and influence worlds or perhaps supplement the income of a market world, but the bonus they provide to tourism income seems far too low for that to be practical.
That's been my view on it too. Tourism does have the advantage of not needing population allocation to generate income so having tourism buildings can co-exist with a planet specializing in something else - but its far too dependent on one-off buildings to even be tried on multiple worlds really.
I suspect Tourism was once meant to interact with Culture far stronger, to project influence to worlds where the tourists came from, but it never got fully developed.
Tbh, I think tourism in general hasn't been balanced. The 1-per-colony limit on tourism buildings doesn't make much sense, and lots of other buildings have tourism adjacency bonuses but you're so limited in the placement that they're almost never going to come into play.
I'd quite like to see a tourism-based economy being made viable, but it needs some work - things like bonus income from open borders and having trade routes, for example. Presently, economic strategy is pretty much confined to market center span, with anything else just being icing on the cake. Of course, since in the unmodded game money is largely unimportant having multiple strategies to acquire it is also unimportant for the present. Once SD get round to looking into the money economy I suspect we'll see improvements in how both Trade and Tourism compare to market centers, and probably a reduction in silly-high upgrade costs.
I will also throw in that I think manu is also too high in general. Its too easy to crank out the biggest ships from a manu world in a single turn.
However, you have already nerfed the starting manu numbers for the colony so that may be a good place to start.
I don't really want to boost the global tourism income. The goal is to make money more important. From what I understand tourism in beta was generating a staggering amount of income and was reduced significantly. I believe the tourism buildings were balanced with that in mind. After they reduced global tourism income I don't think they considered that it would make the tourism buildings uneconomical. I want to make them worthwhile for the tile they occupy, especially since they are unique colony buildings. I've now removed all maintenance costs from them and doubled their base and level bonuses. They still shouldn't be able to compete with a market on wealth focused colonies but hopefully it should make them worth building in some situations.
I don't want to touch manufacturing right now, it is being indirectly affected by the need to increase your income and I need to get that balance right first. Right now you NEED to generate income and every research/manu improvement, let alone colony costs you. Not to mention, turning out a ship every turn will also cost you with ship maintenance.
I'm about to make some changes to how I've applied the maintenance increases, right now it's compounding the maintenance reduction the AI receive on higher difficulties. This isn't too much of a problem, because who doesn't want more of a challenge? However right now the Iridiums are wiping the floor with everyone when combined with their "Handy" racial trait.
The main problem I've encountered through adding colonial maintenance is that the AI still needs about 100 turns to get going - after around turn 100, it can really kick off the colony spam properly, but prior to that it's pretty slow. I've been tweaking the AIstrategydefs xml, and the first option in there - 'startingstrategy' - appears to define how the AI acts early; I've pushed it to favour manufacturing more and make more colony ships and that appears to help. As near as I can tell, the AI will never, ever let itself run out of cash, so the it will increase the cash side of the wheel to at least break even. This may mean that maintenance acts as a speed bump for the AI as well, and that it can't handle it as well as a human. That said, testing on normal, by turn 120ish myself and the two top AI players (Iridium and Krynn) all have around 60 worlds; mine are better developed and of course specialized, but they're actually coping quite well now.
I worry somewhat about increasing the tech inflation though. Without specialized worlds, the AI really struggles with it and seems to average about 10 turns per tech.
All worlds were colonised by turn 60 or maybe before in the test run I'm playing atm. AI beat me to some worlds and apart from the Iconians they seem shared equally. Have yet to meet the Krynn however I've a feeling they will have more than their share. The AI seem to be coping fine atm but it's early days. I'm playing on Tough however so the AI have bonuses, I don't think it's possible to make changes like we are without the difficulty handicap. Maybe you should bump up the difficulty?
60 worlds each? Crikey. I don't play maps with that many worlds, generally I don't play with more than 100 total.
Right now my techs take about 7 turns, I'm about 3rd or 4th in research per turn according to the graphs. Tech power I'm at 5th, the Altarans are kicking butt technologically atm. Of course it will all be dependant on the long game. About 50-60% of my economy is geared towards income right now and I've just managed to push into a healthy profit.
I'm modding the AI strategies pretty extensively atm, so I'm not really using anything over normal - I've no objection to handicap bonuses, but they do make it tricky to figure out whether the strategy is improving their performance or if it's just the handicap.
lol, there's 1600 habitables and about 40 factions on my present map. I want to see the game scale properly to even the biggest settings.
Yeah, I'm seeing similar results; I'm holding a tech rate of about 5 turns per tech and have nearly half my planets focused on economy, but I'm noticing that even the big AI players are falling behind me in tech at around turn 150. Ironically, this actually seems to be more due to the AI spending too much on research early on - it will often throw 60-70% at research from turn 30ish, without spending enough on production to build research facilities. I might switch the starting strategy so that the AI just goes all-out production for the first 30-odd turns to build up it's research and manufacturing base and spam colony ships.
Would love to see what you come up with keep us all informed
Right now I don't want to mod too heavily. My main goals are quite simple. 1) slow down late game research rates and 2) make income more essential to the economy (which should indirectly slow research and production also).
My concern right now is whether I've made income too necessary. I can afford the ships I'm about to build (Yor and Altarans have planetary invasion, Altarans just declared on Iridiums) but I'm not sure I can afford to upgrade to Tier 2 production/research buildings. My trade routes are about to be established so that will help and I'm starting the road to tourism.
Right now I don't want to mod too heavily. My main goals are quite simple. 1) slow down late game research rates and 2) make income more essential to the economy (which should indirectly slow research and production also).My concern right now is whether I've made income too necessary. I can afford the ships I'm about to build (Yor and Altarans have planetary invasion, Altarans just declared on Iridiums) but I'm not sure I can afford to upgrade to Tier 2 production/research buildings. My trade routes are about to be established so that will help and I'm starting the road to tourism.
I've found removing maintenance from buildings but just adding a stacking maintenance cost from number of colonies does the trick here tbh - I don't want to punish people for actually developing a world, I want to punish them for not doing so.
As to the AI edits - the AI's strategy files are quite illuminating tbh. It has a number of strategies which I believe are decided with a weighted random array and last X number of turns. These then include weights for ships, spending priorities etc. And some of these are, well, a bit rubbish; the AI will likely churn out a freighter before turn 30, for example, and is only really locked into the initial 'expansion mode' for 30 turns (during which it spends 60% on military and 50% on industry, so it may not even get that many colony ships built - it's forced to build 2 first of all, but after that reverts to weights). Tweaking this strategy alone (making it last longer and upping the manufacturing output at he expense of research) has made the normal AI considerably more competitive early on - I'm interested to see what the higher-handicapped AIs will manage with their enormous production bonuses.
At higher difficulty levels the AI keeps up with some kind of free tech mechanism it looks like: 'freewartechchance'
Even though the tech rate multiplier is still only 1.25 at godlike, the shoot ahead in tech, and I'm pretty sure it's the 0.4 freewartechchance.
I thought that was just the chance of having bonus techs at the start of the game.
As far as I can tell, their big advantages in tech spending on higher difficulty comes more from their higher initial cash level and their reduced maintenance - the AI seems to always be trying to break even on it's budget. It will rush-buy, but not deficit spend. So it'll sink a ton of that initial start-up cash on rush-buying buildings during it's initial start-up stage (it's set to rush-buy freely until it hits 500 creds), and won't waste cash on maintenance, allowing it to keep most of it's spending on research for longer.
The problem with this is you are going to kill the AI (because it does not specialize or build optimally). If you pop into god mode and take a look at the AI's research levels in mid-late game, they are typically way behind you in R pts/turn and just can't keep up. Totally understand where you are coming from though.
I thought that was just the chance of having bonus techs at the start of the game. As far as I can tell, their big advantages in tech spending on higher difficulty comes more from their higher initial cash level and their reduced maintenance - the AI seems to always be trying to break even on it's budget. It will rush-buy, but not deficit spend. So it'll sink a ton of that initial start-up cash on rush-buying buildings during it's initial start-up stage (it's set to rush-buy freely until it hits 500 creds), and won't waste cash on maintenance, allowing it to keep most of it's spending on research for longer.
Hmm that's possible!
Should be testable in a Soak.
I'm convinced there must be more to it than plain tech development, because the multiplier AI get is still just 0.25 on Godlike, same as gifted - but they tech way faster. I don't believe they actually make more research buildings, so there's got to be more base research coming from somewhere, even when they just have a few planets they shoot ahead. Not needing to invest much of anything in to cash, while also needing to allocate less to manufacturing (6x multiplier after all) might be all there is to it!
They are still ahead of me technologically, I haven't killed them yet and that's what I'm trying to balance
I'm pretty sure it works like you think also TurielD from my experience. They are always pushing ahead of me regardless of how much they are spending on research, when you look into it, they are almost exclusively warfare techs.
Additionally, they have a chance of being awarded a lump sum of cash each turn.
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