http://www.xup.in/dl,19679606/FutureWorlds_v0.65.7z/ Filesize: 68.5 MB
Bugfix for version 0.65:
http://www.xup.in/dl,44779613/FW_Bugfix_for_version_0.65.7z/
1. Mega Homesystems:All races start out at a system holding 4 habitable planets averageing a total of base PQ40 (moons & rings count as PQ1) with 2 exceptions - Iconian & Thalan. The idea behind this change is that homesystems now do form a considerable stronghold for every race, and that it's also now possible to start out tiny/small all-rare galaxies with reduced risk to not get completely unlucky esp. on higher difficulty settings. Alot of new graphics with intricate details have been added for this. 2. New Political Parties:4 new parties are available (Automatists, New Colonists, Explorers, Traditionalists) in order to widen the available bonuses presented while all other conventional parties were slightly altered. 3. Advanced Customization:The distribution points spending screen now makes all meaningful ratings accessably including: Miniaturization, Logistics, War Profiteering, Purchase Now Reduction and rebalances many conventional choices. Stock Races do start out with a prefixed selection of these perks - all of those can be undone ingame by a player at the game's setup.4. Divers Anomalies:More than 15 new anomalies now bring previous untouched stats to you, even introducing new mechanisms (which may have been forgotten in vanilla...) while many traditional anomalies have been (slightly) buffed. As a compensation a few anomalies bring penalties to its finders!! This will further diversify galactic development and throttle a player going crazy on surveying.Includes all possible variants of anomalies (Stellar Black Holes, Temporal Rift & Space Junk) with brighter textures to better see them when playing zoomed-in.[NEW] All 8 anomaly-types have their own texture now.
5. Big Asteroids:Some races get additional techniques to mine out Asteroids at the end of the Space-Mining branch. Some of these are locked and require that you trade for the unlocking key-technology from another race...Asteroid-textures/fog have been beefed up to make them less prominent.6. Strong United Planets:Selection has been streamlined to 25 options with most being permanent, and their impact have been dramatically increased in force & numbers. Meaningful votes that are going to make the game less easy for the player should now appear more often (Neutral-ground, End-all-wars, Anomaly-ownership etc). Remember you still have the option to leave the UP!7. Racial Rework:To promote more unique play and balance the stock races versus custom race setups. Rule of thumb all races now have a particular weakness while the positive rating & starting technologies suggest the general strengths of that particular races' techtree. So you know what you can expect right at the start of the game.Furthermore, all Stock Races customization points have been reduced to 5 (which are already preselected) but they've been given some additional -mostly unique- technologies to compensate. In contrast the Custom Race now has 15 points more, so a player has all freedom to generate a faction to his/her own likeing.8. Specialized Hulls:4 new hulls to be used for: Sensory Buoys, Planetary Defenders, Military Starbase Swarms & Fleet-support Ships. To use these hulls look under 'Templates' for already completed pre-designs.The conventional hulls have been slightly rebalanced (Tiny & Small are a little bit boosted).Cargo Hulls -and its capacity-modules- were greatly revamped to keep Cargo's out of fighting business while still retaining functionality.The starting ColonyShip has been defunctionalized to a nonmoving prototype so the AI won't establish low-pop planets. It initially helps getting a glance at near neighbouring systems and later could be decommisioned to get 250bc.[NEW] The Arceans get to build 'Gigantic'-sized starships as part of their Technological Victory.9. Simplified Range:This makes the game more territorial - you won't see constructors zipping halfway through the galaxy for a resource that's already been claimed by some neighbour. The AI will also now build more starbases in own territory and have its fleets more guarding own space.10. Engines Revamp:The purpose of engines is to deliver speed in order to cut down time to reach a destination. But the high costs of engines only increase the buildtime of a ship to such extremes that paradoxically this happens even LATER! So especially starting engines (in early times when production is still low) has been considerably decreased - but you won't be able to stack them at ships that much than before.Secondly, the base-speed increases have been ripped out from the engine-modules and collected into their own branch "Slipstream Technology" - which gives the player the option to choose which method to use in order to have faster ships. As well as giving me the option to incite the AI to get rather base speed (which they can use flawlessly...)11. Resistant Minors:Strong 1pp buildings: To compensate their starting handicapps.Early trade: Tradeing is the very best they can do in order to stay alive longer.Homeplanet PQ increased to 25. This even stays upon conquest.Severely restriced techtree - because many items are useless for them (like Influence), but many techcosts decreased by approx. 25%.They're not helpless victims anymore - their weakness is to only have 1 planet. But if they manage to gain more planets via conquest you may loose that game You could even design a CustomRace using their own techtree - but be warned: You can't colonize anymore: just like a real MinorRace! .[NEW] Stuff you'll get from Minors:-Weather Control & Biosphere Modulator.-All Trade Goods: Minors won't build the improvement themselves but they can still research the technology (which holds some minor bonus for them) and trade that technology away to Major Civs which, in turn, may erect the Trade Good.12. Real Stars:About 400 names of the historically most important and also, most visible stars in the northern hemisphere. If you look up in the nightsky you'll see many of them unknowingly. Most bear a latin or arabic name (some english). See README.txt for additional installation-instruction.13. Enhanced Graphics:Old DL planetary improvements have been doubled in size and beefed up in coloring/contrast to adapt to the TA standard (also their querries). Many did see completely new artwork. Much artwork of ColonizationEvents, MegaEvents, RandomEvents and general infopopup-graphics are now better visible, upped in colour-depth to 32bit (formerly 256 colour) and depixilated/decluttered.Stars now have flares, an add. star-type added (Grey - Dusty Protostar).Both survey- & sensormodules now have an own texture in unique color distinguishing it from shield-mods.The CustomRace now uses another logo + dynamic trade sequences [courtesy of Donfield]14. New Techtrees:All techtrees underwent drastic changes - to better AI play and give a player more interesting choices. This is an ongoing endeavour so there's more to come with each update!Every race now has, at least, a single 1pp building which is indestructible - even staying after conquest. This has done to help bringing a conquered planet faster back up (Efficiency Matrix, Food Distribution Silo...), to prevent exploiting (Weather Control Zenith, Gaia Vortex, Biosphere Modulator...) and simply make the mid- to endgame more interesting, showing that each race will still leave a unique imprint on a planet even after they've been banished there.15. Super-Ability Fixes:SPY - unlocks 3 additional technologies.ISOLATIONIST - 'Barren World Col.' has been significantly increased in costs (which they get for free).ANNIHILATOR - 'Toxic World Col.' has been significantly increased in costs (which they get for free).ADAPTER - 'Aquatic World Col.' has been increased in cost (which they get for free).DOMINATOR - the Corvettes got buffed, carrying now 1*Stinger & 1*ArmorPlating.TRADER - unlocks 2 additional technologies (otherwise unique only to Korx).There are still some other, kinda weak SA (esp. for the player...) like Manipulator, Organizer, Warrior etc but it's not possible to work on these skills directly. I've therefore changed/boosted some of the racial stats or starting technologies of the races which carry these weak SAs to compensate at least the stock races, and to prevent that a more strong Custom setup is possible. For example, WARRIOR/Arcean - runs on AIP8 now to build all-attack ships, MANIPULATOR/Drath run on AIP10 to make use of their immense defense-bonus....
16. Additional Shipdesigns:Around 35 shipdesigns - mostly tight to Tiny & Cargo Hulls - are now prefixed and will automatically appear in the selectable buildqueue once all required technologies have been gathered. Some of these designs may hint vaguely at specific gamemechanisms and thereby exemplify what can be done extraordinairily by combining different functionality modules. One example would be to create Colonyships with surveyability (most likely after its cost's been nullified) in order to pick up anomalies while en route to its destination or trying to cut down travel time by using wormholes...17. Unique Technological Victory:Every race gets unique bonuses/improvements as it researches down their own TechVic-branch. At the end lies usually something that is so powerful that it should win the map for this race - if used correctly. However, if you plan to use this ie. to "play-out" a technological victory - you'll have to disable that victory condition on mapsetup otherwise you'll just get that boring victory-screen.The other reason why these bonuses are there is because the AIs still research down this line even if tech-vic is disabled - so without any bonuses they waste a ton of research for nothing artificially gimping their game. In Future Worlds this cannot happen anymore.
[NEW] To sum it up for each race:-YOR: Miniaturization as a path towards ever smaller robotic sentience.-TORIAN: Morale & Range in their quest to make the whole universe habitable to their physiology (ie. "fluidic").-ARCEAN: Weapons & Hitpoints crowned by the Gigantic Hull-size, in an ongoing effort to become a Super Warrior that fights space battles losslessly.-ALTARIAN: Luck & Creativity as a path to a complete understanding of the universe.-DRENGIN: MP & Logistics to achieve total space supremacy.-TERRAN: Speed in order to be faster than ever before.-KORX: Purchase Now Reduction, under Neutral alignment and/or some more starting bonuses they'll be able to buy anything for free.-DRATH: WarProfiteering & Diplomacy, plus the ability to weaponize a TerrorStar - this will be the ultimate weapon to sell!-THALAN: They're able to reassemble their past technology which is based on 'Expert Gravitronics' which will nullify the limitations of some of their improvements.-ICONIAN: Their Technological Victory gives them the ability to fully colonize all tiles on every planet.-KORATH: MilitaryProduction at the expense of PlanetaryQuality, plus the ability to construct a very cheap TerrorStar regardless of ethical picks.-KRYNN: Tremendous cultural bonuses to sway their neigbours to their creed.18. Easier Techtrade:In the CU both AIValue- & WillingnessToTrade-tags saw (sometimes) huge increases calling for quadruple costs in order to ensure a tradedeal. I've therefore adjusted many of these values to make techtrade much more easy again.Some historically untradeably unique technologies are now tradeable as well, although the specific AI will ask for A LOT in compensation.Many untradeable techs can now be stolen - to ensure that this will happen more frequently many tradeable techs have been rendered unstealably (except Weapons). However, some untradeable techs also remain unstealably most noteably many techs holding buildings.Creativity is made now more generally available but technologies beyond 2000 base costs cannot be affected anymore - except weapons/defenses where every other tech can still be creatively researched.19. Events Debugged:All Colonization- and Random Events do now do exactly what the text states, ie. mechanisms that don't work have been thrown out. Since it's only possible to have negative-good-options and only positive-evil-choices I've nerfed some of the good-penalties & evil-bonuses. To ensure that good isn't always handicapped I've presented them with some additional choices steming from technologies alongside the XenoEthics-techs, which all are also more easier to get than the evil-techs.20. Spying Finetuned:Espionage suffered a roundabout penalty of -50% (to help the AI) but to make the Spy-game more interesting all techs which are easy to get through techtrade cannot be stolen anymore - meaning that your invasive forces or spies only bring home technologies which are either rare or significant.
21. Clever Cost-reductions:Several improvements now reduce specific shipmodules in cost to help the AI:- Freighter Factory --> Trade module (Korx/ Trader SA)- Galactic Guide Book --> Survey module (All)- Stellar Forge --> Constructor module (Arcean)- Space Trucker's Guild --> Mining module (All)The reductions may require a reload to be effective (if the corresponding module was already available before the improvement got built...)
22. New Invasion Techniques:Many additional invasion techniques are now available and the whole field of Invasion/Soldiering/PlanetaryDefense got greatly rebalanced. Every race has now a different mix of techniques at their disposal, some rules of thumb:- One invasion branch deals in destructive invasion which will incapacitate the defendants defense-roll, the trade-off is a penalty to PQ/buildings/influence. At the end of the branch lies usually an uberstrong technique that will most likely guarantee a successful invasionbut greatly damage the planet. This branch is unavailable/incomplete on some good/neutral-races.- The second branch deals mainly with techniques enhance the own advantage (through better soldiers etc) oftentimes not damaging the planet. At the end lies the Adv. Troop Module.- Unique buildings or technologies are placed frontally, usually right after Planetary Invasion so they will have a great impact on that specific race's attitude towards conquest.Sometimes I did heavily alienate from that general design when it either made thematically sense or because of balance. For example, Torians are Breeder and therefore need a sooner access to the Adv. Troop Module, and also less access to general soldiering-bonuses or planetary defense (they simply try to win by sheer numbers). They're also an aquatic race so their preferred technique is "Tidal Disruption" which they get at decreased costs.
[NEW] 23. Weapons-love:All weapons now have their own unique animation, be it either differently in colour or texture or both. The original game only uses about ~30% of what's in its internal folders. I've also used much more soundfiles - and together with the animations applied them in order to make out an evolution in sound/effect (ie. rockets get bigger in size or more in numbers, beams get bigger and nastier, slugs faster or more devastating etc).Further I've applied differently looking explosions (the vanilla game only uses 2 out of 37!). Blue-colored slugs now cause blue explosions and so on...Several new weapons are available (although not to everyone):- Multi-Seekers- Bioforce Thrower- Overcharge Disruptors- Nova Torpedo- Photonic Salvo- Star Sprinkler- Tachyon ShockwavesAdditionally, all Defense-tiers got their uniquely colored textures/lights.
[NEW] 24. Further Techtree-Individuation/Extension: :- Introduced the 'Hyperion Research'-branch to some factions which replaces the (relatively weaker) 'Adv. Laboratories'-branch.- 'Automated Repair Systems'-branch offers up to 45% Repair-ability boost on most trees.- 'Xeno Obedience' & 'Thought Manipulation'-branches may offer up to 50% Loyalty to various selected factions.- 'Secret Service Training' offers up to 40% increased Espionage. [NEW] 25. Trade-Goods distribution:Most tradegoods are now only available in 2 or 3 trees, their bonuses/effectiveness slightly buffed and the tech holding the good gets a minor related bonus as well. This should disable a player from leasebuying all goods once they become available (if this is worthwhile is dependant only on the planet-count...). That is, most tradegoods have to be traded for - or their residing planet taken by force.
*. Latest patch:The mod includes many of the latest (and future) CU patches to Twilight 2.20 - the re-introduction of proper farming, invasionfix, old weapons/defenses and all other bugfixes & changes as well.No Campaign-compatibility! Play only in Sandbox-mode!
HAVE FUN!
See the included README.txt for installation-instructions!
Disable the auto-upgrade feature every time you colonize a new planet should help blocking these nuissances.
Indeed, a number of Control-N can easily confirm that. Or you start an Immense-All-Rare setup without Minors, then lots of bonustiles will appear.
Or to the right just below the impr name - where usually a short desc stands. This short description is actually not quite helpful to my eyes, because I can only use very little space to write 2-3 words: in the case of a simply improvement one can easily deduce from the toolbox what it's going to do. And in the case of buildings that do alot of sifferent stuff the line isn't long enough to give out multiple descriptions of whta it does anyway.What do you think?
I would go for the second. The short desc under the improvement name is useful only to very new players and only for a very limited time, then it becomes useless. And, as you said, for improvements that do many things it could be misleading.
I've decided to do both - just finished it - because then one is still able to figure out the buildcosts of an improvement if that is already built - and was either a 1PP or SP/TD/GA or an indestructible one from another race. Such info may come in handy when wanting to overbuild it - because here, one conventionally wants to match PP in order to cut down time/get refunded.
Regarding the Space Trucker's Guild, any reason behind the +1 speed bonus? It seems a little out of place.
Something like an increased asteroid mining output (if possible), or decreasing the time needed to develop asteroids, or a slight industrial/economic improvement would fit better, imho.
+Speed for a commercial guild seems entirely appropriate. Maybe they can outrun a warship ever once in a while.
not possible. what you can do with asteroids is very very limited. believe me I've used a full day to find out what could be done with those (my original intention was to give each race different asteroid mining stations) but the game won't allow me
well, the building will reduce the buildcosts of an ordinairy Space Miner by 50% = so you can have twice in number in the same time and that should actually have a huge impact on the development speed itself
it already brings +10% MP and I didn' want to get overboard with racial stats
the +1 in speed is simply there because there aren't many improvements in the game that will do this (Hyperion Shipyard is actually the only generic one) so I thought it may be interesting for a player to perhaps couple those two in the long run.
but frankly, I may introduce more buildings that give such rare bonuses and then, may turn the Guild into an improvement similar to the Galactic Guide Book. but we're not there yet
If the +Speed was limited to cargo ships you would be right
anyway giving +1 speed at the beginning of the game is something to consider carefully, I think.
It is true that built immediately it is expensive to maintain, but anyway it is a very powerful improvement. And it is cheap to build, too.
Maiden said he wants to move it to tier 1 mining tech, I think that's much better than having it available at game start, but if there aren't other improvements on following tiers, I would consider placing it at tier 2. At that point it wouldn't be decisive anymore for the colonization effort, at least for most setups.
Sure, I just want to point out that an effective colony rush is almost always the key to victory, so giving +1 speed at game start or middle game is not the same thing, they have very different weights for game balance. Consider this when you decide which tech should trigger the availability of the improvements that give the speed bonus
Just to be clear, the speed-bonus of the Truckers Guild isn't racial, but planetary ie. like an Arcean Navigation Center. I don't see that much danger in being too powerful for a colony rush, because once all systems surrounding the Guild have been colonized, you're most likely better off releasing new colony ships from those systems to cut down travel, not using the Guild planet.
It may be powerful for Tiny/Small maps but somewhat irrelevant on Large/Huge etc maps. The differences of individual statweights steming from the extreme scale the wide range of mapsizes opens up is something I can't do away with, unfortunately.
The interesting question for me is, does a player indeed consider to build the Guild *deliberately* for his colonial rush? And why? Is it the speed-bonus, or the 10% MP bonus, or to get a few (more) cheaper Space Miners out to start establishing Asteroid Mines which in turn should get planetary industrial output higher?
As already said, I'll move the Guild to Space Mining, perhaps increase its techcosts by a little. Space Mining II is too late in my opinion because at that stage of the game one most likely has already additionally constructed some Space Miners. Dependant on how many Asteroids are ingame, a player may not need more ships for the job. The Guild's cost reduction equals to 5 conventional Space Miners, so if we forget about the other bonuses it brings for a moment, a player needs to plan for, at least, 6 Space Miners to get an advantage out of it, and at that even looses 1 planetary tile, plus has to pay +10bcs per week for the rest of the game. (yeah, I'm of the extreme opinion that TD/GA/SP etc should have high maintenance costs in order to prevent "no-brainer"-decisions...^^) That said, would you even consider building the Guild if it looses all of its other racial/planetary bonuses?
BTW in the next version engines/propulsion and speed will be better/more easy accessable and there will be more options for players playing huge maps. I usually play medium/large maps and I somehow can't see how the Arceans total +3 speed can be satisfying in an immense map. Anyone has a feedback to what a balanced target speed setting could be on such extreme sized maps?
A last word on the Truckers Guild; I would consider building it only for the speed bonus, nothing else. It's the only effect for which the upkeep cost is probably well spent ... maybe
I used to play on immense galaxies, but turned to gigantic after realizing that the bigger the galaxy, the worse the AI performs when choosing targets during a war, and for the same reason maybe I'll go to huge sooner or later. But I really don't like small/medium galaxies, because I feel like I'm playing chess.
I'm not sure I understand your question, are you asking which should be the maximum achievable speed, excluding improvements?
I found the speed setting of the CU good enough, playing with humans, I don't know about the other races.
Please don't insert in the mod too many speed bonus, an immense galaxy actually should feel immense.
Yeah, I agree about the speed.
Maiden, did you mean to imply that the tech tree might be made to vary with the size of the galaxy??
On your gigantic maps, did you feel your fleets should be able to move around more quickly - even after research into propulsion is finished, or not? Speed has a great impact on how swiftly a map can be developed - ultimately conquered, and there sometimes is this loss of excitement once you know you're gonna win when it's mostly abouzt moping up the AI worlds. That phase should happen rather swiftly IMO, many players don't play it out anyway...
It's unfortunately not possible but that would actually the very best solution.
The thing that can be done is to "lock out" certain high-end techs from being accessably on smaller maps by having their research-costs up to regions which simply take too long in these maps. The "problem" here is that many players, if they encounter a situation where they can't get technologies they want - simply set the default techspeed setting to something faster and that does actually cripple a game completely.
Absolutely not, as I said I find speed is well calibrated in the CU. Right now I'm playing your mod with Iconians and I have just finished the colonization races and started to build my military. My ships have a basic speed of 6, which is high, at this tech level, but still ok. I found an anomaly that gave me +1 speed, and I built the Truckers Guild. That kind of anomalies should be rare, I suppose (and hope). And regarding the Guild, I still didn't check but you said the +1 speed is planetary, so it should be ok.
Anyway, regarding my game, as I said I'm playing Iconians at crippling with 9 other civs, and 8 minors.
The galaxy is gigantic, habitable and extreme planets are occasional, everything else is abundant. Tech is slow.
Until now I didn't meet any minor, which is strange. Maybe they have been already conquered, but that would mean major civs are more aggressive that usual with minors. I'll probably check later enabling cheats.
Most civs have 12/18 planets, the only exceptions are the Altarians with 30 and Korath Clan with an astonishing 50. I have no idea how they could do so well, but Korath is probably going to win. Altarians, even if they did very well, have a bad economy, according to the F5 screen.
Regarding the tech tree, I have a question regarding the Merchant Trade Complex tech. I still didn't research it, nut it says the complex gives an economic boost of 50%, which is not in line with the previous ones:
- Interstellar Bartering: +10%
- Merchant Emporiums: +17%, 1 bc
Merchant Trade Complex: +50%, 2 bc
I'll give you more comments as I proceed
Ok I just checked and Minors are still there, just no one was in my area
Speed in the CU is a little bit different from this mod that's why I'm concerned about the right balance (in v.05 it'll be much better IMO).
One of the fundamental differences is that in FW engines are more cheap but require more space, ie. the CU balances engines versus their costs, I balance vs the size. In the CU the problem which I wanted to do away with it is that the AI autoshipdesigner does make Colony Ships sporting 1 or 2 engines and that because of their increased buildcosts, these ships do get released 10-15 turns later - a time in which these ships may have hit their target destination already if released for that time sooner even without engines at all.
The negative implication however is that you can't build superfast ships by stacking engines on a hull in FW, that's why I need to offer more racial speedbonuses (which, for the AI are perfectly usable)
Speed 6 is ok, the question is once you've got hold of 1/3 or half of galaxy map how are you going to utilize your core backworlds? Stop shipproduction there, or just build constructors-->starbases, or military ships that then are rerouted to the frontline even if it takes them 15-25 turns to get there (and them being outdated by then...)
The Guild's bonus is only planetary trust me you can deduce yourself by looking at how the bonus is displayed ingame: a "10%" indicates a racial/civ-wide bonus, a "1%" = only planetary. I'm gonna outlay what each building does in more details in future releases. (after their final bonuses are set in stone )
The race-wide speed anomaly is kinda rare, and actually offset by another rare anomlay which actually takes -1 speed away from you ("slimy space krill" )
How well a race does is dependant on alot of random values like map-placement or money-anomalies. But the one thing is for certain, the Korath in FW were deliberately designed to do well on the "social"-level because I just found it much too boring that 3 out of 4 races are only military-related, and the Korath a mere copyclone of Drengin. In my point of view they've split away from the Drengin in order to make things different, they've got different opinions on how things should be relegated and that should include more stuff than just their SA. They're the evil-Torians in a nutshell^^
That makes sense because the Merchant Trade Complex is a 1-per-planet building. So if you just plan to build a handful 3-4 econ buildings on a planet the Iconian approach will be stronger, but once you want more, or build Econ-specialized worlds you'll be worse off without the Stock Market (even more so because the Iconian farms are also worse).
In v.05 they'll have the Bartering Station as starting improvement to offset some of the heavy-maintenance their initial industry brings.
I always used additional engines only in cargo designs, and scouts. I considered them too space consuming to be used in military ships, even in CU. So the difference of approach in FW would not impact on my military ships speed, regarding the others I think it doesn't matter, so if this approach will make the AI to design better ships
In a gigantic galaxy 15 turns are still acceptable, and even if when the ships arrive they are not using the latest tech anymore, it is ok because the same is happening to everyone else.
The backline core worlds are obviously more developed and so capable to build bigger ships, so unless there is a tactical need to do otherwise, I use to build the stronger ships there and scouts/fighters along the frontier younger worlds.
As I said the time needed to move fleets is not an issue, in big galaxies it is a nice part of the gameplay, and adds a strategic layer that is missing in smaller galaxies.
Absolutely perfect
Ok I see. A couple of notes about the anomalies. From what you write it seems you can decide the rarity of any anomaly.
I'm asking because I started a new game and after maybe 20 or 25 turns I have already found 2 anomalies that gave me 2000 bc each. That is an enormous amount of money at game start and gives such a big advantage that I wonder if it isn't too much.
Of course if the other civs are getting similar benefits that it's ok.
That is good, my concern is just if they are balanced with the other civs. They were so much better than anyone else that I think they would have been unstoppable. Anyway, I'll see if that happens again.
But I have to say that also with the CU Drengin and/or Korath were very very often among the best civs, if not the best, sometimes by far.
Oh my, I didn't notice it was a 1pp building, then it's ok, sorry.
When I played Humans in CU I always tried to specialize planets, but the Iconians start with powerful 1pp buildings, so now I'm trying to use a different approach, more generic worlds during the first part of the game, and see how it goes.
Are Iconian farms worse? The initial one is very good, I think.
And the initial industry is heavy-maintenance? It is true that the basic replicator has a low output, so if you need a high output you need to build many of them, but it has not a heavy maintenance, I think it's cheap. What do the other civs start with?
On most backbench worlds I build Transports, my fasted ships.
I tend to specialize worlds only rarely. Those may not even have starports.
The new Korath sound like fun. Anxious to get over this CU work so I can get into FW...
I may at some point introduce some engines which use very little space but are expensive, perhaps as an alternative branch to the conventional engines branch, and distribute it among the civs so that there are (incl. Arcean) 3 different approaches ingame. Or maybe just expand the generic one for everyone, but it's not high on my agenda.
Yes, I do. In the vanilla game and (still) in the CU all rarity is equalized to the same level so all anomalies occur in the same numbers. For FW I've reduced some annyoing ones (like real Wormholes - because a player can effectively avoid while AIs always use them most likely transporting their only Surveyor into out-of-range regions so they'll loose more anomaly-bonuses than the player...)
I've also used this setting to balance some anomalies against their potential strength - or handicap in case of penalizing anomalies.
I've doubled the output of all existing money-anomalies by 100% but introduced a -1000bc anomaly to counterbalance that. In DL there even was an anomaly that gave +5000 bcs so FW tries to cut a middle-path to that. Not saying now that DL or DA are better balanced than TotA, they were different and several regions were OP and they got subsequently nerfed, and perhaps too much to bring in fun for the player.
You are raiseing alot of concerns about general balance, so let me give just a basic idea of my personal view on the subject:
If something is available to anyone and all these factions are also able to use that then it's always balanced by default because an advantage to anyone is a disadvantage to noone. However, that doesn't mean to suggest I can increase bonuses mindlessly throughout the roof because then, certain features will become so strong they do become "no-brainers" - something you always go for regardless of timing, cost-considerations, alternatives or other trade-offs. Essentially a strategy game should force you to make meaningful decisions once the time is right for them.
Regarding anomalies, they've historically been a very strong asset for the player because the AI is unable to muster additional surveyships. In FW I've taken this into consideration and made it more easy for the AI to pick up anomalies (for example, I've introduced an anomaly which does increase the base speed of the ship which picks this anomaly up, so all the initial Surveyship of the AI will become gradually faster thereby shrinking the window of time for the player to lift new surveyors into the air before their all collected. This anomaly also helps returning AI ships from out-of-range positions from wormholes. And for the player I've increased the cost of the Survey-module, although the GGB can get rid of that. It basically boils down that a player will have to prepare/fullfill some prerequisites until he's able to fully exploit anomalies. But once he's there these anomalies should give considerable bonuses because that's fun and I don't want to nerf things so much into the ground that players simply stop to use these things because of lacklusterness.)
One of the reasons why Korath have these bonuses is that they're required to counterbalance their spore-SA which the AI cannot use to its full extend. It's even exploitable for the player. I've witnessed many Korath games where they spore worlds, which default to 5m people and without considerable popgrowth-bonuses they take forever to grow to normal size. Most of these worlds simply flip to whoever is also present in that sector. The AI also tries to get rid of planets which have a negative/red economic balance so esp. diplomatically-good civs can trade for them for a bunch of technologies. There's nothing I can do to prevent that, nor can I teach the Korath AI to fill up a population-ferry and transport a 1000m people to a freshly spored world to make it economically self-sustaining. But a player can do all these things and neither will the player give away planets.
The Korath SA debacle is perhaps the reason why Korath do have the superstrong Dark Influnce building - it may prevent these worlds from flipping but still, the AI makes no difference where it does build this improvement. I've therefore reduced its bonus by 50% because the racial bonuses (Loyalty, Popgrowth, Moral) should do enough to throttle the flipping debacle.
It's a common misconception that because someone is "too strong" or "stronger than others" that this is unbalanced or bad for the game. Under many circumstances this is even good. The primary function of all AIs are to give a challenge or obstacle for the player to overcome.
Imagine all AIs are completely the same, the same strength and even the map and everything else is created homogenuously - then for most parts of a game the map would be in a stalemate and without player intervention would stay like this forever. Not that then most games would look/feel very similarily, it would also be easy for a player to simply pick on a single AI, conquer him, repeat on another, and from there game is won.
And that is why exactly here, basically everywhere in the game, a (planned) randomization comes in - anomalies, habitable planet dispersal, bonustiles, different AI behaviour, different strength in technologies, factions that are weak early stronger late and vice versa, Events/ MegaEvents, UP votes etc pp.
IF you have one AI in your game which is so strong it's able to successfully conquer another AI, and keep on anexing more and more planets consequently, then this means you'll also have to gain in likewise strength otherwise the day will come you won't be able to withstand once it attacks you. Of course it shouldn't be always the same AI, but there are indeed some factions which are deliberately designed to be more strong early (and because early bonuses weigh usually more heavy into a game it may appear that these are generally stronger). At the end of the day all of this unbalanced randomness adds greatly to the replayability. It has a very positive function.
One of the main strategies to win a warfighting suicidal game actually is to exactly prevent one AI to emerge victorious by constantly keeping them busy to wage war on all their neighbours, to keep all their military mutually low to give the player time to come out of his defensive play (on suicidal the AI bonuses are so strong they'll force you defensively very very soon^^)
And the only one they have - 4mt food against 6mt food. They need 3 tiles for a 20b planet that's 1 more than the generic approach. The tradeoff is that they have it right-away, which may even be a handicap for the AI because you don't need to set farms during the colony rush, but they at least don't need to invest additional reseach.
Pardon me, I ment the Molecular Fabricator & the other Precursor fac, those two plus the 2 1pp labs actually weigh heavy on the Iconian game (just like labs/facs in the Thalan tree). How well the Iconians do is mostly decided on how well the AI is able to muster money to keep his global spending slider high.
1 question:
I'm gonna differentiate some of the conventional tradeable technologies from one tree to another, example:
The Krynns "Advanced Diplomacy" will give +20% diplomacy while the standard generic one gives only +10% (the Krynns however is going to take them longer to research and they aren't as willing to trade it away.)
The question now is if I should "mark" these (specialized) techs somehow so that it may be directly visible during the techtrade that a stronger tech is available. Actually one can already perceive that by right-clicking on a selected tech which will trigger a info-popup but I wonder how oftentime that is used? Thing is the only option I have to make it directly visible is actually to rename these techs to something like
"Advanced Diplomacy plus"
but that could also falsely create the impression/confusion that it is actually a new technology.
Yes, you should mark it, but not with a plus or II, but with a different name.
E.g. "Krynnian Diplomacy" or "Mystical Diplomacy" or even something strange like "Cultish Relations". No direct indication that it's better. Let the player explore that on his own.
E.g. "Drengin Body Odor" that gives +5 Soldiering and -10 Diplomacy...
You are raiseing alot of concerns about general balance
I know, hope you understand it's just because I want to help.
I've played games in the past that had incredible potential but didn't reach the goal of being fun, because unbalanced.
I understand what you say and agree with you, but as you said it shouldn't always be the same civ to be your competitor.
For my games with CU it has practically always been Drengin or Korath .... or both
I can't remember seeing Arceans, or Iconians, doing well, in any of my games. Thalan usually were very good, Torians in the middle, Yor and Altarians usually weak, even if a few times they surprised me.
I like randomness, meaning that letting the AI play 1000 games, I would like to see an almost linear distribution of victories for all factions, but for my experience with the CU (limited, I admit that) half of that games would be won by Drengin or Korath, and this is something I don't like, because it makes the game more predictable, and therefore less entertaining, imho
Regarding you question on tech names, I agree with DMF, it's much better to find another name for those techs; putting a symbol at the end is a practical solution, but not very elegant.
I have a question regarding the Iconians in your mod (well, maybe it was the same in the CU, I don't know)
Do they get manufacturing capital, and morale improvements other than the starting building?
But wouldn't that also suggest that if you trade for this technology you intent to get a completely new technology? Because, it could also lead to the opposite situation where you trade for a technology which turns out to hold less bonuses than the original one in your own tree. And that's actually something I'd like to prevent for a player...
But I agree, it's not elegant that's why I was asking... just can't think of a solution that is both practicable and elegant...
No worries I didn't take it any negatively
One thing that had a tremendous effect on both Drangin/Korath was that Frogboy changed the code of AIP7 to be able to colonize outside their territory. The Yor are also affected by this but Yor do have other problems to cope with, namely a severely restricted techtree and some unorthodox approaches to planetary buildings.
In FW I designed the Yor even more extreme - fully aware that the AI may struggle with that but I'll get it its own tree running once I'm done with the inclusion of all content.
Just yesterday I went back to do some modding (and can now stay at it for several days) so you can expect some great changes to basically all places of the game on all civs in the coming week.
I agree that on average strength should be equally distributed/balanced. However, only if you also totally shuffle all available variables to any part of the game around. And that begins at the very setup of a game. Some civilizations are deliberately designed to have an early advantage, to be an early threat, to have all sorts of different types of weaknesses or advantages.
For example, a civ that thrives high towards a cultural win or flipping planets (like, the Krynn) may not do so well if you select rare-occasional planets. Without frequent-extreme-planets Iconians may not do so well. On smaller maps early military civs like Drengin may be able to rushstorm civs. On larger maps with lots of planets social upbuilders like Korath/Torian may become unstoppable. Without techtrade or brokering Terrans will suffer greatly. How a player behaves on a map may also completely cripple certain civs (ie. if you bring others into war against Drath or Korx it'll completely nullify their SA...). Some others, like for instance Thalans, have such a wide range of extreme possiblities of what they can do, that sometimes they're doing exceptionally well and sometimes it leaves their game cripppled.
In order to find some of these problems, and construe creative workaround I usually setup a dozen of AI autogames, but even that doesn't give me full control over what potentially could happen in a game involving a real player. I doubt I'll ever gonna finish this mod, but once I reach at v1.0 I'll start playing real games with it and from there, hope to get a better scope to the ultimate finetunes.
No, the ManuCap is part of the generic factory-branch. The Iconians have an own, and unique way of factories, which I consider to be stronger. You currently could trade for "Xeno Engineering" to get that, but in v.05 the only way to get that is through stealing.
They also only have the Dream Conclave as morale improvement. It's very strong in the beginning - twice as strong as the generic approach, but in the end much weaker that what 30% of other factions can muster, although these need a significant amount of research for this. For v.05, I've given them the weaker FantasyConclave which OShee designed some time ago, and let them have a small morale-branch containing a beefed up version of the DreamConclave.
I'm very happy with the current state of the Iconians although, except Yor/Thalan, I still have to make all other trees more unique.
I don't understand. It is a new, or at least different, technology.
Are you saying that it has the same internal name as perhaps a "native" tech, and thus would mask the native tech if you traded for it? That situation already exists in (I think) the CU, were there are a couple different forms of "Space Militarization", one of which comes with an additional bonus.
I'd say that you can't protect the player from himself. If he makes a bad trade, it's not your fault.
Yep, this is exactly how I ment it. I don't want to create a new technology just because I want to slightly rebalance an already existing technology in a single races tree - because then I either have to make that tech untradeable (ultimately, all of them...) or a player could collect massive amounts of racial bonuses in a game involving max factions.
My current undertaking however, is exactly the opposite, I'm actually lifting sanctions on unique techs so that techtrade becomes more interesting again. BTW I just completed a full comparison of values affecting techtrade of vanilla 2.042 to the CU and can definitely say that the increases AIValue in combination with decreases WillingnessToTrade is responsible for the bad techtrade-behaviour you find in the CU. Not all techs are affected but on many, the AI is currently asking about 4 times the compensation. I think someone oversaw that the WilingnessToTrade-tag was oftentimes set in each of the individual races' techtrees and got omitted on the general TechTree.xml - here an average of value = 50 was simply set while indeed it was oftentimes much higher rangeing from 70-100.
But to come back to the previous problem, I think the different Space Militarization techs are perhaps mostly known so a player is already on the hood to lookout for them specifically. In FW there will be LOTS of those to come, so my intention is to present it that way it's somehow self-explanatory. I don't want to have a player find out he locked himself out of a specific racial bonus, or accidentally got himself a tech which is inferior to the original in his own tree, but how the hell do I do that? If I change the ingame shown name it may appear as being a new technology, and if I don't it'll create a false sense of that it's the very same technology.
Maybe simply keep the same names and advise a player to use the right-click popup more often? But that's also not really handy - it implies a player already knows by heart all the techs in his own tree - and if he don't, and a previous trade already has been done, you can't just go look at your own tree because you won't be allowed to get back into the diplomacy screen for another 8 turns.
Change the name, keep the description largely the same, and note specifically that "this is like X tech but a bit different".
Think less in terms of the Monte Haul type player that is pissed if he can't get the best of everything, and more of the player that is immersed in a narrative.
"Hey, if you want to use Korx trading techniquest, they have these side effects". And sometime you just don't know until you try it. In this case, at least, the data is there if the player cares to do the research. I got burned by the Space Militarization gotcha early on, and I look for it now. It's part of the game.
Re: the tech trading, I have some observation in the other thread about my latest test game.
BTW, the eight week Diplomacy lockout blows. I wouldn't miiss it. It could be shortened for everyone. Too bad one can't make the length dependent on current relationships.
There are many great features available to you once you register, including:
Sign in or Create Account