I got kind of tired of a lot of the silly bugs that were simple XML changes so i decided to make some changes for myself. Figured out I could share my files with you guys in case someone else wanted the same changes as well. Below is a link to the file, and the changelog as well. Simply drag the zipped folder into your mods directory and enable mods ingame to use the fix.
I will probably keep updating this mod as i discover new bugs or for balance reasons etc. Also, I am very open to changes from the community so dont hesitate to reply to this thread if you have any bugs i have not weeded out yet, og balance suggestions.
Crusade 2.13 Sainon Bug Fix and Balance Changes v1.0
ChangeLog v0.1
-General Rearrangement of Tech Tree to be more similar to pre 2.13. Made Choices matter again and generally made tree more logical in its structure.
-Fixed Morale Buildings for Amphibious Ability, i. e. Healing Waters improvement and upgrades. Lowered morale bonus of buildings to 3, 4 and 5.
Removed adjacency bonus to affect pop and morale only
-Added Hive Buildings for Knowledgeable/Intuitive Races and added Precursor Nanite Cost to buildings. Rebalanced Raw Production to give 1, 2, and 3 per level.
-Gravitonics chain given to TimeTravellers only
-Moved Inherent Talent require Sensor Optimization instead of Energy Field Sensors
-High Capacity Hulls Require the same amount of research as the other techs in Zero-G Optimization
-Carriers not locked behind Hull Repair anymore
-Xeno Archeology chain now Requires Xeno Research
-Consulate Gives +10% Influence
-Scaling for levels on Influence Buildings changed to 5%
-Interstellar Embasy Starbase Module removed from Interstellar Finance Tech
-Trade Techs Changed around and fixed
-Synthetics Power Matrix buildings added again - now significantly increase pop cap. Pop Cap from tech reduced accordingly
-Production Center for Synthetics no longer colony Unique, but production bonus reduced from 25% to 5%. Poduction Center upgrades changed to 10%, 15% and 20%.
-Removed Xeno Manufacturing tech chain for Synthetics
-Synthetics Planetary Extractor now gives and recieves All Construction Neighbour bonuses
-Research modifier on Slave Factory improvements changed to 12.5% from 12%
-Research Collective moved to Xeno Research from Manufacturing tech for Synthetics
ChangeLog v0.2
-Colonial Bank No longer colony unique
-Banking Sector moved to Interstellar Banking Tech
-Banking Sector bonus changed from 50% to 25% and acjacency bonus changed from +3 to +2
-Financial Sector acjacency bonus changed from +4 to +2. Added Maintenance of 1
-Extreme Precursor Worlds now only produce +1 Raw Production instead of +10
ChangeLog v1.0
-Changed planet features giving bonus to Resistance to give the bonus to Ship Production instead - now it works for all military buildings such as
Military Academy and Planetary Defense System as well
-Changed planet features giving bonus to Social Construction to give bonus to both All Construction instead
-Changed planet features giving bonus to tourism to give bonus to Research instead as tourism is nonexistent in game
-Changed the Race Trait Popular to give bonus to social manufacturing instead of tourism, as tourism is pretty much nonexistent in game - it was 2 free points
-Chanaged description of Productive race trait to specify it gives bonus to both production types
-Banking Sector made available again.
-Financial Sector now upgrades from Banking Sector
-Changed adjacency bonus for research/manufacturing buildings for synthetics to 2.5% like it is for the xeno factories/labs
-Quantum Power Plant and the wonder Singularity Power Plant buildable for Synthetics
-Rare Minerals Extractor gives both research and manufacturing neighbour bonus
-Power matrix building and upgrades give adjacency bonus to All Manufacturing instead of just Social Manufacturing as Synthetics have no building providing
Social Manufacturing only
-Power Matrix building level scaling buffed from 1% to 2.5%
-Research Matrix building moved to Research Matrix tech from Integrated Research tech
-Research Array for Synthetics research bonus reduced from 12.5% to 10% - same as same tier manufacturing building
-Research Collective research bonus reduced from 10% to 7.5% - 5 research buildings instead of 4 require this, and Synthetics already get 2 flat bonus
research buildings per planet. Higher bonus earlier gives an even bigger edge
-Information Processor for Synthetics bonus reduced from 5% to 2.5% - same reasoning as above
-Removed Banking and Financial Sector for Synthetics. They have massive production and research bonuses already. Nerfing Eco power seems appropriate
-Removed Xeno Entertainment chain for Synthetics
-Interstellar Banking and Trade Focus techs moved to Age of War
-Moved Morale duilding techs to be available for for all races instead of requiring tourism/diplomatic trait
-Stadium moved to Popular Diversion
-Entertainment Network now requires Harmony Crystals instead of Arnor Spice
-Added 2 Harmony Crystal cost to Stadium
-Entertainment Capital now requires 3 Harmony Crystals instead of 1
-Financial Capital Aurorus Arboretum cost increased to 3 from 1
-Due to removal of tourism bonuses from traits/Planet features, buffed income from tourism modifiers from tech from +5%, +10, +15%, to +10%, +15%, +20%
-Buffed +tourism income from buildings after Port of Call to +25% and +50%
-Increase bonus per level for tourism buildings from 1% to 2.5%
-Increased bonus from Restaurant of Eternity to 75% from 10%, and bonus from level to 5% from 1%
-Removed unavailable tag from Amusement park
-Adjacency bonus for financial buildings reduced from 5% to 2.5%. Finance is REALLY strong with +5% adjacency bonus - easy +150 per turn on 15+ tile planets
-Moved Shadow Enforcers and Shadow Trade techs for Devouts to Age of War from Age of Expansion
-Removed upgrade requirement for quantum power plant to make it buildable. Reduced neighbour bonus from +4 to +2
-Research Coordination gives Space Laboratories. Tech chain for orbital space labs require Research Coordination now
-Innovation Complex gives +50% research from 20% considering it is an upgrade from Coordination Center which gives 25% bonus
-Manufacturing Starbase Modules added Xeno Industrialization chain for normal and synthetics
-Changed precursor Extreme world Raw Production bonus to +2, as the design intent from Stardoc seems to be +5 after checking official 2.13 patch files.
However, they forgot to change the bonus given after researching precursor studies techs. I changed it to +2 for all levels.
Enjoy! Any comments or critique is welcome I am by no means a game developer so my balance opinions may be waaay off!
Edit: Added some more changes, and uploaded new version.
Edit 2: Changed link to v1.0 and added the updated changelog
Can you, or can you show me how, to fix the issue where the pre-crusade campaigns are missing any building whose tech you automatically already have, such as basic factory and farm?
You missed a change or you fixed my quick 3 colony ships after years
-Ideology pragmatic trait constructive only able to upgrade 1 of the 3 constructors to a colony ship.
Before you upgrade any of them the option is open, once you upgrade one the other two get grayed out. Was kind of nice to have 2 constructors at start upgraded to colony ships then do the same thing with the 3 constructors a few turns later. By turn 5-10 have 6 colonies by only spending 100 per constructor upgrade is a tad overkill I guess.
Looks nice I will see about doing full comparison tomorrow with the changes I been making and publish my XML file changes. Note without feedback from Stardock I am reluctant to make changes in the tech tree layout (and I suspect someone will eventually expand some or all of it back to the way its was). Moving buildings around is another story and there are several that are in "bad places" or don't match the radical ability associated with its tech tree. Some of the your changes conflict with apparent current Crusade design philosophy so I may not incorporate them till we see where "the wind blows". But looks like you have done a lot of good work to fix some issues with the initial release of Crusade.
Sorry buddy, I dont know where to find this. You should probably trek through the DLC folders in Galactic Civilizations III\DLC\EXP2_Crusade. If you find any ImprovementDef files in there perhaps some of those make the changes that cause these buildings to disappear. I have never played the DLC champaigns so i wouldnt know what you are talking about either...
I cant really say i made those changes. That might be from Crusade already. Although i would regard that "trick" of yours to be quite the exploit and should make any game an autowin if you ask me
Thanks for feedback Havent really modded anything before but when i had a look at the XML files it was fairly self explainatory. A few hours later and here we are!
I just changed the layout back as having to scroll for an eternity to the sides was no better than the way it was before. And so many of the changes seemed very hasty and very illogical. The way it is now is to my liking at least! The same goes for the buildings that were obviously placed in the wrong techs in my humble opinion
Out of my personal curiosity, would you care to elaborate on which changes i made that you think directly conflict with the design philosophy? Most of my direct changes were nerfs to put different abilities/buildings more on par with each other. The Hive buildings for example, were supposed to be in the official opt-in patch but were left out. When i put them back in they gave like +5, +6 and +8 Raw production or somehting ludicrous like that. Thats like making every planet into a bugged extreme precursour world. Kinda rediculous dont you think?
The pragmatic ideology trait "Constructive" gives you 3 constructor ships. The player then can upgrade them to colony ships. This has been in the game since before release. I was even able to upgrade all 3 to colony ships after Crusade went live. Was not until today when I tried to play with the new patch that I was no longer able to upgrade all 3.
I understand the reason for the change just wondering why it was not applied to the 2 constructors you can start with on turn 1. I have no idea why anyone would pick 1 colony ship over 2 constructors when you can upgrade into 2 colony ships.
Thanks for feedback Havent really modded anything before but when i had a look at the XML files it was fairly self explainatory. A few hours later and here we are!I just changed the layout back as having to scroll for an eternity to the sides was no better than the way it was before. And so many of the changes seemed very hasty and very illogical. The way it is now is to my liking at least! The same goes for the buildings that were obviously placed in the wrong techs in my humble opinion Out of my personal curiosity, would you care to elaborate on which changes i made that you think directly conflict with the design philosophy? Most of my direct changes were nerfs to put different abilities/buildings more on par with each other. The Hive buildings for example, were supposed to be in the official opt-in patch but were left out. When i put them back in they gave like +5, +6 and +8 Raw production or somehting ludicrous like that. Thats like making every planet into a bugged extreme precursour world. Kinda rediculous dont you think?
Okay since I love documenting stuff so much !!!! I have referenced your mod in my ongoing Stardock Crusade questions postings and commented on stuff I have incorporate in my making my own changes. The list is long and growing so best just to refer back to that forum post.
https://forums.galciv3.com/482895/page/1/#3677125
Since Publius of NV seems busy to do a lot with his mod currently I will just publish my changes in my forum post as well.
I had a look at a lot of your stuff barrybeal and i like it. Have downloaded your files and will see if i can incorporate a lot of your stuff into my patch as well. We have different preferences in some areas, but seems we are equally annoyed about a lot of the bugs and balance issues
Also, the OP is edited again to yet another version. Will continue to update as long as i have the interest, so anyone that wanna use the patch, feel free to comment on my changes if you think they are unreasonable. Might just agree with you and change my patch to improve my own playing experience as well.
I think that exploit has been on the hit list for awhile and with the advent of administrators they probably decided to pull the trigger. Brad has said he used the exploit from time to time, and anyone that figures it would provide a sure win has no idea how badly I play.
I have used the upgrade but not recently. I have to check my Colonizer inventory for a $100 version. Seems like the best I can do is $300
Update for the new beta 2.14?
For those that want it, here is the new file for 2.13 with some additional changes. I have changed the XML files for the precursor worlds, but for some reason they dont seem to be working ingame. Havent had a lot of time to play and test lately though For those of you that like this mod might like other stuff that i do as well, so i would recommend you check out this mod by Celerity. The only file that might interfere with mine is the techDef XML, so i edited his changes to missile cooldown into my file in MasteTechDef so you can delete the file TechDef.XML in his mod folder should you chose to use it.
ChangeLog v1.1
-Changed Precursor Worlds to also reduce Poulation Cap of Organics/Silicoids by 25% like it does for Synthetics. Food reduction increased to 50%.
-Precursor Raw Manufacturing readjusted back to design values by Stardock - +1/5/10 for normal and +5/10/15 for extreme precursor workds.
-Unimproved Precursor Nanites changed to give All manufacturing bonus. Upgrade still gives bonus to all.
-Techapod Hive now give All Manufacturing bonus instead of just social
-Fixed Slaver tech buildings now appearing in tech tree. Coordination research not available as per barrybeals suggestion - thanks to barrybeal
-By Stardock Design slavers are unable to research the scientific buildings required for a scientific victory - techs now removed as well.
-Social Matrix and Dark Energy lab bonus per level increased from 1% to 2.5%
The game crash when generating a new galaxy (with beta 2.14)
I have the following error in debug.err:
ERROR: Tech Tree Audit: Tech Tree Fracture detected. This tech has no valid prerequisite, and is unreachable.[BR]Tech Name: MasterMinorTech[BR]Tree: Master_Tree
Sorry, this is entirely an oversight on my part. I mixed up the patch numbers. It became increasingly tedious to keep up with the frequent patches so i didnt fix this file for the beta, it is still 2.13. It looks like the whole tech tree file will have to be rebuilt in 2.14, which i will probably do once 2.14 is out of beta and official patch. I have updated the link in the post above to reflect that it is still only working for 2.13
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