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!
Do you know of any ways to teach the AI to expand AND scout with its colony ships?
I like your tech research modifiers. Was that an easy change to make or did you have to do each one individually?
The extra starbase cost is another one I like. The problem though is you'll have to teach the AI not to spam too many starbases otherwise it'll crash its own economy. I'd change the starbase cost to apply ONLY to economic modules. Mining and other starbases (without economic rings) should NOT count towards starbase maintenance cost.
Also, I'd nerf adjacency bonuses as Naselus did with IAB. But not as excessively. Down to 4% is a good number.
Haven't played with it yet, but that's my theory crafting.
Learning C++ and getting a job at Stardock would be the only way to do that tbh.
I strongly approve the idea behind this mod. Given the relatively limited scope your giving yourself to look at (single map size and layout), you should be able to script a a good AI. The more map-dependent AI mods we can make, the better; that way, people can select the 'correct' one for whichever game settings they fancy.
I'm not sure on the scouting thing. It should be possible to set techcost mods by tech age in techagedefs.xml, but I don't think it is. Unfortunately I had to do the changes there by hand in the techdef files themselves. If it were configurable by a techagedefs.xml level modifier, races that come with custom tech trees would be instantly drop in compatible with this sort of mod... because it has to be done to the individual tech trees, such a hypothetical race would need the same treatment.
agreed, except it will take it a long time to get there & the ai doesn't seem to smash fatally into that wall in my efloats . The starbase upkeep stuff literally follows this line in the xml file "<!--Starbases are being converted to have maintenance-->" & I suspect the need to make the ai handle it on different map sizes/densities is part of why the old upkeep cost was 0 before.
I don't understand why some people dislike these, but doing so has significant ripple effects as different races depend on them to varying degrees.
I agree, it should work fine on any less dense maps big enough to eventually make research trivial by late game, but insane & loose has trouble right out of the gate with occasional only exacerbating it. I haven't tried playing with the aistrategydefs since beta when it was prone to drooling on itself, but expect there will be plenty of it to teach
I like this idea. What happens if I lower planet hab to rare with this mod?
@larsenex. Probably fine since tech costs eventually become trivial in almost any game. I'd love go hear more about your (and others') experience in play with it. Insane/loose & occasional or common is just a baseline starting point
Larsenex, how many habitable are you getting on rare these days? In my recent games with stars and planets on common and habitable on rare, I am getting 30-40 colonies on an immense map.
This will probably give you a bit more, but mainly because the min planet quality for what's considered "habitable" went from 6 down to 4, so they won't be especially useful beyond possible life support tentacle reach and maybe a building or two
I updated the mod with a bunch of (mostly but not all, ai related) changes I've made. See the opening post at the top for a full summary.
- Tetra
Did you increase ideaology point aquisition rates? I found they needed to be increased for balance in my personal mod when using my custom insane Milky Way map that has less than 100 habitable worlds.
no. the higher tech costs prevent the need by keeping tech research from becoming near instant by mid/late game (along with a bunch of other stuff), there are the regular buildings to give ideology points every n turns as well. I'm not against considering adjustments based on feedback as more people play it & give feedback though.
I did some testing specifically on that earlier & agree that it should be changed a bit, but simply reducing the costs or raising the reward felt too bland. It's always bothered me about how many of the colonize events are basically trivial one off things that would quickly be forgotten. Instead of making them more rewarding or cost less, I went with making them all give a small amount of ideology points/turn based on your choice. The +20 mega/galactic events (or whatever they were called) will remain as big fast gratifying payoffs up front. Thanks goes to Moogle65535 for helping to get that working
Curious about what AI difficulty to set. On vanilla (and one game with IAB mod), "gifted" AI's tended to be too easy once I started warring around turn 100-220. Do you people that have played this mod feel that the AI at gifted (or any other specific difficulty) does better (significantly) than default, or should I try bump difficulty up one more level?
if you are playing at gifted, the next step up out just starts piling on more & more bonuses to the Ai.
with that said, there are a lot of things in vanilla that go from frayed ends to huge problems around the turn range you men tion (on larger maps especially), the mod explicitly tries to address some of those.
ILO & IAB are both aimed at addressing different different flaws in different ways & there are pretty big limits to what sort of ai scriptong can be done in 1.2 (naselus has posted at length about them in various tgreads. but without specific feedback, we can only do so much within the boundaries we have to work with in xml.
if it was "too easy" because you were abusing the ai's trading algorithms (which we can't really do much about in xml), it's still probably going to be..thats part of why I suggest disabling tech teading & tech brokering so only self researched techs can be traded.
Yeah, trading can be silly. I've played all my games with the option that you can only trade techs you researched yourself. Maybe I'll give a shot without ANY tech trading at all, instead of going up to genious. I'll give it a shot at gifted, and no tech brokering first I guess
Actually, you can adjust the value the AI puts on more or less everything it might trade, and you can add a stacking penalty so that it will rip the player off when he tries large, multi-item trades. Diplo is one of the more open modules for modding, despite the very bare-bones nature of the system itself. While it'll still be somewhat dumb, it's not hard to tighten it up a lot compared to vanilla.
I know I know, the reference was more in terms of more involved stuff. With tech trading off and brokering disabled so only self learned techs are tradable & the techcosts changes it's actually pretty tough to cheese the si too much. I might do some adjustments there down the line,but I'm waiting fir the next round of Ai tweaks and such from the SD folks (or st least more feedback from people playing the mod)
I did some testing of ILO as well. I totally agree that the colonize events are very trivial, and rarely present me with a difficult decision.
I was going to run some tests after adjusting the ideology point costs, but couldn't find which file those costs are in. Do you know where the values are stored? During game
play, it appears that they may not be static and may adjust depending on which route you initially take. Example, is seems like the cost of the initial pragmatic selections go up if you first make a few benevolent choices. Is this correct?
Anyway, love the mod so far. Thanks.
I love your work! I'm currently in a game with the 2.0 version. If I update the mod will it impact my current game or will I have to start over?
thanks again for developing this
@ronnie, I'm ok my phone but colonizevents.xxml and umm something about culture I think it was during beta, haven't looked lately, I'll make another post about it next time at my pc
@tj. Some things (starbase range/thw supply penalty range type stuff) -might- get picked up in the new game, but I wouldn't bet money on that(and doubt it). Everything else is probably stored in the Game save itself.
edit picked up in the SAVED game, not Newgame.
Tetra,
EDTA or pyrophosphate?
I was hoping to find a way to edit each cultural trait's cost rather than edit each event's and improvement's point teward amount, but I'm unable to find where the cost values are stored. Maybe I'm just overlooking?
search for the word culture in galciv3globaldefs.xml, there are a few things pertaining to costs with it that you can adjust
as to the Nick? I used to run a mud (or part of the staff that did at least)many years ago & needed to test something with a mortal character rather than my imm character, looking around frantically tetrasodium rolled off the tongue well on the ingredients list on a bag of pretzels.
When the nick I perfiously used happened to turn into a cool finalfantasy summon & apparently really good MtG card, I got tired of qiestions about them and switched.
For some reason I'm getting 7 upgrade slots from each Construction Module instead of 3? It's kind of cool to drop a fully spec'd starbase out there like that, but I think 3 would be better.
Thanks. I have a feeling that I know what it's doing & can change it easily, I'll do some testing on it tomorrow after the sun is up zzz
Because there was so much that changed in the 1.3 opt in patch, just going by the patch notes, I'm going to be spending a little time getting a feel for the changes before rolling out a new compatible update for ILO. Waiting for a final 1.3 non-opt in is part of that too
I can't seem to get this mod to work. My work sequence:
I have downloaded, unziped and placed the files in the directories they are supposed to go in. ( I double checked by looking at the game files)
I have enabled mods in-game, then exited game....restarted. All to no avail.
I know the mod is not working because I first check to see the cost of the "Colony Module" and it is always 27. It should be 108 with this mod.
Most of your files go in the "Game" folder, but the "English" file should be stand alone...right? Is that not the text file?
Version 1.2
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