What started at a simple mod to rebalance the game the lower Population level introduced after Crusade, ended up being a major project, as i was including some of my favorite mods, and tweaking a lots of thing along the way.
My mod has been posted on NexusMod.
Features:
- A new Town building (upgradable into city then megalopolis)
- Bonus of citizens converted into Flat bonus
- 15 new Promotions for citizens
- Rebalance all stats related to population (Growth, GoodsAndServices, the capacity of Colony Module and the Neighbor Bonuses for Population)
- Colony start with 1 legion (with upkeep raised to 2)
- Farms no longer need Monsatium (The AI should build farms and city now!)
- Increased need for Thulium in Star base modules and ship components
- Rebalance made into Ship's shield, ForceFields, and move capability
- New planet trait: Large World (+2 Population Cap)
and hundred of others tweaks... see the readme for details...
Is there a game/version requirement? E.g. Crusade 2.6?
The mod link
Yes it was build for Crusade 2.61 version.
I am currently working on on way to push the AI to garrison it's planet more...
I have added an Upgradable Capital that cost 3 Legions and add 3 garrisons to it's planet, in the hope that this would make the AI put more legions in it's planet. I have added the correct PlacementType in GovernorDefs.xml, but the AI will only upgrade the capital when all the tiles in the planet are occupied!
Any suggestions, or is this hard-coded ?
Note: i have also tried to add <RelativeWeight>10</RelativeWeight> in the ImprovementDefs, but it seem to have no effect.
Thanks for the tip: The governor only upgrade when planet is full.
So i have converted the Garrison building to be available to all, at a cost of 3 legions... and SUCCESS !
Now the AI will use it's legions to garrison it 's planet sooner... no more undefended planets !
OMG Franky, Just downloaded your mod, LOTs of great work! Working through all the changes to incorporate my personal mods. And your read me is one of the best.
Question: In AITechGovernorDefs, you deleted everything except for one
<InternalName>DefaultPreference</InternalName> <TechPreference>WEIGHTED_TECH</TechPreference>
What does this do (what's the effect of deleting everything else)?
In fact i am not sure if the file is even used !
While trying to force the AI to research what i wanted, i experimented with this file. You could remove it if you want.
hi franky
Really like your mod, still trying to understand all the changes.
In UnitColonyStatDefs you changed all the multipliers to flat, just wondering your logic, am i correct in assuming this makes the citizens more powerful in general?
Really like your new promotions, I am looking to make ALL citizen types recall-able. I hate when i 'capture' an AI farmer and can not move it to my farming planet.
Your pop changes are a big improvement. However, as the AI has no "food governor' and your mod utilizes lots of tiles, i am working on ways to improve on your good work.
Ideas
remove food form filler and increase farm food production
add another capital improvement (or city) that increases max pop, requires no food, but has a heavy resource cost
The idea was to have more powerful citizen at the start of the game, but without having overpowered citizen by mid-late game. (There is a new promotion that give the old 30% bonus, but only for 20-30 turns)
Be aware that i have used all the available slots for promotions. If you want to add more, you will have to modify the schema files, and this is not supported for mods!
Check my new version 1.04, with improved governor AI. I have done something new: governors based on planet class...
That's what i figured, like it!
Yup noticed that, but i figured out how to add recalls without a new (unused) promotion type
Cool, will check it out, again thanks for the creative work
Franky999,
Running your mod and with a bit of gameplay, I'm seeing an issue with the change to the colony hospital tree. The old version added + .1 base growth rate and then added .1 for each adjacency bonus (I think). Yours adds 20% (first improvement) and +5% per bonus to the growth rate. Unfortunately, even with +60% (lots of bonuses) the growth rate doesn't go above the base .1 per turn. Effectively, you get no change in growth by researching and building the building, which is a no no.
I'd suggest that you leave the base +.1 from the default version and use your +5% per bonus for the first level. That would seem to be both useful and reasonable.
Thank for the feedback.
Unfortunately only the first digit is displayed for population growth, but the real value is used.
If you check over many turns, you will see that the population increase slowly.
Currently the growth from the hospital tree is : 20%/50%/100%/150%. (I could increase the lower tier a little).
I wanted a much slower growth rate; don't forget that a turn is supposed to be only a week !
Ok, I'll check on that. I do have at least one planet with an 80% bonus for growth rate (carefully selected placing) and it should be easy enough to watch to see a .18 growth rate.
Did I fail to mention how nice the rest of the mod is? It's a good adjustment for 2.61.
New version 1.05:Updated for Galciv 2.7Megalopolis give 1 GarrisonsFortified capital cost 0.3 Population instead of 3 Legions and give +1PopulationCapMilitaryAcademy cost 0.2 Population and give 2 Legions
New version: 1.06Updated for Gal civ 2.7.2Updated with GRM Ideology v1.2Compatible withGauntlet's Race Mod 7.5 (do not use GRM-I included with Gauntlet and delete the files in GRM/game: AbilityDefs.xml and GalCiv3GlobalDefs.xml)Removed Old-Spiders Pirate Space Monster Dread Lord Mod For CrusadeBest Map settings:==================Galaxy size: LargeType: ScatteredStar Frequency: UncommonPlanet Frequency: UncommonExtreme Planet Frequency: UncommonHabitable Planet Frequency: AbundantResource Frequency: UncommonAsteroid Frequency: UncommonOpponents: 6
Yes!!! Thanks so much for the GRM compatibility. This is the definitive mod combo in my opinion.
What problems would I face if I went with a huge galaxy size and 11 opponents?
No problem, these are just my preffered settings.
Be aware that the setting: Habitable Planet Frequency: Abundant, is important to get a good amout of planets. (between 20-40).
Note: i am still looking for settings that would give me constantly between 30-40 habitable planets.
New version: 1.07Updated for Gal civ 2.8- Increased the number of Habitable Planets for all settings.- Removed all adjacency bonus from Planet Features.- Removed maintenance from 3 Tourism buildings.- Rebalanced CulturePerTurnXXX buildings.- Revised promotions.- Added StatusEffect: Planet Conquered (-50% Morale for 5 turns).- Increased Mass Cap of Tiny hull to 30, Small hull to 40.- Removed ColorDefs.xml from GRM-I mod.
New version 1.08:Updated for Gal civ 2.8- new Trade resource: ArableLand: +1 Food (Upgradable with farms)- new Starbase Modules: Zero-G Farm and OrbitalFarm: Food +20%/+40%
Try it if you want a taste of what Galciv III 3.0 could be like !
nice mod, question though. I'm unable to build xeno farms on any of my planets human race. I looked at your code and found <UpgradesFrom>ArableLand</UpgradesFrom> so do i need to have your new resource in order to build basic farms?
I removed the code above from the preqs and now I'm able to build xeno farms, had to start new game tho.
Thanks
Yes it is how it should work in the next official version.
You must have an arable land first to upgrade to farm.
Every planet should have an average of 1-2 arable land.
Pop Rebalance mod 2.0 for Galciv 3.0 released:- Rebalanced Race Abilities- Ai should build less Freighters and more Constructors, Transports- Reduced power of Commander and increased power of Admiral and Navigator- Reduced population growth- Reduced transport capabilities- Planets start with a garrisons- New Town and RecruitGarrisonProject improvements- New promotions for Mechanics- Rebalanced Planet Traits (to slow down initial colony rush)- Rebalanced ship modules
Is this compatible with "EnhancedTerraforming" mod and Gauntlet's Race Mod ?
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