GALACTIC CIVILIZATIONS III
MercRoleMod by Red Earth
Galactic Civilizations III » Balancing
Added: 24/07/2017 - 08:27PM
Updated: 15/10/2017 - 06:35AM

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Uploaded by iRedEarth

Description

Last updated at 6:35, 15 Oct 2017 Uploaded at 20:27, 24 Jul 2017

Many mercenaries have bad combat roles. Ships with support effects set to escorts, combat ships set to support etc. This changes many of them to either capital or support. I'd have made more capital but I can't get around the rules that small and tiny ships can't be capitals.
Also, Crusade changes weapons a lot and left the old prototype weapons actually useless. Many merc ships that advertised "powerful prototype weapons" actually had the worst weapons. So I changed the power and/or the resource cost of prototypes to try and restore their old role of powerful but inefficient early-mid game weapons.

The Raptor is an interceptor.
The Nail is an assault. Also gets the correct bonus hitpoints that makes it equal to a medium ship.
The Sabre is an assault.
The Bludgeon is an assault.
The Fist of the Setting Suns is a capital.
The Elembrial is a capital.
The Praxis is a capital.
The Retribution is a capital.
Hivebase One is support.
The Viper is a capital.
The Bitte is support.
Safety In Numbers is support.
The Heptium is support.
The Gestalt is support.
The Erragis is a capital. Also it gives its kinetic damage resistance to the whole fleet as stated in its description.
The Sidrat is support.
The Compact is support.
The Straisor is support.
The Lutitia is support.
The Linked Aerie is support.
The Excruciator is a capital. Also it gets an attack and defense bonus of 25% instead of a flat 0.25 bonus.
The Fissure is a capital. Also gets the logistics reduction it was
missing, and an attack bonus of 25% instead of a flat 0.25 bonus.
The Sickle gets an attack, range, and move bonus of 25% instead of a flat 0.25 bonus.
The Collective is a capital. Also gets an attack bonus of 25% instead of a flat 0.25 bonus.
The Helmder is a capital. Also its jamming bonus goes to the whole fleet as stated in its description.
The Shaout gets an attack bonus of 50% instead of a flat 0.5 bonus.
The Hermitage gets an attack bonus of 25% instead of a flat 0.25 bonus.
The Cixma is a capital.
The Wraith gets an attack bonus of 25% instead of a flat 0.25 bonus.
The Pewpewpewpew gets the 100 bonus hitpoints stated in its description.

The Pollen and The Perseverance each have only one colony module now. With two colony modules they cost two administration and held extra population that wouldn't even fit on a new colony.

The Prototype Laser now has 10 power, costs 2 elerium, and is available at Matter Disruption.
The Prototype Antimatter missile now has 8 power and costs 4 antimatter.
The Prototype Durantium Driver now costs 4 durantium instead of 12.

The Quantum Driver now has 6 attack. This change has nothing to do with mercenaries but if it didn't have higher attack then it would have no reason to exist.