In case you haven't heard yet - currently there is no way to interact diplomatically with minor civilizations due to concerns with being able to exploit diplomatic deals/trades with them - however you can trade with or invade and conquer them.
A couple questions about minor civilizations:
1) Do they still participate in United Federation votes or just major Civilizations ?
2) For those of us that never really exploited minor civilization can the ability to interact with minor civilizations be modded back into the game ?
Other questions:
3) Why do Starbase Markets require AntiMatter (which seems to be most rare standard old resource more so than Elerium) as well as Promethium) - I have yet to see Antimatter on Planets but I have seen a lot of Promethium and some Thulium on planets. Durantium instead of AntiMatter for Starbase Markets seems to make more sense.
4) Percentages for Manufacturing and Research bonuses for improvement buildings and starbase modules seem drastically lower than before Crusade - will these percentages be reviewed for balance reasons in future updates ? Is it possible to change these percentages just by modding the XML files alone ?
Another Design Change in Crusade involves several features in the previous Tech research trees being removed from all races unless they select the appropriate Racial Abilitity
5) Slaver racial trait adds Slaver Pits and Slave Recycling Techs to any Race's Tech Tree (previously included in Drengin and Snathi Tech Trees). Should Slave Pits and their upgrades include any kind of Construction raw bonus (+1 or 2 to Raw Construction - they of course have better (all) construction bonuses than work camp's presumably to eventually replace the raw +2 construction bonus from the space elevator, but with the new food limits (need for a farm to add City building for +8 population but that requires two titles on a planet) it is harder to increase population for its raw construction with less than 10 title planets) like the Space Elevator building that they essentially replace ? Why are there no Starports for Slaver Races ? Slaveling Recycling adds the Slaver Recycler Building - this tech description could use some work and the one for Protein Resequencing needs to be redone. Note that Molecular Fabricators are also added to the Slavers (ZealotsAbility) Tech tree (previously included in Iconian and Snathi Tech Trees). Why is this now considerably later in the tech tree after Planetology - Environmental Science and Colonial Engineering (soil engineering) techs ? Should Iconians also gain this tech ?
6) Starfaring Racial Ability now adds five Hyperion Military techs to the Tech research tree for a race that were previously unlocked for every race. Hyperion Sensor System, Hyperion Life Support, Hyperion Logistics System, Hyperion Shrinker, and Hyperion Shipyard. Hyperion Life Support System appears to have a problem with its tech description.
7) At first glance there appears to be only one "planetary defense building" that requires Elerium which is fine for a critical unique planet you want to defend. However apparently Military Academies now replace the original "planetary defense buildings". When you build Garrisons to conversion one Legion (army) created by Military Academies to become local planetary bound garrisons does this require a planetary tile (looking at XML files appears that it does not but this is not obvious to the player a first) ? Other than Military Academies the only other method to add resistance appears to be from Military Tech Research in lieu of planetary defense or soldering bonuses (and Preparedness Center from Pragmatic ideology choice) ? The base planetary resistance from population is a lot lower than before Crusade (looks to be 0% now about was previous about 25% at neutral planetary defense (Courage) radical trait). 100% population approval adds 25% resistancel currently. I see Epimethus Refinery adds 25% resistance if you happen to have the resource on the planet). in the XML files there are a couple other ways beside resources to add resistances apparently.
Not that invasions ever were difficult to pull off but looks easier now to invade unless you happen to have a garrison on the planet. Obvious this is a new design choice but it would help existing players to explain the new Planetary Defense and Invasion system in a detailed Developer Journal (figuring out changes to mining, resources, and starbases were easier to figure out and Citizens have been introduced in a Dev Journal). Can the base resistance from population by modded only by changing the XML files or is this hard coded including changes from approval ? Will there be a way to add the planetary invasion landing interception percentage other than from the researched 10% bonus from the Military research tree ?
9) So the only way now to receive Tourism Income is to pick up the Diplomatic Racial Trait ? If that is so then is getting two racial trait points from choosing unpopular a semi exploit for non-Diplomatic races ?
10) Note the resourceful trait seems to give very few bonus starting resources (I got two durantium and two hyperspace silicates when I tried it out) unless this changes over time.
11) Non Slaver nor Synthetic Races have listed a Data Center Research Building (one per colony) available under the Colonization tech tree but I have yet to see the ability to buld this building. Was this deleted last minute or is there some kind of typo in the XML files preventing this building from showing up in the planet's build list. In 2.13 the default Colonization Tech enables a colony unique Data Center research building (really just a renamed Research Lab building - still called Research Laboratory in ImprovementsDefs.XML that gives +7.5% Research Bonus). Should this building be moved to XenoExpoltation which currently enables no buildings.
P.S. In case anyone is wondering while there seems to be a number of initial release bugs - ever present typos and design tweaks needing to still be made - Crusade in general is very well done - runs faster (yet to fully see if the ability to handle massive maps and extensive mods is better supported due to running as a 64 bit app now that also better supports multiple CPU cores) and generally better developed expansion of Galactic Civilization III (GC3). And the number of day one bugs for Crusade seems significantly smaller than when version 1.0 of the base game was released. So while there is room for improvement this expansion makes GC3 a much better game to play with the ability to greater customize and tweak gameplay (Customized Fractions and other Mods). Therefore while there are some new directions in gameplay to adapt to that might frustrate old and new players it seems worth the effort to take the time to better enjoy this 4X space based strategy game. Well done Stardock !!!!
#4 I like the changes, though I think 8%/ 15% a sweeter spot than 5%/10% for 1st/ 2nd tier, and, yes, you can mod them.
#5 Haven't played them yet, but do the slaver's not have a Garrison improvement that takes the place of the starport?
#9 Good find.
#10 Really?
<RaceTrait> <InternalName>ResourcefulAbility</InternalName> <DisplayName>ResourcefulAbility_Name</DisplayName> <DisplayNameShort>ResourcefulAbility_ShortName</DisplayNameShort> <Description>ResourcefulAbility_Dec</Description> <IsAbility>1</IsAbility> <Triggers> <OnEvent>OnStartTurn</OnEvent> <CriteriaTurnNum>1</CriteriaTurnNum> <Scope>Global</Scope> <Target> <TargetType>Faction</TargetType> </Target> <Lifetime>Instant</Lifetime> <Modifier> <EffectType>HyperSilicates</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>2</Value> </Modifier> </Triggers> <Triggers> <OnEvent>OnStartTurn</OnEvent> <CriteriaTurnNum>1</CriteriaTurnNum> <Scope>Global</Scope> <Target> <TargetType>Faction</TargetType> </Target> <Lifetime>Instant</Lifetime> <Modifier> <EffectType>Durantium</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>2</Value> </Modifier> </Triggers> </RaceTrait>
That's underwhelming. Needs some work.
Yes I am thinking #4 might need to be increased at least in player mods and maybe bonuses from Citizens.
Note that production in the game now is largely based on population with no direct controls over planetary production and taxes - ie no direct control of the economy (taxes) - social manufacturing - research - ship building (military) sliders. Raw production appears to be now always split evenly. Therefore going for the larger planets in the galaxy first has greater effort on your empire's growth (larger planets allow for more buildings especially food buildings to add Cities to increase the max population). Of course resource collecting is still required but more special resources are located on planets and they must be considered when colonizing. Plus asteroid mining has more of an impact on raw production than it ever has.
Several of the other Racial Abilities either unlocks at start of game existing generic techs or adds new techs to the master tech tree
A) Conquerors (unlocks Planetary Invasion tech) removed in 2.13 Beta. in 2.13 beta gain global +1 Military construction per planet and +100% Soldering bonus (could be "cheesed" to set Brutal and Courageous Racial Traits to -2 points from start ??)
B Devout ability - adds old style Kyrnn Temple techs as well as ShadowEnforcers tech have an additional +4 Administrators and get a Cleric Citizen at start. ShadowEnforcers - after XenoEconomics - EnforcementTemple colony unique building that adds 25% bonus to its associated colony's economy ShadowTrade (ThePathofShadows) - after Diplomatic Specialization - ShadowTemple colony unique (should be empire unique ??) adds +2 to Empires Diplomacy skill and aslo adds 10% Global Influence Bonus. PilgrimageTech (enabled by what ??) - old version 2.0 -Krynn influence building KrynnConsulate + 25% morale and influence bonus on colony it is built on. ThePathTech - after the Governance starting tech enables KrynniacTemple - old 2.0 Krynn Temple tech and its upgrades( KrynniacMission, KrynniacOrder) - colony unique building that adds +2/+4/+6 Morale and 10%/20%/30% Influence bonus to its respective associated colony. ThePathTech - after the Governance starting tech enables KrynniacMinistry - new ?? devout empire unique KrynniacMinistry building and its upgrade ( KrynniacSanctuary - TheOrderTech) - empire unique building that adds 15%/25% Morale Bonus and 15%/25 Influence bonus and 15%/25% Tourism Bonus (do we get Tourism now if not Diplomatic ??) as global empire wide bonuses. Jihad Tech is enabled in the military tree after PlanetaryInvasionTech which enables various ships attack/defense/hitpoint bonuses and planetary defense/soldering bonuses and adds the DivineTempleModule (DivineFleets) support module that adds fleet wise defense bonuses.
C) Sneaky (unlocks Espionage tech which allows you to recruit Spys ) - no longer gives you free spy at start with first Crusade update
D) Inventive (unlocks Zero Construction tech which allows you to recruit Engineers) and awards you with starting constructor.
E) Time travelers upon building the first ship they are awarded Star Federation, Large Scale Construction, and Stellar Folding research techs. unlocks the Hive Buildings adds new Graviton techs - [ Gravitonics (+10% ship hitpoints), GravitonicSpecialization1 (-5% Weapon Mass)/GravitonicSpecialization2 (-5% Defense Mass)/ GravitonicSpecialization3 (-5% ship support - drive/life support/sensor - mass), GravitonicManipulating (+15% Ship Hitpoints), GravitonicMastery (+20% Ship Mass)] plus DimensionalWeapons (+5% Weapon attack), DimensionalWeaponFocus1(+10% Beam Accuracy) / DimensionalWeaponFocus2 (+10% Missile Accuracy) / DimensionalWeaponFocus3 (+10% Kinetic Accuracy), DimensionalFazing (+10% Jamming), and DimensionalFazingFocus1 (+10% Shield Strength) / DimensionalFazingFocus2 (+10% Point Defenses) / DimensionalFazingFocus3 (+10% Armor Strength)
F) Certain Ability - gain per planet +2 Influence bonus per turn (adds new "motivation" techs)
G) Traders (Entrepreneurs Ability) get two trade routes from start plus one freighter. adds acquisition techs including ability to extend starbase range by 3 hexes ?
H) Heroic (unlocks War College tech which allows you to recruit Commanders)
I) Ancient adds Social Matrix techs that used to be part of the Altarian and Snathi tech trees plus precursor techs related to relics SocialMatrix (XeonMysticism) and its associated upgrade ( DarkEnergyLab ) provide a colony unique +10%/+25% MaxManufacuring and +10%/+25% Research bonuses to its associated planet. As well as researchable empire wide Research/Influence or Ship Construction/Soldering bonuses. BiosphereManipulator (ParadiseWorlds) is a ancient unique ability to terraform any square on the associated planet to be useable space for building. (MasterInherentMagic) (PrecursorAntiquities) (LivingShipsTech) (SerenityTech) (PrecursorAntiquities)
J) Starfaring adds the Hyperion series of buildings originally to the tech tree. HyperionSensorSystem building which allows for 10% bonus to Ships Sensor range upon construction at that planet. HyperionLogisticsSystem building which reduces the logistics requirement by 1 for the ship upon construction at that planet. HyperionShrinker building which allows for 10% bonus to Ships Mass upon construction at that planet. HyperionSupplySystem building which allows for 10% bonus to Ships movement range upon construction at that planet. HyperionShipyard building which allows for 10% bonus to Ships Hitpoints upon construction at that planet. Starfaring ships and Starbases are immune to nebula effects.
K) Knowledge ability races knows location of all players Home Worlds from the start of the game. gain a HyperionMatrix building under XenoResearch (25% global research building). Hive Buildings (Similar to Slave Pits) - Hive (HiveTech), MotherHive (MotherHiveTech), GaiaVortex(GaiaTheory) which give +1/+2/+3 Raw Production ? plus should give Precursor Nanites as well +1/+2/+3 adjacency bonuses.
I) Unrelenting gain
J) XXXX (Patriotic) Races gain an additional +4 Administrators at start (should scale at larger map sizes ?) gain the Coordination Temple building and its associated upgrades (LaborMission and LaborOracle) which have no initate bonuses but give +2/+3/+4 adjacency bonuses respectively.
K) Intuitive ability gain 50 Research Points at game start (was much higher in 2.0) unlocks the Hive Buildings
L) Slavers Ability (ZealoutsAbility) adds Drengin style Slavery buildings to the tech tree On successful invasions of enemy planets Slavers gain 15 Ideology points to spend. SlavePits and its associated upgrades (SlaveMill and SlaveFactory) - Colony unique building that adds +16%/17%/20% AllConstruction (I have tweaked these abit lol) and 5%/10%/12% Research bonuses (again tweaked by me in my mod) and +1 Morale and +1 Food bonus to its respectively associated colony plus +2/3/4 adjacency bonuses to Manufacturing, Research and Wealth. Slave Recycling Techs - SlaveRecycler and ProteinResequencer - Colony unique building that adds +10%/20% food bonus to its associated colony plus +2/3 adjacency bonuses to Food. Additionally Slaver specific colony unique Garrison building to the XenoCombatTechniques Tech Research that adds +50% resistance to its associated planet's defense in addition to the 25% resistance bonus from the standard colony unique garrison building by at the cost of another planetary tile being used and built upon. This is new to Crusade although at another place in the tech tree Drengin did have a second planetary resistance building. BlackMarket - Slaver specific colony unique economic building adding +25% bonus to an associated planet's Economy. Now ImprovementsDefs.XML say this is for ZealotsAbility and MasterTechDefs says it is enabled only for UnrelentingAbility. I am assuming that the later is correct and ImprovementsDefs.XML needs to be fixed. FightingPit - Slaver specific colony unique moral (entertainment building) This building has upgrades (Arena, Slaughtertorium, HuntingGrounds) that provide a +6/+8/+10/+12 morale bonus to an associated planet.
M) Xenophobic to promote Tall verse wide empire - Military production reduced by 75% globally but Social Manufacturing, Research, and Economy is increased by 100%.
N) Heroic Ability - gain a 25% bonus to invasion resistance.
O) Unwavering Ability - have 20 Rebellion resistance points to spend from the start to prevent planetary rebellions.
P) Wealthy Ability get +1 raw production to all planets plus an additional 1000 credits to start.
Q) Prolific Ability - global growth rate increased from +0.1 to 0.2 per turn per colony. On new colonization get +50% increase to carried population.
R) Adaptable Ability gain ability to colonize extreme worlds at the start of the game.
S) Determined Ability get global +5 to ship range from start without any researched techs.
#11 is new question and this building is not in the Improvements.XML file
For now I am trying to fix #5 by adding a Flat +1 Increase to MaxManufacturing to each work camp building (and subsequent upgrades) and see how that works. This is similar to how currently Research Chambers add a Flat +1 research increase plus per building research multiplier for each chamber (and subsequent upgrade). This maybe too good bonus for Slavery races and both of those flat bonuses removed and revisit eliminating the Space Elevator/Space Port and Computer Core as a starting bonus for all races except maybe for Synthetics. Also food / population cap bonuses for Molecular Fabricator related buildings may need to added back to the ImprovementDef.xml file.
1) No. And you can't interact, only send a freighter of conquer them
2) don't think so
I notice playing on Normal Difficulty that Krynn Syndicate had more colonies than me and was running -770 economy although later on they had +880.
12) Why were Recreation Center and Orbital Resorts removed from the Starbase Module list ? With the Supportive Population choice only adding +1 morale to each planet now (was +4 before Crusade) you have to add Entertainment Centers to most planets now with population over 4 (including sometimes even if you are using Worker's Camps from Slaver Tree that add +1 morale per building) If Wealthy Population still gives +10% economy (still 10% bonus per MasterTechDef.xml - Note that many tech tree tooltips were apparently never updated to reflect that Crusade design changes), Supportive Population is a bad tech choice now (I probably mod it back to +4 when I am not playing a slaver race). The imitate approval (morale) for the ColonialCapital was lower from 3 to 1 with Crusade (GoodsAndServices parameter).
13) Orbital Research Laboratory from the Research Coordination tech shows +50% research bonus I am sure this tech tool tip has not been updated.
14) Looks like there is some kind of series of typos in ImprovementsDef.XML or one of the other TechDef.XML files for the Slaver Racial Research building Research Chamber Upgrades that should be part of XenoResearchLaboratory tech (excluded from the standard generic research laboratory upgrades), ResearchInstitute tech, ResearchCenter tech, ResearchAcademy (Research Matrix ?), techs. These upgrades are included in the ImprovementDef.XML file but do not show in the tech tree display due to some kind of error: ResearchStockade, ResearchMotivator, ResearchExtractor, ResearchAmplifier (the associated techs for the generic research labs have changed from 2.0 to Crusade and the Slaver Research upgrades still reference the old tech definitions). Also it looks like Deeper Knowledge and Quantum Understanding techs have research building upgrades in the generic tech tree that apparently should not exist for Slavers Races and the Tech tooltip is wrong and then ZealotsAbility races should be excluded from researching these techs but I could be wrong ??? Also it looks like the NeroLinking tech should enable the OrbitalInstituteModule which maybe different from how it is enabled by the Generic tech tree (StarbaseModDefs.XML says requires ResearchCoordination tech).
15) Starbase Assault Fighter Module should increase the ASSAULTFIGHTERSCAP not the INTERCEPTORFIGHTERSCAP by 5. This is a StarbaseModuleDef.xml typo that was reported prior to version 2.0 but yet to be fixed as it primarily occurs late game.
Over the weekend I played a game as a custom Snathi Race with the Slaver Ability instead of Unwavering. My changes to #5) above were definitely OP while I was doing well the Drengin who are Slavers too were far ahead of everyone due to these new changes. So I am removing the Flat +1 Increase to MaxManufacturing to each Work Camp building (and subsequent upgrades). Therefore presuming to follow the design intent for Crusade I have re-enabled being able to build the Space Elevator/Space Port for all races except for Synthetics. Furthermore I am removing the Flat +1 Increase to Research to each Research Chamber building (and subsequent upgrades). Also I re-enabled being able to build the Computer Core as a starting bonus for all races except for Synthetics. Same goes for the Central Bank building as I can see no reason to prevent Slaver's from being able to build this building as well.
Right now food which allows for creation of Cities (to give a +8 increase to a planet's population cap above 12 for Capitals or 4 for Colonies) is a major starting limitation to the Financial Economy as well as production ability of your planets and thereby empire. Note that excess food is a global resource now not just per planets (Stellaris has done this now a well). But farms and their upgrades require a planet tile and of course the City requires an additional planet tile if you have +2 excess food available globally. With the low 0.1 growth per turn base increase to population and other changes - the Racial traits for Fertility are quite important to your economy since there is no early choice to add +10% global population growth before getting the Colonial Hospital Upgrade from XenoBiology research tech. Note for Silicon base races that you need +5 durantium to create SiliconCities to increase their population cap by +8 (which is easier to accumulate without planetary tiles to build farms for food.
With my experiences using work camps in Crusade I am modifying the work camps and its updates to add +1 food instead of increasing the +1 population camp per building. This way your max production will not automatically increase without building the additional cities as well. I have left Slave Pits and its upgrades as increasing the PopulationCap by +1 as there is only one building per colony.
16) Reviewing this post I made some other changes to the ImprovementDefs.XML file:
https://forums.galciv3.com/482957/Some-improvements-unavailable-to-build
ResearchCoordinationCenter appears to be removed from Crusade Tech Tree. This tech only enables a Starbase research support module (Orbital Research Center) now.
OmegaDefenseSystem appears to be removed from Crusade Tech Tree. Like ResearchCoordinationCenter the unavailable tag didn't remove it from being shown on the tech tree.
BankingSector looks like Stardock thought we have to much money before and converted Banks (one per colony) to Colonial Banks (one per Empire). BankingSectors used to upgrade Banks but it is marked unavailable now but still shows in the tech tree like others above. FinancialSectors should upgrade from Colonial Banks (Bank) but that requirement is missing from ImprovementDefs.XML ? Unless Stardock wants you to be able to pick up a second empire banking building when you research FinancialSectors.
TradeCapital appears to be removed from Crusade Tech Tree and is marked unavailable now but still shows in the tech tree like others above.
AmusementPark appears to be removed from Crusade Tech Tree and is marked unavailable now but still shows in the tech tree like others above.
MegaResort appears to be removed from Crusade Tech Tree and is marked unavailable now but still shows in the tech tree like others above. It used to upgrade from AmusementPark.
I could be wrong but looks like this is the "right" way to remove abandoned buildings from ImprovementDefs.XML so they don't show in the tech tree just using <Unavailable>true</Unavailable> seems to still display the building even if you can't build it. This is now I am modding the FusionPowerPlant building:
<Prerequ><!-- This 2.0 building has been removed in Crusade --> <Unavailable>true</Unavailable> <Techs><!-- This 2.0 building has been removed in Crusade --><!-- <Option>XenoManufacturingMethods</Option> --> <Option>Never</Option> </Techs> <UpgradesFrom>SolarPowerPlant</UpgradesFrom> </Prerequ>
Also it looks like a bunch of preclusion tech statements are missing in Crusade and need to be added for SlavePits (and its upgrades) and other similar buildings so that the original building is not shown in the planet's build list when the upgrade building is built. Some of these were in the 2.0 file but missing from Crusade others are missing in both.
Additionally while researching ResearchCoordinationCenter above I moved XenoResearchLaboratory (and ResearchStockade for Slaver's) from XenoExperimentationTech to XenoResearch tech (was originally a tech that unlocked no buildings). I moved ResearchAcademy (and ResearchStockade for Slaver's) from ResearchMatrixTech to IntegratedResearch (moves back a tech) which is where it was in 2.0. Also the Orbital Research Center (Starbase module) was moved from IntegratedResearch to ResearchCoordination.
Both InnovationComplex and OmegaResearchCenter appear to be removed from the Crusade Tech tree although like ResearchCoordinationCenter they remain in the ImprovementDefs.XML (I had to make the first two unavailable in ImprovementDefs.XML like ResearchCoordinationCenter was already.
Note that Knowledge ability races gets a HyperionMatrix building under XenoResearch (25% global research building).
17) [FIXED] TechnologicalCapital is only available to Unrelenting Races now and it is unlocked by PersuasiveResearch (new Research choice after XenoExperimentationTech) and buildable after InstitutionalResearch is researched. PersuasiveResearch does not seem to unlocks any building at the moment (there is a typo to add the ResearchMotivator building currently - which is an upgrade from ResearchStockade for Slavers and should be unlocked by InstitutionalResearch instead).
Why are Slavers excluded from building the TechnologicalCapital building ?
Why are Slavers excluded from building the DiscoverySphere building (ResearchMatrixTech) ? It appears that the ResearchCloisters building (DeeperKnowledge) should not be able to be built the Slavers ? It appears that the QuantumResearchFoundation building (QuantumUnderstanding) should not be able to be built the Slavers ? However in in 2.0 Drengin could research DeeperKnowledge and QuantumUnderstanding. Confirm that Slavers can not build the AscensionGate (BeyondMorality) ?
Furthermore, should ResearchCollective for Synthetics be moved from XenoIndustrializationTech to XenoResearch tech ? Reason I ask is the rest of the Yor (Synthetic) research is done in the research section not manufacturing section of the tech tree but that was how it was done in 2.0 as well..
18) It appears that you can not build the Solar Power Plant any more ? So Subsequently you can't build the Fusion Power Plant. Which leads to asking why the preceding Quantum Power Plant is shown under IndustrialExpertise tech tree since you can't upgrade from the Fusion Power Plant ? It looks like the SingularityPowerPlant alone replaces the power plant research line but at a later stage in research plus it does give a global manufacturing bonus not a per planet bonus!
Doesn't one the Malevolent perks help in negotiations with Minors? If so, wouldn't that be sort of worthless now?
Continuing to update what the various Racial Abilities do while looking for errors in the XML files and learning what the Racial Ability changes do to impact gameplay in Crusade.
19) There are several errors in the Devout (Kyrnn style) Building definitions that affect its tech tree:
These New buildings don't show on the tech tree because they are is marked for ZealotsAbility (Slavers) instead of thee Devout Ability. ShadowEnforcers - after XenoEconomics - EnforcementTemple colony unique building that adds 25% bonus to its associated colony's economy ShadowTrade (ThePathofShadows) - after Diplomatic Specialization - ShadowTemple colony unique (should be empire unique ??) adds +2 to Empires Diplomacy skill
Is the Devout Influence/Morale Building setup correctly in Crusade? What enables Devout Ability races to be able to build the old version 2.0 Krynn influence building KrynnConsulate - 25% morale and influence bonus on colony it is built on. The building says ConversionTech which is not in the MasterTechDefs.XML file but there is a KyrnnConversionTech (PilgrimageTech) in AgeOfAscension.
Confirm that the KrynniacTemple ( ThePathTech) and its associated upgrades (KrynniacMission (TheCallingTech), KrynniacOrder (TheOrderTech) , and ?? KrynniacOracle (TheWayTech) ?? ) should not be colony unique buildings same as it was previous in 2.0.
Shouldn't the KrynniacOrder (TheOrderTech) empire unique influence building for the Devout Ability be an upgrade from the KrynniacMission (TheCallingTech) building ? Note that this apparent error was carried over from version 2.0.
Confirm that the KrynniacOracle (TheWayTech) colony unique influence building for the Devout Ability is not supposed to be an upgrade from the KrynniacOrder (ThePathTech) building. In version 2.0 it was also a new colony unique bonus building but seems strange that a small colony specific influence bonus building without it being either another colony specific bonus building as upgrade or having an empire wide bonus adding to the effects of the earlier influence buildings in the tech tree?
Shouldn't the KrynniacSanctuary (TheOrderTech) empire unique influence building for the Devout Ability be an upgrade from the KrynniacMinistry (ThePathTech) building ? Note that this apparent error was carried over from version 2.0.
20) Confirm whether BlackMarket - colony unique economic building adding +25% bonus to an associated planet's Economy should be enabled for Slaver or Unrelenting Races. Currently ImprovementsDefs.XML say this is for ZealotsAbility and MasterTechDefs says it is enabled only for UnrelentingAbility. I am assuming that the later is correct and ImprovementsDefs.XML needs to be fixed.
21) Confirm if the FightingPit and its upgrades (Arena, Slaughtertorium, HuntingGrounds) - Slaver specific colony unique moral (entertainment building) should be converted to be colony unique or left as is. It was never confirmed if Fighting Pits should upgraded from Entertainment Centers when the former was researched which is how it is currently configured still.
22) Confirm that the XenoAdaptationTech should enable ExtremeWorldColonization and instead of adding empire wide +1 food / +1 raw production or +10% growth as it used to in 2.0. it looks like in the first Update to Crusade the decision was made to add +1 production to Planetology. Fixed in 2.13 Beta with reorganized tech tree.
Will update these questions upon reviewing the changes from 2.13 Beta.
Continuing to update for the discovered effects of the new Racial Abilities in Crusade:
T) Angry Ability gets one free military ship from start. Small sized Assault Ship based on AwardCutter Blueprint (weak beam attack ship with almost no defenses at start. Due to ship size less capable than the medium sized armed Survey Ship.)
U) Diplomatic Ability gain 1 Diplomacy Point from start. Unless a typo Diplomacy is only ability currently that enables Tourism when you do the required research plus Tourism buildings are only unlocked for Diplomatic races.
V) Hopeful Ability get +1 morale bonus per colony
W) Paranoid Ability get +2 Interceptor class vessels at each Colony, Starbase, and Shipyard - gift that gets better over time.
X) Cybernetic Ability
Y) Resourceful Ability - get 2 Durantium and 2 Hyper Silicates at game start (pretty underwhelming ability right now)
Z) Warriors Ability gain +10% bonus to Beam/Missile/Kinetic weapon ranges and +10% Beam/Missile/Kinetic damage reduction to ships from combat.
AA) Vigilant Ability - all Starbases start with increase area of effect and Vigilant races suffer less weapon damage when in the area of effect of one of their Starbases. Gain Weather Control Techs
CC) SurveyStartingShip Ability gain a award starting survey vessel at the start of the game.
DD) ColonyStartingShip Ability gain a award starting colony vessel at the start of the game.
EE) ConstructorsStartingShip Ability gain two award starting constructor vessels at the start of the game.
DD) ScoutsStartingShip Ability gain three award static scout vessesl at the start of the game.
DD) FuryStartingShip Ability gain two fury vessels at the start of the game. Small sized Assault Ship based on FuryBlueprint (weak beam/missile/kinetic attack ship with almost no defenses at start. Due to ship size less capable than the medium sized armed Survey Ship.)
XX) Synthetic Races - Population is manufactured - doesn't use Food to Grow With 2.14 Opt-IN Planetary Colony limits are higher than default for other races - population cap for Synthetics is 100 15 instead of 4 (not sure why population cap for non-synthetics is set to 5), Morale is 100 20 instead of 1 (should be at least 3 for default Colony Capitals as it was in 2.0)
YY) Silicon based Lifeforms - Population grows by consuming mined Durantium instead of Food.
ZZ) Aquatic based Lifeforms - Can Colonize Aquatic worlds from the start of the game. Own series of water based Xeno Farming upgrades [ HydroponicFarm ( NovelHarvestingTech), HydroponicAccelerator ( XenoAgriculturalAdaptation), TiredHydroponicFarm (IntensiveFarming), AutomatedHydroponicFarm ( LosslessFarming) ] that give +3/+4/+5/+6 Food. BirthingPools +15% growth Building Own series of morale buildings Hotsprings morale building and its upgrades ( HealingWaters, WealnessFalls, CleansingTide) +3/+5/+6/+8 Morale.
I notice that after the 2.13 Beta patch opt-in that if I do a validate files that a bunch of the XML files get updated - I am not sure if this is an error or some kind of incremental opt-in update but I have gone back to check for changes.
[moved down]
23) The First Crusade Update 2.13 has abandoned several Starbase Research Modules - ZeroGExperimentationModule (2nd after Starbase Laboratory) and OrbitalInstituteModule (4th and last research module) with the compacting of the Research tech tree. I propose moving ZeroGExperimentationModule from StarbaseNetworkingTech to InstitutionalResearch. OrbitalResearchCenterModule will move from at IntegratedResearch to ResearchCenters. OrbitalInstituteModule will move from ResearchCoordination/NeroLinking to IntegratedResearch. While we are compacting the Research Tree - Starbase Laboratory Tech can be eliminated and the Starbase Laboratory Module moved to XXenoExploitationTech or moved to XenoResearch. Data Centers (Research Laboratory moved from Colonization to XenoExploitationTech.
24) Is QuantumResearchFoundation an additional Empire unique research building or an upgrade from ResearchCloisters ? If so the bonuses need to be increased.
25) Per Sainon Crusade XML Mod changes, Should Hive techs be given to TimeTravelersAbility (Ability tooltip says great tech but no infrastructure ) as currently configured or KnowledgeableAbility Races ? Confirm that Intuitive Races also get Hive techs ? The main bonus of Knowledgeable is knowing location of where each opponent's home world is located. Time Travelers should get at least the Gravitronic Techs [ Gravitonics (+10% ship hitpoints), GravitonicSpecialization1 (-5% Weapon Mass)/GravitonicSpecialization2 (-5% Defense Mass)/ GravitonicSpecialization3 (-5% ship support - drive/life support/sensor - mass), GravitonicManipulating (+15% Ship Hitpoints), GravitonicMastery (+20% Ship Mass)] plus DimensionalWeapons (+5% Weapon attack), DimensionalWeaponFocus1(+10% Beam Accuracy) / DimensionalWeaponFocus2 (+10% Missile Accuracy) / DimensionalWeaponFocus3 (+10% Kinetic Accuracy), DimensionalFazing (+10% Jamming), and DimensionalFazingFocus1 (+10% Shield Strength) / DimensionalFazingFocus2 (+10% Point Defenses) / DimensionalFazingFocus3 (+10% Armor Strength).
Note that all the Hive Buildings are missing from ImprovementsDefs.XML. Need to add the following buildings from pre-Crusade ImprovementsDefs.XML - Hive (HiveTech), MotherHive (MotherHiveTech), GaiaVortex(GaiaTheory). Hive Tech should be moved ColonialEngineering to PlanetaryImprovement - earlier in tech tree like Slave Pits. MotherHiveTech (now in AgeOfWar) should be located before GaiaTheory (now in AgeOfAscension).
26) Per Sainon Crusade XML Mod changes, Confirm that the Water based Farms upgrades [ HydroponicFarm ( NovelHarvestingTech), HydroponicAccelerator ( XenoAgriculturalAdaptation), TiredHydroponicFarm (IntensiveFarming), AutomatedHydroponicFarm ( LosslessFarming) ] should be only available to Amphibious Races.
27) Per Sainon Crusade XML Mod changes, Synthetic (Yor) Manfacturing Buildings should give bonuses to MaxManufacuring (raw manufacturing) not (Social)Manufacturing just like the standard factory buildings. Affects Leveling and Neighboring Bonus for YorResrourceExtractor. Also Synthetic Races have their own Manufacturing Research Tree so Manufacturing Captial should also be enabled by the corresponding Synthetic Manufacturing Tech (CollectiveManufacturingTech).
28) Per Sainon Crusade XML Mod changes, Confirm that the Morale Buildings for Amphibious Ability (Torian), i. e. Hotsprings morale building and its upgrades ( HealingWaters, WealnessFalls, CleansingTide) need to loose their Research, MaxManufacturing, Influence, Tourism, and Wealth Neighbor bonuses. Confirm that the Morale Bonuses for each building should be lowered from +3/+5/+6/+8 to +1/+3/+4/+6 to match the other race's morale buildings. Note that Slavers (ZealoutsAbility) Fighting Pits might also need to be lowered from +6/+8/+10/+12 depending how many morale buildings you want to require per colony to support a City (8 population).
29) What tech choice should enable the Synthetic project GeneratePropaganda currently it is enabled by XenoCombatTechniques which is very odd ?? Maybe should be DiplomacyTech instead.
P.S. with any luck I post today a Dropbox link to my changes on this Mod Forum Post - note I will likely still be making changes as I look through the XML files. Today I am just incorporating some of Sainon extensive changes (minus most of the Research tree rearrangement - some of which hopefully Stardock will incorporate) and checking for any other XML changes made with the versions to the May 8 and 10 XML file changes.
https://forums.galciv3.com/482857/page/1/#3676414
Just "sort of"?
Great work and very helpful. Especially with the lack of Crusade documentation and all the incorrect tooltips and game text. Are any of your edits published?
Sweet stuff Barrybeal! Great you are keeping track.
I made yet another update of my patch here for those interested: https://forums.galciv3.com/483023/page/1/#3677493. Be mindful potential clickers, as I have made more extensive changes than barrybeal in his files. Although all my changes are logged in the changelog in the post and in the downloaded zip folder for your review so you know what you are getting into.
barrybeal, have you had a look at the Slavers ability, "zealous" tag in tech and improvement files. They have all the techs available for research but none of the research buildings available. I find that strange. Also their starting research building is craaaazy strong that early in the game. No wonder Drengin always dominates as AI...
I also have a feeling there were some rush to release the game considering the experimentation chamber synthetics get are kind of out of theme i think. Would make more sense to give that building to Slaver ability. Slavers also have the "Xeno Experimentation" technology which seems to fit very well with the name and flavor text of that building.
Okay I actually run a game last night using the first pass of my XML file changes and I agree with Saisan that some of the tech tree changes that Brad agreed to on AngryJoe's Show do little to simply / flatten the Research Tech Tree and the implementation of that decision is not suitable for my personal tastes (leave it that way if you like).
So for my purposes until Stardock modifies the Tech Tree again I have made the following additional changes to the Research Tree Layout.
a) Since I going to modify (expand lol) the tech tree, I decided to remove SpaceLaboratoriesTech (all the other Starbase Laboratory Module techs were removed already) and Let Starbase Laboratories be enabled by XenoResearchTech.
b Moved planet based special resource processing tech back to how it was configured when Crusade was released. ResourceProcessingTech (enables Antimatter Powerplant - Galaxy Unique ) remains connected to XenoManufacturingTech. XenoIndustrializationTech disconnects from ResourceProcessingTech and reconnects to XenoManufacturingTech. XenoResourceMiningTech continues the separate branch by connecting to ResourceProcessingTech instead of AdvancedConstruction. ConstructionOptimization1/2 disconnects from XenoResourceMiningTech and reconnects to AdvancedConstruction to reform the manufacturing research branch. MasterManufacturingFocus1/2 disconnects from XenoResourceMiningTech and reconnects to IndustrialExpertise to continue to be part of the manufacturing research branch. AdvancedResourceMiningTech disconnects from IndustrialExpertise and connects to XenoResourceMiningTech. ResourceHarvestingTech will now also connect to ResourceProcessingTech instead of TerraformingTech although in 2.1 it connected to EnvironmentalEngineering instead.
c) Moved the entire Farming Research tech tree to separate from the planetary terraforming techs So XenoAgricultureTech connects to PlanetaryImprovement (where it was originally) instead of XenoAdaptationTech. PlanetarySpecialization1/2/3 connects to NovelHarvestingTech instead of ColonialEngineering. XenoAgriculturalAdaptation connects to PlanetarySpecialization1/2/3 instead of HabitatImprovement.
d) Split off the last part of the farming techs from the food bonus techs. IntensiveFarming connects to AgriculturalOptimization1/2/3 instead of FoodDistributionTech. FoodDistributionTech will become the start of its own branch from AgriculturalOptimization1/2/3 where it was already.
e) Population Growth techs (Hospital) were split off from Terraforming tech tree. XenoAdaptationTech (where Hospital is built now) connects to PlanetaryImprovement instead of EnvironmentalEngineering. XenoBiology (XenoHospital) connects to XenoAdaptationTech instead of ExtremeWorldColonization.
f) Terraforming techs were reorganized. PlanetarySpecialization1/2/3 connect to PlanetaryImprovement instead of ColonialEngineering. EnvironmentalEngineering connects to PlanetarySpecialization1/2/3. ColonialEngineering connects to EnvironmentalEngineering instead of NovelHarvestingTech. TerraformingTech connects to ColonialEngineering instead of PlanetarySpecialization1/2/3.
g) ExtremeWorldColonization connects to ColonialEngineering instead of EnvironmentalEngineering.
h) Hive techs were moved from ColonialEngineering to ColonizationTech which is where the corresponding Slave Pit techs connect earlier in the Research tech tree.
i) Split off Space Travel from Orbital Construction techs (branches split earlier and are separated like they used to). InterstellarTravel connects to ArtificialGravity instead of OrbitalManufacturing. OrbitalSpecialization1/2/3 connects back to OrbitalManufacturing instead of InterstellarTravel.
j) [ Just because I like Carriers ] Carriers get moved back from SelfHealingHulls to OrbitalConstructionFocus1/2/3 (following LargeScaleConstruction) where they used to be.
k) Synthetic "Growth" Increased Population Manufacturing Techs have returned from the Void for Synthetics - .SparkofLife ( FastAssembly ), SparkReplication ( HighCapacityAssembly ), and SparkContinuity (UltimateAssembly ). Spark of Life now connects to PlanetaryImprovement since the previous prerequisite was XenoAdaptationTech which Synthetics can't research. Note that ManufactureLife project (PropagationTech ) now produces 2 Synthetic Robots for 100 Social Manufacturing Cost like Assembly project did in 2.0.
l) Created a separate branch for the Economics Buildings by disconnecting XenoEconomics from InterstellarTrade and reconnecting to CommerceSpecialization1/2/3. InterstellarBanking disconnects from XenoEntertainment and reconnects to XenoEconomics. EconomicFocus1/2/3 connects to InterstellarBanking instead XenoEconomics but only available to Wealthy Races. GalacticStockMarket connects to FinancialSectorsTech (both of which only available to Wealthy Races) instead of GalacticFacilitation.
m) Created a separate branch for the Trade Buildings by disconnecting TradeOptimization1/2 from FinancialSectorsTech to InterstellarTrade. GalacticTrade disconnects from InterstellarBanking and reconnects to TradeOptimization1/2. TradeFocus1/2 disconnects from FinancialSectorsTech and reconnects to GalacticTrade.
n) Created a separate branch for the Morale Buildings by disconnecting XenoEntertainment from XenoEconomics and reconnecting to CommerceSpecialization1/2/3. This is how the Slaver - Fighting Pits, Certain - Enjoyment, and Amphibious (Torian) - Hotsprings connect.
Additionally I changed the Synthetic (Yor) Leveling Bonuses to match those for all Manufacturing and Research buildings. The economic level bonus were already just increased in 2.13 to 0.05 from 0.01.
Fixed a lot of Neighboring Bonuses from Manufacturing to MaxMaxufacturing which is the Manufacturing bonus Stat for all factory type buildings.
30) Looking at the actual Power Matrix buildings in game, I can't understand why the Power Matrix Buildings were removed and someone decided to just increase Population Cap via techs. The Power Matrix buildings are multi-purpose buildings that give bonuses to Manufacturing and Research (Matrix buildings also increase Gross Income since Synthetics get no Marketing buildings) as well as increasing Population (without Cities Synthetic Buildings must increase Population Cap because they can just increase global Food to "grow") just like corresponding Slave Pits / Social Matrix / Molecular Fabricator buildings (so I will add Food - not Population back to the other buildings). Without these buildings Synthetics can't keep up with other races that get "free" Manufacturing, Researching, and Gross Income increases every turn via natural population growth which Synthetics don't have (population is only manufactured). Lacking an justification to the contrary the Power Matrix building need to be added back for Synthetics to be competitive.
31) Should all Neighbor Bonuses for Food (farm) and Grow (Hospital) buildings and multipurpose like #30) above be changed from Population to FoodIncome now. Is the right parameter being updated now ? Similarly should Neighbor Bonuses for all Wealth related buildings be changed from Wealth to ColonyGrossIncome.
I would like to add these changes to my game but don't see were to download it at.
Thanks for your effort in doing this.
barrybeals changes is downloadable on this thread: https://forums.galciv3.com/482857/page/1/#3677353. Thats where i got it at least. Dont know if it is updated with the changes he posted in the last reply on this thread.
I made similar changes and you can get it here. We seem to agree on most things. I just add more balance changes
barrybeals changes is downloadable on this thread: https://forums.galciv3.com/482857/page/1/#3677353. Thats where i got it at least. Dont know if it is updated with the changes he posted in the last reply on this thread.I made similar changes and you can get it here. We seem to agree on most things. I just add more balance changes
Thanks for the update Sianin - I will look at tomorrow at your latest patch to make comparisons - the list above which includes some of the changes you have incorporated in your 1.0 patch and it is the start of my 1.2 patch for which I will do some testing tonight on the massive tech tree and Synthetic Race changes..
If you look through my 1.1 patch I have fixed the Slaver Workcamp (Manufacturing) and ResearchChamber buildings so they correspond to the Factory and Research Laboratory buildings and rearranged the Techs that enable them so they correspond as well But note that without response to the following I have made some assumptions as to what the correct response would be:
16) Confirm that ResearchCoordinationCenter should not be buildable as this Reseach tech seems to be only to enable the Orbital Research Center Starbase Module now ? Confirm that both InnovationComplex and OmegaResearchCenter are removed from the Crusade Tech Tree (seems to be simplify/reduce the research building bonuses available late game) ?
It appears these three buildings will be removed as part of the simplification of the research section of the tech tree and Orbital Research Center Starbase Module moved.
17) Confirm whether Slavers can build the following research tech buildings (if not eliminate the tech tree choices for them): A) DiscoverySphere building (ResearchMatrixTech) B ResearchCloisters building (DeeperKnowledge) C) QuantumResearchFoundation building (QuantumUnderstanding) D) AscensionGate (BeyondMortality)
The preceding Research tree includes some assumptions about how the research buildings and tech should be arranged but likely not perfect and I haven't checked the research cost progression for each tech/building. I have left ResearchCloisters and QuantumResearchFoundation building in and enabled for Slavers (I am sure they are meant to upgrade each other but it not configured that way currently they are empire unique research buildings with the same research bonus). I have disabled DiscoverySphere building for Slavers assuming they are not smart enough to do this last left of research building (Slaver's do not have a unique building similar to the Discovery Sphere) but it is still in the tech tree till a definitely response comes from Stardock. I have also enabled AscensionGate for Slavers because how else would they win the game other than to enslave EVERYONE.
Someone may want to reorganize my attempt to summarize the Impact of the Racial Ability and Lifestyle Choices in Crusade. It is hardly pretty but allows me to go back quickly to find the associated tech or building name to modify it in the future if I need.
awesome thanks guys
Okay I made more extensive changes to the tech tree than I originally planned (making it more like the original 2.0 tech tree with of course incorporating new Racial Ability and Lifestyle changes from the Crusade expansion). Whom knows if Stardock will incorporate those changes but everything in the research tree is moddable if they do not. I will finish up looking at Saisan's 1.0 Crusade Changes (I switched TradeFocus1/2 and TradeOptimization1/2 so that it is back to the order it was in 2.0) and do a quick Research cost comparison pass today and update this forum post with a new DROPBOX link to my 1.2 version changes. There are some things I could change like moving Xeno Archeology back to the Construction Section so that it splits off from being combined with the Cultural Influence tree. But Stardock changed that for a reason whether good or bad I am not sure at this point.
Several things I noticed - Financial Sectors and subsequent Economic Research and associated buildings appear to be only intended to be available to Wealth Races. Well Economic Focusing1/2/3 is only enabled for Wealthy Races so Financial Sectors and beyond don't show up if you aren't Wealth - a "semi-stealth" way of disappearing
Which gave me an idea about fixing Tourism if you enable XenoEntertainment for everyone (which maybe the case and you can move all the specialty morale buildings to follow XenoEntertainment ). Then you can enable researching InterstellarTourism for everyone (removing the Diplomatic ability requirement) but only allow Diplomatic races to research PopulationDiversion (which happens to already configured that way). So everyone but Synthetics (they are still locked out of XenoEntertainment) gets Tourism but only Diplomats get the upgraded Tourism improvement buildings and research techs.
I did split off Research Matrix Tech from Deeper Knowledge but for now left Research Coordination - InnovationComplex - OmegaResearchCenter as abandoned buildings (separate Colony Unique bonus research buildings). Research Cloisters (Deeper Knowledge) and QuantumResearchFoundation (QuantumUnderstanding) are empire unique bonus research buildings that Stardock has apparently chosen to leave in the research tech tree per my questions 16) and17) by what they cutout and what they included in the 2.13 patch. PersuasiveResearch which is enabled for Unrelenting Races (connects to XenoExperimentationTech) has essentially been abandoned since it still by error connects to Research Motivator which is a Slaver research upgrade building from Research Stockade. Perhaps this could connect to Research Coordination Center instead but the intention of the Abilities of the Unrelenting Race is uncertain at the moment.
I left XenoArcheology in the Governance Section instead of moving back to Engineering (off InterstellarSurveying as it was in 2.0) or moving it to XenoResearch as Saisan had proposed. Again this is something that StarDock has intentionally moved and that seems definite enough for me for now.
With today's 2.14 Patch I see Stardock has deleted Solar Power Plants but enabled Fusion Power Plants where Solar used to be under Advanced Construction and Quantum Power Plants are enabled by IndustrialExpertise. Slaver Restrictions removed from Research Cloisters and QuantumResearchFoundation (upgrade of Research Cloisters) which provide 10% and 20% respective global research bonuses now. Slaver Restriction removed from Ascension Gate as well. Silicone Base Life can not build farms now. Research Buildings for Amphibious Races now no longer available to Discrete Ability Races.
Last night after I looking at Saisin's version 1.0 mod changes I got mostly through a review of the ImprovementDefs.XML changes in 2.14 Opt-in patch as noted in the comments above. But after disabling Mod support and looking at the new 2.14 Research tree, I see Stardock has made a serious effort to clean up the Crusade tech tree layout. So I am revisiting my preliminary version 1.2 Tech tree changes and only leaving those that made a real difference to gameplay and accommodating as much as possible the current tech tree design. This process may take me into Sunday or Monday night (especially with my new lux keyboard dying today and I got a newer phone due to arrive in the mail anytime).
However as a preview of what I am going to change I am linking an early very preliminary copy of my change notes for Crusade Bug Fix version 1.2 mod files. I have also spent some time consolidating my questions for StarDock and have and will continue to whittle down the outstanding questions to those not otherwise addressed in the patched XML data files.
Crusade Bug Fix Mod version 1.2 Notes
There are quite a few things needing tweaks in the XML data files but I am encouraged that they are changing the code in the GC3Crusade.exe executable to address reported bugs and starting now to clean up the Technology (tech) tree layout. When I am finished with the latest version of the mod I should be able to fix some 95% of the major bugs in the XML files Although there will need to be an extensive review of research choice costs and an comprehensive review and rebalancing of what should be give to the various Racial Abilities and Life Style choices (some of the current abilities are extremely weak compared to others).
I see they have updated the 2.14 Opt-In today with some more bug fixes - will go back and check for changes again (mostly MasterTechDef.XML, ImprovementDefs.XML and StarbaseModuleDefs.XML - finished updating for later). After I spent most of Saturday night/Sunday morning setting up and installing apps on my newer phone. Since then I spend a fair amount of time reviewing Manufacturing and Research bonus buildings and found some more inconsistencies which I have now resolved. Moved some tech/buildings around and added the ability for Amphibitious (Aquatic - Torian) racers to build Starbase Research Modules and Technological Capital (missing because they have their own research techs). I had to fix Manufacturing Capital once I fixed the Manufacturing tech tree. It will be a day or two more while I plod through the 2.14 changes and find any more "rabbit holes" to explore while fixing things for a new update of my Crusade Bug Fix mod. But I have updated my change notes to reflect all of the changes I made so far.
Have you found an answer to Population-to-FoodIncome? Was the new Food/Population system ever explained in-game or on the forum? Your post is the only search result for "FoodIncome." It's hard to tell if the old Population modifiers are WAD or leftover obsolete code.
I think Crusade might be more enjoyable if we didn't have to spend hours searching for how the new features work.
And thanks for this thread, its a great resource (Stardock should pay you).
I have plodded through the 2.14 Opt-in Patch deletion of the Synthetic Research and Manufacturing techs; Slaver Research, Manufacturing, and Morale Building techs from MasterTechDefs.XML [waiting to see if they delete the Amphibious, Certain and Devout Morale techs and combine also with standard as well lol]. Deleted the old techs in MasterTechDefs.XML and changed a bunch of building and starbase module references that used to work prior to the new patch (breaking a few of my old fixes). Got back through (for the most part) the Manufacturing, Research, Farming, Growth, Terraforming, and now Morale techs and buildings. Fixed a few inconsistencies and spend a lot of time researching if there were any differences now in Crusade compared to before that need to be restored. Still need to look at Economic, Trade and Influence techs plus maybe look at other parts of the tech tree for problems (probably after I release version 1.2 of my mod). But before I release I will do a quick pass through Horemvore's revisions to the research costs that he did for the Star Trek Mod to fix more technology tree research costs. I have updated my notes again to reflect my current progress. Maybe I ill have something that loads by the weekend now that I have deleted most if not all of the Technology Tree Specialization techs that disappeared with the 2.14 Opt-in patch revisions to MasterTechSpecializatonDefs.XML (which I should have copied at the time but I didn't need to revise anything).
Okay Pre-Release Notes for the version 1.2 update of my Technology Tree/Improvement Mod:
1) Incorporated most of the 2.14 Opt-in changes of 5/19 - see the change notes text file in the update ZIP for more details on changes from 2.14.\
2) Incorporated most Horemvore's Blueprint changes from the preliminary Crusade update to his Galactic Star Trek Mod. Also incorporated his Technology tree research cost changes.
3) Revised the Manufacturing Tech tree arrangement and rebalanced the manufacturing bonus buildings and starbase modules for all races to be consistent. In keeping with the Crusade Philosophy, the new manufacturing bonus buildings have percentage bonuses that are about one quarter of what they were in previous versions of the game.
4) Revised the Research Tech tree arrangement and rebalanced the research bonus buildings and starbase modules for all races to be consistent. In keeping with the Crusade Philosophy, the new research bonus buildings have percentage bonuses that are about one third of what they were in previous versions of the game.
5) Beyond changes in the 2.14 tech tree layout, I have reacted separate branches in the technology tree for the following:
A) new planetary special resource mining techs (two branches removing from manufacturing and terraforming tech trees) Farming techs were separated from planetary tile terraforming techs C) Planetary tile terraforming techs were separated from planetary colonization terraforming techs D) Slave Pit techs remain as a separate research branch E) Hive buildings (planetary production bonus) have return from 2.0 as its own tech tree branch just like Slave Pits (Slavers), Molecular Fabricators (still Slavers not Paranoid for now), Social Matrix (Ancient) F) Power Matrix Manufacturing Bonus and Population Cap increasing buildings have returned for Synthetics (copied from 2.0) G) Spark of Life techs (Fast Assembly, High Capacity Assembly, Ultimate Assembly "Robot" Manufacturing projects) have returned from 2.0 for Synthetics as separate tech tree. H) Morale Buildings were split off Economic Buildings (was semi done that way in 2.14) I) 2.14 Patch already split off Trade techs, Governing Techs, Diplomacy and Cultural Influence Techs. Tourism has returned I may change this some in future update.
6) Returned Empire Unique Planetary Resistance building EleriumDefenseShield (was mistakenly called Planetary Defense building before it was deleted in 2.13).
7) Returned the three Starbase Morale Modules.
8) Re-enabled the ability to build the Central Bank (Empire Unique) for all Races. Computer Core (Empire Unique) and Space Elevator (Colony Unique), Space Port (Colony Unique) buildings for were re-enabled for Slavers. Deep Core Mines (Colony Unique) building (+1 Social Manufacturing) was removed for Slavers.
9) Slaver manufacturing bonus buildings for now only increase Food Income by +1 instead of increasing Population Cap by +1. Molecular Fabricators that had percentage food bonuses now increase food by +1 as well.
10) Several Devout (Krynn) techs were fixed (Shadow Temple and Shadow Trade) were fixed.
11) BlackMarket (+25% Gross Income) was enabled for Unrelenting races not Slavers.
12) Knowledge Ability races get Hive buildings not Time Travelers.
13) Time Travelers get Gravitronic Techs and Dimensional Phasing Techs (not Knowledgeable Races)
14) Some Racial Abilities were adjusted so that the negative bonuses were cut in half to match decreases in positive bonuses\\
15) Precursor World Manufacturing bonuses were lowered as reported in bug reports previously but the bonuses do increase slightly with Precursor World Research.
These fixes/additions sound perfect. Can you (re)post the link, I can't seem to find it.
https://forums.galciv3.com/483257/My-collection-of-bug-fixes-and-personnal-preferences-changes-to-Crusade
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