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...
It should be compatible with both.
But for Gauntlet's Race Mod you have to remove a few file as indicated in the readme:
You need to delete the following files:GRM\Game\AbilityDefs.xmlGRM\Game\GalCiv3GlobalDefs.xmlYou need to delete the folder:GRM-Commanders
Note that i have revised my map settings to get around 50 uncolonized planets:
=========================Galaxy size: HugeType: ScatteredStar Frequency: UncommonPlanet Frequency: UncommonExtreme Planet Frequency: AbundantHabitable Planet Frequency: AbundantResource Frequency: UncommonAsteroid Frequency: UncommonOpponents: 9
Will you be updating this one to the latest release? (when I loaded it up, the game wouldn't load) and I really liked this mod.
Thank you.
I am currently playing with a modified version of the Moss mod, The tech tree is great !
https://www.nexusmods.com/galacticcivilizations3/mods/128
So no plan to upgrade for now. Beside i have not purchased retribution yet !
Looking at the files, the mod is mostly compatible with GRM. There are a few conflicts but they are pretty minor.
1) Commander abilities/blueprints. Remove GRM-Commanders from your mod folders for compatibility. Failure to do so won't crash anything, but it will be random which set of commander modifications will take precedence.
2) Various event files. You could remove GRM-Ideology and GRM-Ideology for Intrigue to ensure compatibility. Leaving them in shouldn't crash anything and again, it will be random which set takes precedence I believe. I recommend leaving these GRM components in as they also modify other content you may want.
3) This mod is modifying GalCiv3GlobalDefs.xml... my most RECENT versions of GRM no longer mod this and hence are compatible, but if you are using a old version you will have to remove this file from GRM... which is only used to modify racial ability choices from 2 to 4. So be prepared for that... again... if you are using an old version of GRM.
You both ROCK!
PS: GRM no longer modifies abilitydefs either... so you don't need to delete that unless you are using a old version of GRM.
Be careful too, because I updated for Crusade when retribution released, for version 3.5 Hotfix/OptIn and that will likely be the last update for non-retribution.
I have added new promotions in my old mod
Sorry wrong thread!
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