[Disclaimer: Stardock does not endorse or support this mod. This thread has merely been stickied so users can more easily direct comments or questions to the authors of this popular modification.]
About:
Autumn Twilight v2 is a overhaul mod for Galactic Civilizations 2 - Ultimate Edition. Its purpose is to remove the more extreme changes made to the game due to the integration of the Community Update, to make the gameplay more like how it was in the last official version (v2.04), and to fix as many of the remaining bugs as possible.
Highlights:
restored a lot of content that got removed/replaced by the Community Update (e.g., technologies, planetary improvements, starbase modules, etc.)
changed the tech trees to more closely resemble the original ones, and made a few balancing adjustments (primarily to the weapons trees)
changed a lot of techs so you can trade and/or steal them again
restored the original gameplay values (i.e., abilities, planetary improvements, and so on) and made some small balancing adjustments
undid several changes to the UI made by the Community Update (e.g., the removal of the ability to buy planets from the AI)
and more...
For more details regarding the changes made in the mod, please take a look at the changelog.
For a comparison of the gameplay related differences between Autumn Twilight and v2.04 of GalCiv 2, please take a look at the Comparison spreadsheet.
You can download the mod on NexusMods.
Questions, feedback, and general comments are always welcome!
I hope you like Autumn Twilight, and have fun playing it!
Installation:
1. Download and unzip the file, then place the Mods folder into GalCiv 2's Twilight folder.
The exact path depends on where you got the game from and where you installed it.
For example, the standard-path for the Steam-version is:C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations II – Ultimate Edition\Twilight
While for the GOG-version it's:C:\GOG Games\Galactic Civilizations II\Twilight
1.1 This part is optional. If you don't care about the campaigns, then continue with point 2.
Place the unzipped Campaigns folder into the following folder:...\Galactic Civilizations II - Ultimate Edition\Twilight\Data\English
1.2 When asked to overwrite the existing Campaigns folder, press 'Yes'. None of the existing files will be overwritten.
2. Start the game and go to the Options menu. On the 'Game' tab, activate the 'Use Mods' option.
3. Now click on the 'Change' button in the lower right corner of the 'Current Mods Directory' box. This will open a new window. There click on 'Default'. This will close the window and cause the game to use the mods directory for the expansion Twilight of the Arnor instead of the base game.
4. Click on 'Change' again. Now select Autumn Twilight and click on 'Done'. The 'Current Mods Directory' should now look like this (depending on your game-version and installation path): C:\GOG Games\Galactic Civilizations II\Twilight\Mods\Autumn Twilight
5. Restart the game, so the changes take effect.
6. If you have played the game or a previous version of Autumn Twilight before, go to the folder User Name\My Documents\My Games\GC2TwilightArnor and delete any files with the ending .raceconfigxml. Otherwise, any changes to the races can't take effect. You will also need to start a new game, because mod-changes cannot affect games currently in progress.
Uninstallation:
1. To uninstall the mod, change the 'Current Mods Directory' to 'Default' in the game. Then delete the Autumn Twilight folder under Galactic Civilizations II\Twilight\Mods and repeat all steps from point 6. of the Installation instructions.
2. To uninstall the updated campaigns, delete all files starting with AT from the Campaigns main and sub-folders under Galactic Civilizations II - Ultimate Edition\Twilight\Data\English\Campaigns
Credits:
MarvinKosh – for inspiring me to expand my original mod to fix the tech trees too, and inviting me to help with the CU (which ultimately lead to this new version of Autumn Twilight)
Tolmekian – for discussing several balance changes in the original version of my mod with me, and providing general tips
Sole Soul – for providing information regarding several game mechanics (especially logistics and taxes)
MabusAltarn – for providing information regarding some issues with the minor races' tech tree and how the espionage flavour text entries work
MisterAedan – for helping with the testing of my original mod, providing feedback, and giving me an idea for some small changes to the Drengin tech tree (part of which are still in the new version)
UnleashedElf – for helping with the testing of my original mod and providing lots of feedback and encouragement
Spinorial - for providing a fixed version of the RaceImage05_neutral.bik (fixes the flickering)
Maiden666 – for discussing several balance changes with me (primarily to the ability bonuses, political parties, and UP proposals)
That would be awesome. So, if I understand correctly, after downloading from steam GC2 updated with the CU, I should just get your RaceConfig.xml and replace the CU one.
Pretty much, yes. However, it is safer to run it as a mod. That way, you don't need to overwrite any files.
Here it is. Simply extract the file into Galactic Civilizations II - Ultimate Edition\Mods. In the game-options, activate 'Use Mods', change the 'Current Mods Directory' to Smart Minors, and then restart the game. That's all.
Thanks a lot
I wish you a merry Christmas.
Hey everybody! I've uploaded a new version.
It's only a minor update. The campaigns have been adjusted with the new changes from the CU, and a lot of typos and grammar issues have been fixed.
Have fun playing, and happy holidays!
will this make the Minors being able to colonize?
No, it only gives them full access to the AI algorithms. However, if you want to, I could upload another version that does that.
I played only a couple of times with AT, but I recall the minors were able to colonize, even if at a slow rate. I liked that; even if they are minors, they shouldn't be stupid; if they have the technology to colonize, they should do it, at least in their own star system.
So I don't want to bother you, but if you can easily make another version that allow minors to colonize, well ... thank you.
Yes, the minors were able to colonise in previous versions of AT. However, for v2.0 I want the gameplay to be as close to v2.04 of TotA as possible. Having the minors able to colonise is just too big of a deviation.
It's no bother, I can easily do that. I just need to switch out the AI used by the minors.
Here you go. When starting a new game, you need to do quicksave-trick (quicksave and then immediately reload) in order for the changes to apply. For some reason, the game starts the minors with their old AI. A reload forces the game to assign the new AI to the minors.
Thanks for the info, Gaunathor - didn't knew you had to quicksave/reload to make it work.
One thing, as far as I recall all Minors get a 100% bonus to economics, wouldn't that make them basically stronger than the standard stock races?
Though I realize while writting these sentences that the stock races have additional distribution points allocated to random stats, and they possess a super ability, a better homeworld and some starting ships...
My overall intent would be - to design the Minors in a way that they come as close to being stock races as possible - if I start a gigantic all abundant map against maximum opponents. Which may be 9 stock races + 8 Minors. Now if the Minors behave like stock races that would make a total of 17 "strong" opponents to play against...
That would just be incredible! Any ideas how to design that? For example would it be possible to give each Minor anotjer techtree - eg DarkYor could use the Yor one etc... or perhaps a tree on their own which could be slightly advanced form of the Yor tree that, perhaps, could remedy some sort of weaknesses which couldn't be sorted out (eg if Minors can't have SuperAbilities then that could be "simulated" by non-tradeable techbonuses...)
BTW if I look at the stats of Minor Races under Foreign Policy screen it seems like the stats are falsely shown... Any idea how to figure out what's what? Or if Minors do even get distribution points spent?
Gaunathor, remember when we were trying to find out how to teach the AI to build+use Survey vessels, and you said that you've seen it just couldn't replicate it anymore. I think I got this covered. If you gift your own Flagship then this will be used solely for surveying.
I tried to find out what is triggering this behaviour, so far, no luck. It might be hardcoded and apply only to the starting ships.
First I thought it is maybe related to the shipname, so I created another ship using the "Survey Ship" template using the same modules - but "Yor Collective Flagship" is too long, the game doesn't allow it.
Perhaps the game looks at the internal shipname, but I cannot save another design using an already existing coreship designname. So I tried let the game design a new Survey Ship for me, but it refused, it simply ignored it when I researched the relevant techs.
As I write this I'm having a look into GC2Ships.xml - could it be that the bolded part
<Ship Name="SurveyShip"> <DisplayName>Survey Ship</DisplayName> <Model>SurveyShip</Model> <Description>Go boldly where no one has gone before...into anomalies!</Description> <Tech_Requirement>ImpossibleTech</Tech_Requirement> <Component>MediumHull0</Component> <Component>Sensors0</Component> <Component>StarScanner0</Component> <Component>BasicSupport</Component> <Component>BasicSupport</Component> <Component>IonDrive</Component> <Component>IonDrive</Component> </Ship>
is resonsible for that?
Ok, deleting that line allowed me to build a quasi complete replica of the starting flagship. "Only" problem is that the AI won't recognize as such - or not even as a Scout. Maybe because of the medium hull it "thinks" it must be a frigate, a simply puts into orbit of some planet. If I design an own Surveyor, even using a Cargo hull, at least the game uses it as Scout and sends it to uninhabitant planets...
Well, money is very important. However, I don't think this bonus by itself makes the minors more powerful. It's the combination with all the other bonuses the minors have that does it. See below.
The colonising minors are already very close to major races. They use the AI from major races and have the tags to make use of advanced AI algorithms. Giving them access to customisation points and Super Abilities to make them even closer is also easily done, but not necessary in my opinion.
There are several things that cannot be changed, and that make the minors both more powerful and weaker than the majors:
-they only start with a population of 1B-they don't start with any ships-they get a hardcoded bonus of +50% to Diplomacy-they are immune to culture-flipping (but they are also incapable of flipping others either)-their range is linked to that of a major race (I still don't quite understand how and why)-they cannot vote in the UP-their access to the techs in their tech tree is linked to that of the major races on the map
The bonuses to Diplo and Econ are already very strong, making it unnecessary, in my opinion, to give the minors additional points to allocate. Their immunity to culture-flipping is the equivalent of a Super Ability, making it unnecessary to give them one of those either.
It is. In my previous version of AT, I gave the Dark Yor a modified version of the Yor tech tree, and the Snathi a modified version of the Korath one. However, the biggest problem with the tech trees is that the minors' access to techs is linked to the major races. As I have mentioned before, if a tech is considered unique to a major race, then the minors won't have access to it in their tech tree. For example, if the Drengin and Arceans are the only majors on the map, then the propulsion techs, factory techs, labs, and a lot more, will be considered unique, and the minors won't be able to research them. It's possible to work around this to some degree, but it's not easy.
I have no idea why that is happening. If you take control of a minor and look at the stats in the Civ Manager, then it shows the correct stats. In the RaceConfig.xml, minors are set to get no customisation points. It's possible that the minors are hardcoded to get some anyway (or a random allocation of bonus stats), but I don't know, if that is the case.
Yes, and I still haven't made any progress in replicating it.
That sucks.
Well, good luck in your continued efforts.
Yes, thanks I've been busy in the meanwhile, doing some playtesting and observing how their strength will develop over time.
How do you do this? I've tried this unsuccessfully...
I've just completed a test on colonization strength, and it seems like they have roundabout -50% less planets after 48 turns than StockRaces. Some of the reasons you mentioned above are responsible for that. Also they start with only 800 bcs.
But I'm reluctant to simply further increase the racial stats, because such bonuses apply to every planet and sometimes some Minor can aquire the same amount of planets than the best stockraces. In that case that Minor would simply run away from all others. For example, they also have a hardcoded bonus of +50% economics, together with the racial +100% & +20% from political party that makes +170% (!).
I think this is ment to stabilize them economically when they can only have a single planet, and the diplomacy bonus is there to protect their money from being drained too fast away through bullying/extorting.
Instead, I'm thinking of giving them some strong starting improvement so that they can try to get even in terms of colony ships, population on homeworld etc. The benefit of balance is that it doesn't apply to all worlds.
I think that they have no sphere of influence is a major negative handicap:
- no tourism income. on smaller maps this is +50bcs up to +125 bcs per turn right from the start (though this must be buged...)
- haven't tested but I think the AI does refuse from sending space truckers to asteroids if in foreign ZOI.
- alot of technologies & improvements give influence or loyalty stats which do nothing for them yet they may even build such improvements on planets that consume space for nothing.
I'm currently working on extra techtrees on this. But that's quite some work because alot of techs & improvements have to be redone so that they always appear regardless of which stockraces play in game. But I'll get to it^^
Could you observe if the Snathi used Sporeships? Because I somehow believe w/o a SuperAbility they won't. So for now I'm giving them the Drengintree, esp. since it's hard to observe in testgames which tend to get stuck on a planetary invasion....
I had no luck. But an easy solution is simply to set anomalies to "rare", at least, when playing testgames to test minor strengths.
Why is it that basically all warships mentioned in GC2ships.xml have this tagline added? So none of the core designs is ever presented to him... in the case of Arnorian battlecruisers that makes some sense, but not with a Sledgehammer or Defender...?
Via the tags CustomizationPoints and SuperAbility. The minors already have the former, but it's set to 0. However, I'm not entirely sure, if they will assign the customisation points themselves. The SuperAbility tag needs to be added manually. However, there are some restrictions as to the usefulness of the Super Abilities for the minors. Super Manipulator and the Spore ships can only be used by the Drath and Korath AI respectively. You cannot set the AI of a race to a specific subset (e.g., Korath personality from AIP 7), which means that those SAs become useless for the minors (or less useful in case of Super Annihilator, because it has at least a secondary bonus). Super Isolationist has a similar issue. The minors don't have a sphere of influence, which prevents the speed-penalty of SI from working. The range-bonus of Super Hive doesn't work, and I'm also not entirely sure, if the minors are able to make good use of Super Diplomats. All other SAs work without issue, as far as I can tell.
I forgot about that.
As I mentioned above, their AI is unable to use Spore ships. However, even if it could use them it wouldn't be able to build them, because the Spore techs aren't included in the Korath tech tree. They get added by Super Annihilator.
In DL and DA, they were still active. You unlocked them by researching the necessary techs. However, you could usually get much better results by designing your own ships. Once Stardock added ship templates and the auto-designer, those old ships were completely obsolete, because you could now automatically get designs using current technology. They are still actively used in the campaigns, certain events, and the Super Dominator ability. Other than though, they just serve as visual templates for the auto-designer, which is for the best.
I don't think they do, and that's the problem. For sure I could set fix bonuses but that's not the same....
I must have been working on a different file yesterday yeah I see it now they work.
I can't figure out if SuperDiplomat works correctly, as I'm getting different values for same barter from game to game. I assume this must be relied on the current stock of available bcs for both sides of the trade, as well. Then, because of the +50% base diplomacy, Minors really have an easy time doing trades. And the influence bonus won't work, so I'd say, this SA is pointless for Minors.
Same for Manipulator, that's really hard to test, besides that SA only makes sense using the Drath (or Korx) tree which contains War Profiteering. I rather leave it out^^
I was able to successfully create a Snathi-Sporer which does both research & use sporeships. It seems like the superability is only able to create the necessary techs (Germ Warfare & Spore Weapons) for a single time during the setup. As such, if you simply exclude the Korath from the game, then the Snathi (using the korathian tree + AIP7) will get both techs, research and put them to use.
This is actually fantastic! Because, a Minor doesn't have to deal with the enormous influence problems that the Korath with their 0.01b spored worlds have. I tried to bring this fail-design several times to the table in the CU (after the time you departed) but it was largely ignored (all it was done was to give them +10% soldiering... when in fact a Sporer doesn''t need soldiering at all, and the basic problem is that the spored worlds will succumb to foreign influence, esp. since the AI isn't too eager to build the Dark Influence improvement). A Snathi won't have to face this, and in a broader sense I also can't see how these cuddly teddybears fight a normal close-quarter invasion^^ Anyway, I need to do more testing on this, perhaps problems resurface when someone uses a custom spore race etc
When testing SuperSpy I got aware of a problem: The CounterEspionage tech was freely traded away to other civs - which build the Center subsequently (after 12 turns). Now if all races become oblivious to espionage after some time that defeats both the purpose to start out with an agent and to have a good espionage rating (and to bunker money for nothing into it). As I recall, in 2.04 the Counter Esp tech was untradeable, and it should be reverted to this. Esp since the AIs can trade without Universal Translator.
About Superhive: No idea how the range works but it wasn't a big deal anyway... Do you know if the Dreadlords can have a SA? Hive would make sense in that they usually only build factories. Could make them complete OP for jolly^^
Yeah well the solution would be to design a complete own tree for the minors, or several own ones, simply by replicating al stuff and attributing it to the new techs. It's a lot of work, though. I'm still thinking about what's best to do here. My general intent is I wanna play a game against 17 factions, so I could easily enable the corresponding stockraces so that all minors see all techs.
However, there is another bug. If a stockrace trades an individual tech (marked by an *) to a Minor race, the Minor race will have it for a moment and be able to use it. However, upon reload the tech will magically disappear. I just got a lab-tech from the Yor, build a lab with it, and reloaded. Afterwards I couldn't build these labs anymore altough a single lab was still resident on my planet! All racial bonuses such techs hold might be missing then also... but short of making all these techs untradeable I find no other solution, and that is not an elegant one...
I was worried this might be the case. But then, do they really need more bonuses? The +100% Econ bonus combined with the hardcoded bonuses is already much more (point-wise) than any of the major races have.
Actually, it's not. Just start a game without the Terrans and Drath (and maybe the Korx). If anyone gets bribed to declare war, then Manipulator is working.
No, this is due to the minors' tech tree problem. If there were at least two major races with Annihilator, then the minor would have the techs too.
Interesting. That would mean that the game assigns the Korath personality when a race with AIP7 has the Annihilator SA. If that is the case, then it should also assign the Drath personality for a race with AIP8 and Manipulator.
Thing is, what can we do about this? The Korath already have a higher pop-growth bonus than most races (+60% in AT, +50% in the CU), which gets even better with access to Fertility Acceleration and/or Aphrodisiac. This, combined with the high likelihood of 100% approval on the spored planets, will lead to a rapid re-population. Well, as rapid as it is possible with a starting population of 5 million. In AT, I've also managed to get the Korath to research Dark Influence and build the improvement. While the AI doesn't do it as well as I'd like, it is still an improvement over the CU (and even more so over the vanilla game). Still, all of this only mitigates the issue for the AI. It doesn't fix it. So, what possible actions are left?
1. Snathi aren't teddybears. They are squirrels.
2. They probably fight like Yoda. Only with more teeth and claws.
Wait, what!? In AT, Counter Espionage is untradeable and unstealable. I'm pretty sure, I kept it that way in the CU too. So, why would Mabus change that? Also, why didn't I notice this? None of this makes sense! Spies become pointless, if everyone can get CE so easily.
They can have an SA. However, I don't see much point in giving them Hive. The DL already seem to be able to build one factory per turn.
I wasn't aware of this, but I'm not surprised by it. It seems to be an extension of the minors' tech tree problem.
I've already done away with the +100% econ bonus. To me this is just overkill. Surely, money is important esp. if you can't run your industry @ 100%, but later on, if their planets are crowded, then they will make so much surplus money... and basically bunker it just by quickbuying stuff. In such a situation, it would be better to rather raise spending etc. However, what's good for a general overall balance needs to be seen in a series of observant testplays, but first I need to to finish the individual minor techtrees.
The actual point is that distribution points can make a civ vary in appearance - sometimes strong, sometimes less etc that's actually what I'm aiming for. One way is to give all of them a different techtree, different SA, different racial design, even some completely new techs or buildings etc but all these things are fixed. That is, they are going to play out their game always the same... distribution points could help here... but when it doesn't work I can't help it either...
Ah ok, thanks. But how do you observe that popup in a testplay? It's just there for the blink of an eye^^ Tough nevermind. I'm not going to use that SA anyway....
That's probably because they get +20k bcs/per turn as base income. So they simply quickbuy their improvements. However, I've also seen them slowly build out their factory worlds as well. I think this is related to the difficulty level. Usually the DL will quickbuy a small vessel as a defender and then build out their planet, once it's outbuild pump out ships. At that point their level of threat rises abnormaly.
If they would be hive they could probably finish 2 improvements per turn, one by buying & then one through social production. That might significantly reduce the time when they'll get dangerous... you see a common strat against them is simply to steamroll them as fast as possible. Such a change might be OP & frustrating for a player in the campaigns, but my mod is strictly for sandbox, ie. with DLs appearing only in an event.
Or maybe Warrior would also be quite beneficial to them! hmmm
Please correct me if I state something wrong, but it seems my current workfiles are a bit outdated (yeah it's a problem when constant updates are pushed...)
This is a very difficult question where there is no easy solution, esp. since solutions could be bifurcal, one ment for a player, other for the AI.
As I recall there are no Fertility Clinics in the game anymore - but this is exactly the no.1 needed improvement for a Korath player. Because even under 100% moral & good popgrowth these planets take like forever to grow into reasonable, self-sustaining levels. Problem here is that the AI doesn't use these clinics as a player could - filling the planet up with them & subsequently overbuild them. The Clinic has been thrown out via the argument that the AI uses it only sloppily, eg once planets are outgrown it looses its benefit & AI doesn't overbuild it. But still it could be of use when trooptransports leave, or planet survived an invasion.
Another good way for a Korath player is to ferry pop around directly into new worlds. As such, he could make good use of an enhanced Colony Pod (maybe cheaper & smaller in size) but the prob is that the AI is not going to use it. Maybe a more early access to the advanced troop pod & cost of invasion techs reduced. I always thought these were quite irrelevant to them, actually Planetary Defense, or say, defensive soldiering is more important to them. But they don't even have that branch....
The Korath don't have access to Fertility Acceleration which gives +25% popgrowth & +50% from Aphrodisiak. With this in mind I wouldn't say that their popgrowth is best, esp. not for a player that usually can rush to many trade goods/wonders (and keep them for himself). Nevertheless, 10-20% more or less don't mean much if a 0.05b planet is under influence threat of an outgrown planet in the same system^^. The problem with handing out popgrowth stats too freely is that this is going to have a too great effect on his colony upbuild during the colonial rush.
A better stat in that regard would be loyalty - because it doesn't give them extra money at all. Their techtree already hints via "Corrupted Genetics" that they might be loyal, but 10% is a mere drop of water on a hot stone. That could be increased safely I think.
Another approach would be to balance them via limited range. The idea is that they build Dark Influence on their inner core worlds, which emanate enough influence into space so that it can encompass newly spored worlds. The basic problem with DI is that you also can easily flip other planets and go for Cultural Win... so it might be a good idea to nerf their range so that their empire is more clumped together (so less flipping). However, rangemods are problematic because they are so tiny and can be stacked on cargos so there really not much limit on range right from turn1 on.
In my personal mod I've done away completely with these mods & give range only through techs. The game is more territorial then, also the AI can't take away all Resources (though he knows their place he can't reach them anymore) point is if starbases are outside his territory he will loose them anyway once wars break out. But I'm not suggesting the CU follows this as this is a major overhaul, just saying that there are solutions if you think outside the box... and while none of them is complete solution, they can, at least, when combined, mitigate some broken game mechanism.
Yes, you're right, that bug was also responsible for this. It stretches out in all directions.
Nevertheless, I think I have a solution to this, which could completely fix that techs are cutted out from the Minors & that some techs vanish after trade+reload. Further, no more duplicate Minor-techs, or duplicate improvements that hold the same internal name (just check PlanetImprovements.xml) would be necessary anymore.
The downside of it would be that the Asterix * you see beside an individual technology when techtrading would be gone. For all techs. No idea if that's acceptable at all....
But as of now, the Minors tree can still see tremendous harm, because, if someone plays a somewhat smallish game using more strange factions eg. Yor against Thalan... then no Minor would be able to upgrade their factories, moral, econ improvements etc. So they're stuck with Tier1, but being stuck at a sole planet actually their only way to make up in strength IS via upgrading buildings^^
Autoplay wouldn't work in this case. You need to do a proper playthrough (or simply hammer the end turn button) in order to test this.
Even more so, I would say. It fits nicely into the concept of the DL: if they catch you, you're dead. They're basically like the Shadows from B5.
Yes, the FC is gone in the CU. I removed it, because the AI can't use it properly. However, I re-considered my opinion on it enough to re-add it in AT (not sure, if Mabus is willing to do the same with the CU). Its AI value is currently low enough that the AI only rarely builds it, making the FC a player-only option. I did try it with a higher value for a time, but the AI did exactly what I feared it would do: building lots of FCs on its planets, and then wasting most of the excess growth. Yes, they have a use when building troop transport (if the AI had actually used those planets for that purpose) and to replenish the loses from a failed invasion. However, I'd rather see the AI use those tiles for something more beneficial (production, research, money, etc.).
Disregarding the Torians and any other race with Super Breeder, the Korath have the second highest Pop-Growth bonus from techs (+10% from Corrupted Genetics, +10% from Xeno Medicine, and a total of +30% from the Farming techs (in AT, Extreme Colonization grants another +10%)). Only the Drengin are better, because they have access to Fertility Acceleration in addition to all of the above.
Yes, but the bonus doesn't necessarily has to be assigned to early-game techs.
How about instead of increasing the Loyalty stat of the race, you increase the loyalty stat of the planet? Before it got replaced with a Loyalty-bonus (and then a Morale-bonus), the Propaganda Center improvement granted a +10% bonus Culture Resistance. In AT, I changed it back (but with a +20% bonus instead). It's working pretty well so far. I had a planet surrounded by more than 6 times stronger influence for almost two years and not flip, while playing as Drengin. Sure, the RNG also had a hand in this, but it's still impressive. So, how about making a cheap improvement with the ResistanceBonus tag for the Korath?
I did the same with the Yor in the previous version of AT. However, I no longer use it, because it deviates too much from the vanilla gameplay. Other than that it worked pretty well. I only wish the AI would be better at using starbases to bridge the gap between stars.
I already got rid of those in AT, because I no longer try to compensate for the minors.
Well, any race that gets the bio tree including Fertil Accl has already +50% with GravMani. Not counting the potential +50% from tradegood. Krynn also have +10% from fixed polit party. But I was under the impression more races had Fert Accl, so really alot of factions sit on +25% (or something akin) popgrowth only.
Thematically that would be fitting. But it should be cheap in case he has only 50% production on his spored worlds. Personally I wouldn't waste a tile on loyalty^^ after seeing Yor planets rebel^^ it's too unpredictable. But the effect is surely there, nonetheless.
So true. It'll screw the AI game on some specific mapset --> large map w/ less enemies & less planet counts. Although I usually refrain from such games as you endlessly wait for your ships to arrive, which, by then, are outdated. Rather I pick a medium map. AI starbase placement seems so random, but then occasionally you see he places that influencer directly to a place where it'll yield him the best possible chunk of influence....
btw I wonder what your stance is regarding some starting improvements, like eg. Social Matrix, Hyperion Matrix or Innovation Complex. As it is now, they can be built multiple times... is this working as intended?
What you could do is to let a midgame economic structure upgrade the FCs. To use it that way makes alot of sense.
I cannot stress enough how useful it can be if specific structures do have multiple upgrade target. Do can do wonderful things with that, eg. interlinking different branches to coerxe the AI to make intelligent choices. For example, the Torian moral improvements are the most strong ingame. If you interlink these so they will upgrade the generic ones then
(a) the AI won't use the inferior one even if you did trade these to them
( if they conquer planets with inferior improvements they will automatically become accessably for an upgrade
It also works the other way round, the Altarians for example as a spiritual race, derive their moral from temples, which are not so strong but that might be a consciously installed throttle for that race. They could be manipulated that way to overbuild SportsArenas etc with Temples. Same with Yor, they could overbuild that with Stalks etc... the list of possibilites here is enormously.
They are all SPs, so can only be built once per race. If you have multiple races with the same tech tree, then it's also possible to get multiple instances of those improvements. That is WaI.
What I don't like is that several of those starting SPs have civ-wide bonuses. The Range-bonus of the Aquatic Transport System doesn't matter that much, because range has a maximum limit. However, the Social Production-bonus (Social Matrix), Morale-bonus (Festival of Capitalism, Maintenance Grid), and Creativity-bonus (Innovation Complex) are just too much, if you can get multiple copies of the buildings.
I've changed the Innovation Complex, Festival of Capitalism and Maintenance Grid back to their old values and bonuses (with the exception of a +10% econ-bonus for the Festival) in AT, due to this reason. However, I'm not sure what to do with the Social Matrix. Changing the Social Production-bonus to a manufacturing-bonus would be the most logical solution, but I don't want to deviate too much from the vanilla gameplay (which this change would do, among other things).
In general, yes. However, AT is supposed to be as faithful to the vanilla game as possible.
I've tried that before, but it didn't work out for some reason. No idea, what went wrong. Wait, is it possible that I didn't set enough upgrade targets? That, for example, instead of only setting one for Stock Markets, I also needed to set one for Banking Centers, Trade Centers, Adv. Market Centers?
make it a GA, mark "history of benevolence" with <Requires>ImpossibleTech</Requires> --> that way only if it's specified in the RaceConfig a race can get this tech (and so the Matrix), custom races wouldn't be able to select it.
actually no. this works out linearily. you have all freedom to connect wherever you want. of course the easiest solution is to have the first improvement in a chain connect/upgrade the very last of another chain. this way you would avoid multiple upgrade tags, because the first improvement usually has ony "none" specified.
but this could lead to a possible situation when a strong endtier impr gets overbuild by a less stronger (if the specific race simply lacked in research....)
so more elegantly you just compare the strengths of different tiers and interlink accordingly. however, you need to very careful to not create an endless loop - it has to stay linearily, otherwise the game will hang/crash. apart from that I've not encountered any problems.
The AI also seems to rely on his most strongest improvement, even if he has 2 or 3 different chains available. as long as they are connected he can follow the chain to its ending and that is the improvement which he'll enqueue on new tiles - or the auto-upgrade uses to upgrade buildings.
Turning the Social Matrix back into a GA may be the best choice. However, that brings us back to the very reason of turning it into a SP in the first place: the possibility of being unable to build your starting wonder, just because another race did so first. Changing the tech requirement of History of Benevolence to ImpossibleTech (already the case in AT) isn't going to prevent custom races from getting the tech. If somebody makes a custom race using the Altarian tech tree, they are still able to select this tech. History of Benevolence is also a requirement for Xeno Mysticism in AT. So, making custom races unable to get it would be quite detrimental.
I get the feeling that replacing the Social Production-bonus with a manufacturing-bonus might be better, after all. AT still contains several deviations from the original game. What's one more?
Odd, that's exactly how I did it originally. Strange that it didn't work then. I'll need to take a closer look at this. Maybe I made a mistake when I first tried it?
Don't worry. I already have some prior experiences with endless loops in GalCiv 2. Not going to repeat that.
I see. If you raise the costs of that history tech above 200 then it will no longer be accessable for Custom Races. Ofc the link to any techs following or binding to it would have to be severed, but that's easily done and more or less only a tiny drag from a cosmetical perspective.
BTW do you know why the Dreadlords tree isn't accessable? I noticed they have an ignore tag in RaceConfig, but deleting that did neither the trick nor led me play the DL as normal race.... although I could make other stockraces unaccessably...
also the game seems to present a MinorRace techtree even if that tree has been deleted from the folder...
sometimes the game gets erratic when doing things against the rules. for example some time ago I could swear I saw how improvements holding the same internal name created a serious bug, and although I saw it right before me in a testplay I wasn't never able to reproduce it for a sceond time....
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