Galactic Civilizations III

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About this mod

The goal of Galactic Diversity is to expand upon the original custom race traits and provide some interesting new choices.

Permissions and credits
NOTE: I no longer develop mods for GC3 this mod is provided as is and is now public domain, anyone may use it as they see fit including recycling parts or updating and republishing it.

Welcome to the Galactic Diversity Mod. v1.6 (This mod is version agnostic and should work regardless of game version.)

Note: See Changes Above for version changes. Current Version is 1.6 as of 8/23/2015
Installation: Simply unzip the file into your “//MyDocuments/My Games/GalCiv3/Mods” directory, it will create a new
directory there. Then login to the game, go to  Options, select the Gameplay Tab and check the box for Enable Mods.
Next, Exit the game and when you relaunch it the mod will be active. 

The goal of this mod is to expand upon the original custom race traits and provide some interesting new choices. 
This mod is not strictly balanced it is presented for fun and many users may find they will need to crank up the AI
in order for it to provide some challenge.  That being said over time I will attempt to balance the mod internally to 
itself so that the race traits and abilities are balanced against each other.

I have intentionally created this mod to be version agnostic, meaning it does not matter which version of the game you
are running, the mod will neither conflict nor interfere.  To this end the mod is built using the append method, the
only exception being the RaceTraitSliderDefs.xml which exists only to display the race traits and in no way changes
them itself.  This file is left in overwrite mode simply to provide my new race traits without altering any of the
original race traits.  All of the original race traits are intact and unchanged any custom race created with the base
game should work just fine with this mod installed.  If you choose to publish any custom race made with this mod
installed I would ask that you note that, in the workshop entry, so as to avoid confusion for those persons downloading
from the workshop.

Herein you will find a plethora of new and exciting race traits for your gaming pleasure.
You can choose from traits such as.
The Swarm - Its an Ugly planet its a bug planet!
Cyborgs - Their big bad and ready to stomp their enemies to a pulp
Heir to the Ancients - Who are these minor empires we find ourselves surrounded by? They are as nothing before the Ancients!
The AI Collective - Hyper intelligent leaders of an endless machine army.
Psionic Masters - What is that you are thinking? No no that just won't do, thats better now you are thinking the "right" way.
Nanonic Breakthrough - Lets make everything smaller and faster and better! I'm sure the nanites will behave...
And many more!

A Note on balancing: All race trait values are positives, there are no negative traits, the lack of a bonus is as
effective as any negative, while negatives just give rise to unbalanced traits which are very weak penalties given the bonus
points they give.  An example would be the Brutal, Popular, or Traders traits, which are very often taken on custom
races as they do not offer a strong penalty to match the bonus points they provided.  Therefore this mod has no
negatives, instead all the traits presented herein start at the base point the original system left off and go up from
there. I am well aware the mod needs balancing but cannot play through even partial games with so many variables to test
so please do leave me feedback on the traits you like, and which ones seem to be overpowered, or underpowered, "Relative
to each other".

Change Notes:
(Fix)Changed the Game Start trait to produce uninhabited worlds in home system, as was originally intended.
(Tune)Added the IsAncient Tag to Heirs to the Ancients.

(Tune)Changed the Ancient Technologies received by the Heirs to the Ancients to use standard weapon and drive modules.
This means any AI race with this trait will make use of those techs and they will appear on the automated designs.

(Fix) Added restriction on Synthetic races so that you cannot combine Synthetic with Fertile, Farmers, or Speciation.
(Fix) Added all original Race traits to the end of the list, this corrects for an error which prevents editing of
pre-mod races.  The old traits are listed at the end and can be accessed by mousing over and scrolling, all old traits
have had their costs set to zero to prevent issues, they are not intended for use with GalDiv but are re-included just
to fix issues some folks have been having. Also I reiterate do NOT upload GalDiv races to the Workshop! Credit goes to 
    Francofx for catching this one.

V1.3 (first major balance pass)
(Tune)Nanonics Ability, Engines -20% mass, Shields -20% mass, Beams -30% mass
(Tune)Natural Diplomats, Diplomacy +2, diplomatic value of traderoutes +25%, diplomatic trade offer bonus +25%
(Tune)Malleable, bonus colonists on colonize +5, bonus planetary quality when obtained +5-10, bonus quality to
    homeworld +10-15
(Tune)Psionics, Resistance bonus +25%, traderoute bonus +25%, Influence bonus +10%, Diplomacy +2
(Tune)Handy: -20%/-30%/-40%/-50% reduction to all maintenance costs
(Tune)The Swarm, +10% to Food
(Tune)The Silicoids, removed mining bonuses they were causing crashes, +35% to planetary defense. Credit goes to
    Moogle65535 for catching that!
(Tune)Cyborgs, +30% to invasion, +20% to planetary defenses, +20% Food, +75% social manufacturing, +50% miltary manu.
(Tune)AI Collective, +10 to Approval, -50% to maintenance, 
(Fix)Changed Automated Production Centers used by AI collective to be colony unique. Credit goes to Moogle65535 for
    catching that one!
(Tune)Farmers, reduced food bonuses to +20%/+30%/+40%/+50%
(Tune)Fecund, removed Approval bonuses and lowered food bonuses to +10%/+15%/+20%/+25%
(Tune)Invaders, +20% Planetary Defense
(Tune)Capitalists, +20% trade route value, +20% tourism income, +30% income
(Tune)Tough, reduction to defense mass lowered to -10%/-15%/-20%/-25%
(Tune)Adventuresome, increased bonuses +25%/+50%/+75%/+100%
(Fix)Adjusted all Trade route bonuses to use proper targetype fields as changed in game version 1.1 Hereward_Hills gets
    all the credit for pointing this out!

(Fix) Tolerant Trait costs were using old values, updated to current mod cost schedule. Credit goes to Moogle65535 for
catching this!
(Fix) Tuned AI Collective, lowered mass reduction on range modules from 75% reduction to 50% reduction.
(Fix) Tuned multiple settings on Nanonics for balance and to prevent a divide by zero error that was causing crashes
    when combined with AI Collective. Mass Reduction: Sensors -40%, Missiles -20%, Ship Range -20%, Ship Engines -30%,
    Point Defense -20%, Shields -40%, Beam Weapons -40%. Moogle65535 gets full credit for catching this!

(Fix) Natural Diplomats, bonus to diplomatic trade multiplier changed from Flat to Multiplier.
(Fix) Handy, was adding to maintenance instead of reducing it, this is now fixed.
(Fix) Organized, Was adding to maintenance instead of reducing it, this is now fixed.
End Change Notes

On to the Traits, my notes in parentheses are provided for insight only. (Updated with current data as of V1.3)

Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% social production

Clever: (Might need increased as pure research races tend to lag behind badly)
Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% research production

Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% influence production

Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% bonus to gross income

Content: (Bonus disappears too easily in mid/late game)
Cost: 1/2/3/4 Bonus: +2/+4/+8/+16 bonus to approval

Fertile: (Needed a boost as it is quite weak normally)
Cost: 1/2/3/4 Bonus: +1/+2/+3/+4 bonus to growth with a 25% multiplier at all levels

Handy: (Updated in Version 1.3)
Cost: 1/2/3/4 Bonus: -20%/-30%/-40%/-50% reduction to all maintenance costs

Dense: (Is good but self limiting due to ship costs)
Cost: 1/2/3/4 Bonus: +25%/+50%/+75%/+100% bonus to ship mass capacity

Cost: 1/2/3/4 Bonus: +25%/+50%/+75%/+100% bonus to military production

Speciation: (All the speciation traits specifically provide a compact race profile and are meant to stand alone)
The Swarm: A race of insectoid creatures with a hive based mentality and society.
Cost: 5
Communal building: +25% social production
Resistant to culture flipping. (don't bother taking the Unwavering ability)
Poor innovators: -50% research production
Amazing harvesters: +10% to food with a base bonus of +10 food (Updated in Version 1.3)
Living ships/shipyards/starbases: Strategic repair +1000%, Tactical repair +3, Ship range +100%
Tolerant: All planets are improved slightly when colonized
Living escort fighters: Access to a special living carrier pod which clings to the host ship
The Silicoids: A race of living crystalline or silicon based beings, tough and excellent miners but slow growing.
Cost: 5
Extremely tolerant: Can colonize extreme worlds (don't bother taking the Adaptable ability), capable of
 living in nearly any conditions, even space, all planets are significantly improved upon acquisition, and
 can be further terraformed via Land Reclamation by the simple expedient of filling in the oceans and
 living on the resultant mudball.
Very slow population growth: -75% growth
Slow crop growth: -50% food production
Alien mindset: Totally immune to culture flipping, -80% influence generation, -4 to diplomacy
Excellent materials science: +25% to social manufacturing, +100% to hit points of all space based objects
Expert miners: +30% to colony gross income (Updated in Version 1.3)
No need for life support: +200% Ship range
Extremely tough population and infrastructure: +35% to planetary defense (Updated in Version 1.3)
Shard Fighters: All ships can equip a small autonomous fighter shard to the exterior of the hull
Cyborgs: Embracing cybernetics completely this race is at least as much machine as living entity.
Cost: 5
Excellent soldiers: +30% bonus on invasions, +20% bonus to Planetary defenses (Updated in Version 1.3)
Loyalty chipped populace: Resistant to culture flipping and Patriotic. (skip Unwavering and Patriotic abilities)
Less need for food and life support: +50% ship range, +20% to food (Updated in Version 1.3)
Tolerant: Can colonize extreme worlds and all worlds are slightly improved upon acquisition
Planetary Adaptation: gains access to a costly terraforming method of adapting the population over time to
 the conditions of the world, eventually allowing access to every tile on any planet.
Endless toil: +75% to social manufacturing, +50% to military manufacturing (Updated in Version 1.3)
Extensive Cybernetics: -75% to growth
The AI Collective: A race of hyper intelligent AI's without individual bodies each commands legions of servitors.
Cost: 5
Bonuses: (Updated in Version 1.3)
Sythetic Life: You must use the yor tech tree as they do not grow normally.
Artificial Minds: Completely immune to culture flipping, +10 to Approval, -75% to Tourism, -4 Diplomacy, 
 -50% to Gross income, -75% Influence generation. (Updated in Version 1.3)
Artifical life form: -50% to mass of ship range modules, +300% to Ship range, +35% to overall Ship mass
 capacity, Can colonize extreme worlds and all worlds are improved upon colonization.
Comprehensive automated repair: +5 tactical repair to all space structures, -50% maintenance costs
Centralized intelligence: A given planet houses only a handful of the massive sentiences, 5 base pop cap
Automated production centers: The AI's use these centralized production facilities to produce everything
Land Reclamation: With no need for a biosphere the AI's can simply fill in the oceans and live anywhere

Militaristic: (Excellent warmaking capacity gives bonuses to accuracy, range, and re-fire rate on all weapons)
Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% bonus to accuracy, range, and re-fire rates

Farmers: (Updated in Version 1.3)
Cost: 1/2/3/4 Bonus: +20%/+30%/+40%/+50% bonus to food production

Fecund:  (Updated in Version 1.3) (this combines lesser elements of both farmers and fertile with an approval bonus)
Cost: 1/2/3/4 Bonus: +10%/+15%/+20%/+25% to Food, +1/+2/+3/+4 to Growth

Societies: (This race trait is composed of a variety of societal archetypes)

Invaders: A warlike race bent on conquest and only satisfied when their boot is on someones neck.
Cost: 3
Bonuses: (Updated in Version 1.3)
            +85% bonus on invasions.
Militaristic Society: +50% Resistance, +20% Planetary defense, -50% cost on military improvements
Loyal to societal supremacy: +16 to Approval
Zealous Nature: gains 30 dominant ideology points on a successful invasion.
Advanced invasion module: A high capacity invasion module defended by autonomous drone fighters
Heirs to the Ancients: A lost fragment of the ancient Precursor civilization they retain some precursor tech.
Cost: 3
Emulating the Ancients: The cultural echoes of the ancients leave them immune to culture effects
Left over Ancient technology: Start with 500 extra research points and access to a number of remnant ancient
 technological designs.
Fragmentary civilization: starts with a slightly terraformed home world and two additional colonies in their
 home system.
Expert Engineers: A society whose dedication to excellence in engineering and design results in amazing improvements.
Cost: 3
High efficiency construction techniques: All constructor modules provide one additional construction point
Expert Miners: Gain 2 additional resources from all mines.
Damage control teams: Gain 3 tactical repair on all starbases, shipyards, and ships.
Efficient Ship design: all ship hulls cost half as much to construct.
Deep Core Mine: An improvement which taps deep into a planets crust to extract valuable manufacturing material

Capitalists: Concentrating on wealth and business success above all else.
Cost: 3
Bonuses: (Updated in Version 1.3)
Dominant Trade Partner: +4 trade license, +20% trade route value
Interstellar tourist trap: Tourism enabled at start, +20% to tourism income, +30% to colony gross income
Massive treasury: Gain 2000 additional credits at game start.
Venture Capital Investment Bank: An improvement seemingly capable of manufacturing wealth from hard vacuum

Tough: (Updated in Version 1.3)
Cost: 1/2/3/4 Bonus: +25%/+50%/+75%/+100% bonus to ship hit points -10%/-15%/-20%/-25% mass for defensive modules
Game Start: (gives a variety of boosts at game start but no persistent bonuses)
Cost: 4
Bonuses: 2 bonus colony ships, 2 additional colonies in home system, home world significantly improved, bonus
 constructor, bonus armed surveyor.
Cost: 3
Bonuses: 2 bonus colony ships, 2 additional colonies in home system, home world somewhat improved, 2 bonus
Cost: 2
Bonuses: 1 bonus colony ship, 2 additional colonies in home system, home world somewhat improved, 1 bonus
Cost: 1
Bonuses: 1 bonus colony ship, 1 additional colony in home system, home world slightly improved, 1 bonus

Agile: (Higher levels of this might be overpowered)
Cost: 1/2/3/4 Bonus: +20%/+30%/+40%/+50% ships are harder to hit

Resilient: (When this was switched to strategic repair it was woefully underpowered)
Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% to strategic repair, +1/+2/+3/+4 to tactical repair

Adventuresome: (Updated in Version 1.3)
Cost: 1/2/3/4 Bonus: +25%/+50%/+75%/+100% to Ship range

Quality of Life: (Grants a variety of quality of life bonuses that simply make the game a bit more friendly)
Cost: 4
Bonuses: Your colonies and bases are immune to culture effects. Your population does not suffer from the large
 empire penalty. Any race which declares war on you suffers a 25% penalty to Approval. You can see the home world  locations of all races at game start.
Cost: 3
Bonuses: Your population does not suffer from the large empire penalty. Any race which declares war on you
 suffers a 25% penalty to Approval. You can see the home world locations of all races at game start.
Cost: 2
Bonuses: Your population does not suffer from the large empire penalty.  You can see the home world locations
 of all races at game start.
Cost: 1
Bonuses: You can see the home world locations of all races at game start.

Observant: (This has been tuned up with reductions in sensor mass and bonuses to starbase sensors)
Cost: 1/2/3/4 Bonus: +2/+3/+4/+5 Ship sensor range +4/+6/+8/+10 Starbase sensor range -20%/-30%/-40%/-50% to Sensor Mass

Fast: (Tweaked up with reduced engine mass)
Cost: 1/2/3/4 Bonus: +2/+3/+4/+5 to Ship moves, -20%/-30%/-40%/-50% to engine module mass

Organized: (Tweaked up across the board as this was not particularly useful, added lower ship maintenance as well)
Cost: 1/2/3/4 Bonus: +5/+10/+15/+20 to Logistics cap, -20%/-30%/-40%/-50% to Ship maintenance

Tolerant: (Completely new race trait this boosts the quality of all worlds acquired by a player)
Cost 1/2/3/4 Bonus: Each higher level improves the quality of all a players worlds upon acquisition

Abilities: I have added 4 new abilities, altering existing abilities is outside the scope of this mod but there is room
to add a few so I have done so.  As with the above race traits these are intended to only be balanced within the mod but
I welcome any feedback on balance issues with them within the context of the mod.

Nanonic Assembly: (Updated in Version 1.3)
With the development of advanced Nanonic assembly techniques many ship modules can be constructed with
a far smaller mass. (These are modified more thematically than on a balance basis IE electronics are more miniaturized
than life support or missiles)
Mass Reduction: Sensors -40%, Missiles -20%, Ship Range -20%, Ship Engines -20%, Point Defense -20%, Shields -20%, 
Beam Weapons -30%.

Natural Diplomats: (Updated in Version 1.3)
This races ambassadors are exceedingly capable at manipulating other races to your benefit. You gain
2 points in diplomacy, and your trade routes are so valuable other races are loathe to risk losing them. Other races are
more than happy to strike deals clearly in your favor. Any race declaring war on you suffers a 25% loss of approval.
Other races are far less bothered by sharing borders with your empire.

Highly Adaptable: (Updated in Version 1.3)
This race finds all planets far more inhabitable as they are able to use much more of the surface
without modification. Your colony ships automatically carry an additional 5 colonists packed into their holds. You gain
access to a specialized terraforming project which allows you to eventually gain access to every tile on a planet.

Powerfully Psionic: (Updated in Version 1.3)
This race has developed powerful natural Psionic abilities and are capable of manipulating the minds of others to an amazing degree. Your people are resistant to invasion, gain amazing bonuses on trade routes, and telepathically spread your racial influence even across lightyears. Through psychic manipulation your race gains significant bonuses to diplomacy. Your researchers enjoy a mental gestalt resulting in improved research rates. Perception of psychic resonance increases the accuracy of weapons as well as sensor range.

Well that about covers it for the Galactic Diversity mod for now