I finished an early version of a mod that makes a number of tweaks to the game aimed at accommodating play on insane maps. Like Naselus noted in his IAB mod, the game really needs wildly different settings for different maps without any easy way of accomplishing them short of massive overhaul of stuff. The mod ins designed for play on insane with loose clusters & occasional/common planets... As a result, it goes in very different different directions than IAB. With that said, it should work on just about any map type or density that eventually reaches a point where research progress becomes trivial... but there will be a lower bound point where tech costs eventually escalate too high (likely one of the smallest map sizes depending on planet density)
designed forany map type, but targeted for less dense map types (ie not iab), but works fine on those too in my experience.
Tech speed is too blunt with normal/slow making later game too easy and very slow crippling the game for the first 75-150ish turns depending on race on larger maps effectively putting it's use in the same general usefulness as a hammer to fix the screw holding the arm on your eyeglasses. an awful lot of this work would have been unneeded if we could configure tech costs by tech age in techagedefs.
Tech research costs modified as follows (generally rounded up to nearest int) a based on age the tech falls in
made compatible with 1.3
instead of directly editing the ResearchCost for all ~400 techs in all 10 tech trees, I opten to use the new(?) techinflation stats. This results in slightly different progression, but it seemned pretty good in testing. devstream seems to indicate that these & other things will be set on a per mapsize basis in the future.
changed the starbase spacing again (from 10 to 12) to make it more difficult to overlap stupid amounts of starbases on things. Since the spacing is >rangem this probably limits it around 4
Changed the max range colonists can be pulled from a sponsor planet to a ship to accomidate the larger sponsor range. I actually made it slightly higher than the MaxSponsorDistanceWithNoPenalty with the MaxPopulationSourceDistance = 10 to allow for some decay military production from a sponsor feeding colonists
CulturePerTurn structure changes .1 to .35, .2 = .75, 1= 2
colonizationEvents with a negative/penalty other thabn -100 credits have had their ideology/turn changed to .75/turn
colonizationEvents that give -only- a penalty other tghan -100 credits give 1/turn
In my own testing, I found the differing weightingto make the choices less of a "duh of course that one".
Unfortnately, I've been unable to find a target for the culturePerTurn that changes hands when the planet changes hands _and_ gives the ideology points to the faction to make them usable planet might assign them, but they do no good there
Paul confirmed on the devstreamthat he didn't think it possible to spawn a specific improvement on a colony via a ColonizationEvent. If that were different, I would _like_ to grant +1 tiles and a structure giving the bonus(es) selected on that tile so they were easier to see on a per planet basis. it would also solve the problwm of planets not carrying over their ideology choice after they change hands
WartimeFocusSectorRadius in GalCiv3AIDefs has been set to 256 for a while bow, but I'm finally noting it so I can quit having to remember the setting
Military starbases give +25% moves to you(allies?) and -40% moves to enemies
Mining starbases give +50% moves to you(allies?) and -20% moves to enemies
Culture, mining, & military starbase rings are no longer exclusive with each other, only economic ones
I suspect these mining/military starbase bumps might be too good combined with the no longer exclusive nature, but will wait for feedback & more testing
again lowered PlanetClass_Colonizable, this time to 5 with PlanetClass_Dead set to 3, Great (12, and Fantastic (16 were unchanged))
raised the returns for syntheticlife's assemmbly (yor tech tree) by ~50% figuring 1.3.x or 1.4 will have more mathematically obtained numbers
added the fololowing PopulationCapYor modifiers +50% barren world+50% aquatic world+50% frozen world-25% radioactive world*** Ignoring colonizationEvents, many of which have significant effects that stack with the other multipliers allowing truely silly happy nonsymntheticpop on a world covered in farms & entertainment(starbases). food has the following vanilla modifiers with many having a growth effect too so those numbers seemed easily justified:-25% desert world+25% breadbasket world+50% Thin atmosphere world+1 pop floodplain+1 pop grassland+2 pop wetland+3 pop wildgrain+1 food +2 pop to neighbors MonsatiumDeposit+5% growth global ArtocarpusViriles_Dec
Ignoring colonizationEvents, many of which have significant effects that stack with theother multipliers allowing truely silly happy nonsymntheticpop on a world covered in farms & entertainment(starbases). food has the following modifiers with most having a growth effect too:
-25% desert world+25% breadbasket world+50% Thin atmosphere world+1 pop floodplain+1 pop grassland+2 pop wetland+3 pop wildgrain+1 food +2 pop to neighbors MonsatiumDeposit+5% growth global ArtocarpusViriles_Dec
The latest version of the mod itself can be downloaded here!
The I'll folder should go in documents\my gsmes-\galciv3\mods\ not the steam galciv one. The constructor module has the raised vodt, not colony module.
It's not currently compatible with the 1.3 opt in because there is soo much Flux with its 3 or in progress state . Once that chsngee, I'll update it for 1.3 compatability
Hope that makes drmse, I'm going back to bed
Thanks for the help Tetrasodium! So the mod is working, however....the first constructor that I manufactured, upon deployment it auto-spawned a new constructor next to the mining base it created. That one could be flow away and could make another base. Do you know about this bug?
All the best,
Kreissig
Thanks for the help Tetrasodium! So the mod is working, however....the first constructor that I manufactured, upon deployment it auto-spawned a new constructor next to the mining base it created. That one could be flow away and could make another base. Do you know about this bug? All the best, Kreissig
Yea, I haven't seen it spawn a "new" one so much as leave the old one. if you use up all of its modules making starbases/rings, it will get eaten. there is a value that sets how many modules you get from a constructor module & how many you get when creating a starbase, the two compound & 1.3 kept me from releasing an update to adjust it since I had released an update just a day or two prior. thanks for noting it though.
Updated to add 1.3 compatability along wuth the following new changes (quoting from the changelog)
*************************- V0.3. ******************************************** made compatible with 1.3** instead of directly editing the ResearchCost for all ~400 techs in all 10 tech trees, I opten to use the new(?) techinflation stats. This results in slightly different progression, but it seemned pretty good in testing. devstream seems to indicate that these & other things will be set on a per mapsize basis in the future.** changed the starbase spacing again (from 10 to 12) to make it more difficult to overlap stupid amounts of starbases on things. Since the spacing is >rangem this probably limits it around 4** Changed the max range colonists can be pulled from a sponsor planet to a ship to accomidate the larger sponsor range. I actually made it slightly higher than the MaxSponsorDistanceWithNoPenalty with the MaxPopulationSourceDistance = 10 to allow for some decay military production from a sponsor feeding colonists** Resisted the urge to tweak returns on SyntheticLife assembly projects in improvementdefs.xml, mostly to get this out without having to test one more new thing already confirmed to be changing eventually** CulturePerTurn structure changes .1 to .35, .2 = .75, 1= 2** colonizationEvents with a negative/penalty other thabn -100 credits have had their ideology/turn changed to .75/turn ** colonizationEvents that give -only- a penalty other tghan -100 credits give 1/turn*** In my own testing, I found the differing weightingto make the choices less of a "duh of course that one".*** Unfortnately, I've been unable to find a target for the culturePerTurn that changes hands when the planet changes hands _and_ gives the ideology points to the faction to make them usable planet might assign them, but they do no good there*** Paul confirmed on the devstreamthat he didn't think it possible to spawn a specific improvement on a colony via a ColonizationEvent. If that were different, I would _like_ to grant +1 tiles and a structure giving the bonus(es) selected on that tile so they were easier to see on a per planet basis. it would also solve the problwm of planets not carrying over their ideology choice after they change hands** WartimeFocusSectorRadius in GalCiv3AIDefs has been set to 256 for a while bow, but I'm finally noting it so I can quit having to remember the setting
** Mining starbases give +50% moves to you(allies?) and -20% moves to enemies** Military starbases give +25% moves to you(allies?) and -40% moves to enemies*** I suspect these mining/military starbase bumps might be too good combined with the no longer exclusive nature, but will wait for feedback & more testing** Culture, mining, & military starbase rings are no longer exclusive with each other, only economic ones ** again lowered PlanetClass_Colonizable, this time to 5 with PlanetClass_Dead set to 3, Great (12, and Fantastic (16 were unchanged))** raised the returns for synthetivlife's assemmbly (yor tech tree)**Ignoring colonizationEvents, many of which have significant effects that stack with theother multipliers allowing truely silly happy nonsymntheticpop on a world covered in farms & entertainment(starbases). food has the following modifiers wiith most having a growth effect too:-25% desert world+25% breadbasket world+50% Thin atmosphere world+1 pop floodplain+1 pop grassland+2 pop wetland+3 pop wildgrain+1 food +2 pop to neighbors MonsatiumDeposit+5% growth global ArtocarpusViriles_Dec
** added the fololowing PopulationCapYor modifiers +50% barren world+50% aquatic world+50% frozen world-25% radioactive world*** Ignoring colonizationEvents, many of which have significant effects that stack with the other multipliers allowing truely silly happy nonsymntheticpop on a world covered in farms & entertainment(starbases). food has the following vanilla modifiers with many having a growth effect too so those numbers seemed easily justified:-25% desert world+25% breadbasket world+50% Thin atmosphere world+1 pop floodplain+1 pop grassland+2 pop wetland+3 pop wildgrain+1 food +2 pop to neighbors MonsatiumDeposit+5% growth global ArtocarpusViriles_Dec
Because 1.3's governors changed a lot with how the ai does some of the things that were previously modded for sanity to actually do that kinda stuff by default, I didn't need to update it again there (build queues, tech weighting, etc).
Thanks for updating this
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