Galactic Civilizations III
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Franky007

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Pop Rebalance mod:

What started at a simple mod to rebalance the lower Population level introduced after Crusade,
ended up beeing a major project, as i was including some of my favorite mods,
and tweaking a lots of thing along the way.

Included mods:
==============
GRM Ideology
Ship Balance Mod
MercRole mod
Old-Spiders Pirate Space Monster Dread Lord Mod For Crusade


General goals:
==============
-> try to contain the exponential increase of cumulative effects.
-> Try to replace all Multiplier effects by Flat effects for: ImprovementDefs, UnitColonyStatDefs, TradeResourceDefs
(except for Growth, IsColonyUnique, IsGalacticWonder, IsPlayerWonder, special citizens).
-> Only unique/special Improvements should be Indestructible (except Town, City, SiliconCity, Megalopolis).
-> Because of the reduced population: reduce the effect of Growth, GoodsAndServices, the capacity of ColonyModule and the Neighbor Bonuses for Population.

Detail of the modifications (Use GalCiv 2.61):
==============================================

ImprovementDefs:
All Level-GoodsAndServices: 1 -> 0.5
All NeighborBonuses Population reduced by 1

Building's chains: Last building set to unique:
BasicFactory->XenoFactory->MegaFactory->ManufacturingCenter->IndustrialSector(unique)
XenoResearchLaboratory->ResearchInstitute->ResearchCenter->ResearchAcademy(unique)
MarketCenter->ShoppingCenter(no changes)
WorkCamp->ForcedLaborCamp->SlaveCamp->SlaveWorks->DevilsForge(unique)
ResearchChamber->ResearchStockade->ResearchMotivator->ResearchExtractor->ResearchAmplifier(unique)
KrynniacTemple->KrynniacMission->KrynniacOrder (set to Flat instead)
ManufacturingYor->ManufacturingCollective->IndustrialCollective->MechanizedCollective->ManufacturingMatrix(unique)
ResearchYor->ResearchCollective->ResearchArray->ResearchMind->ResearchMatrix(unique)
LearningCenter->School->University->CityofLearning->ResearchCommune(unique)

Food Flat:(KimbreysRefuge(4/1 -> 2.5/0.5)/ResourceExploitationTech)
XenoFarm(1/0.5->0.7/0.3)->AdaptiveFarm(2/0.5->1.7/0.3)->IntensiveFarm(3/0.5->2.7/0.3)->LosslessFarm(4/0.5->3.7/0.3)
PlanetaryImprovement->NovelHarvestingTech->IntensiveFarming->LosslessFarming (increased weight values +5)

HydroponicFarm(3/0.1->1.8/0.2)->HydroponicAccelerator(4/0.1->2.8/0.2)->TiredHydroponicFarm(5/0.1->3.8/0.2)->AutomatedHydroponicFarm(6/0.1->4.8/0.2)
XenoAdaptationTech->NovelHarvestingTech->IntensiveFarming->LosslessFarming
Food Multiplier:
FoodDistribution(0.1/0.1->0.25/0.05)->XenoIrrigation(0.25/0.1->0.4/0.1)->BiomassResequencer(0.5/0.1->0.9/0.1)
FoodDistributionTech->XenoIrrigation->BiomassResequencer

WorkCamp: PopulationCap 1 -> 0.1
ForcedLaborCamp: MaxManufacturing 0.05% -> 0.06% , Level-MaxManufacturing 0.025% -> 0.02%
Town: ManufacturingCost 50, FoodCost 2, PopulationCap 2, All NeighborBonuses 1
City: ManufacturingCost 50, Level-PopulationCap 0.1% -> 0.3, FoodCost 4 -> 3, Upgraded From Town
Megalopolis: Level-PopulationCap 0.1% -> 0.3, ManufacturingCost 200, FoodCost -> 5, Upgraded From City
SiliconCity: Level-PopulationCap 0.1% -> 0.3
ResearchLaboratory: Level-Research 0.025% -> 0.05%
TrainLegion: ManufacturingCost 750 -> 500
ColonialHospital: Growth Flat -> Multiplier, Level-Growth Flat -> Multiplier
XenoMedicalCenter, FertilityCenter, ReplicationCenter: remove Growth Flat, Level-Growth Flat -> Multiplier
BirthingPools: Level-Growth 0.01% -> 0.05%
ColonyCapital: Maintenance 1 -> 2, Garrisons -> 1
CivilizationCapital: Garrisons -> 2
StationGarrisonProject -> 30, tech prerequisite: PlanetaryInvasion -> XenoCombatTechniques
ManufactureLife: DurantiumCost 10 -> 6
NavigationCenter,GalacticNavigationNetwork,GalacticNavigatorsGuild: MovesCap reduced by 1

TradeResourceDefs.xml:
All ResistanceBonus: Multiplier -> Flat
AurorusArboretum: Growth 0.1 -> 0.3%

GovernorDefs:
Add two Improvement before each Improvement and many other tweaks...

BattleBehaviorDefs:
Support: starting position 1500 -> 1000

StarbaseModuleDefs:
ZeroGExperimentationModule, OrbitalResearchCenterModule, OrbitalInstituteModule : -25% PromethionCost, +25% Thuliumcost

MissionProjectsDefs:
HyperSilicateMission: ManufacturingCost 450 -> 300, AurorusArboretumCost (1) -> Thuliumcost (3)
SalvageCrewMission: ManufacturingCost 250 -> 150
HeadhunterMission: prereq tech: StellarEmigration -> CulturalOutreach, ManufacturingCost 1000 -> 500

GalCiv3GlobalDefs:
GlobalAsteroidMods: ProductionPoints 1 -> 0.5
DefaultShipPopulation: 2.5 -> 1.0
GlobalColonyMods: Growth Value 0.1 -> 0.05
MaxFeaturesByPlanetClass: increased number of traits for class 16+

AbilityDefs:
ProlificAbility: Growth Flat -> Multiplier 0.25%, give PopulationCap +1 instead of 50% bonus to pop
XenophobicAbility: 200% -> 100%
SyntheticLife: PopulationCapYor 100 -> 50
CyberneticAbility: Award tech NeroLinking
CarbonBasedLife: get PlanetaryImprovement at turn 50, get ExtremeWorldColonization at turn 100
AmphibiousAbility: get XenoAdaptationTech at turn 75, get ExtremeWorldColonization at turn 100

UnitColonyStatDefs:
Worker, Engineer, Scientist, Entrepeneur, SlaveMaster, Farmer:
Bonus 0.30% -> 2.7 (1.7 for Farmer)
Level 0.01% -> 0.3 (0.2 for Slavemaster)
Mechanic:
Military and Research Bonus -> 1.8
Research Level 0.1% -> 0.2
General:
Bonus 0.30% -> 0.18
Level 0.01% -> 0.02
Celebrity,Diplomat:
Bonus 0.30% -> 1.8
Level 0.01% -> 0.2
Agent:
Negative effect on Foreign only
Increase SensorPower by 8 on your Colony (not displayed!)

UnitLeaderStatDefs:
Bonus 0.06% -> 0.05%

UnitPromotionsDefs: (Note: does not work. Planet does not work.)
Promotion_Worker_Forced_labor, Promotion_Engineer_Forced_Labor, Promotion_Engineer_Crunch_Time -> added true
Promotion_Worker_Forced_labor -> added 1 TechapodHiveCost
Promotion_Bumper_Crop -> PromethionCost 50 -> 20 and 1 MonsatiumDepositCost, only last 20-30 turns
Galactic tour: for 20-30 turns
All Recall: cost -> 5
SupremeGeneral: ResistanceBonus -> 0.28, Level -> 0.02
Many other tweaks...

New :
Focus for Worker, Scientist, Entrepreneur, Engineer: +30% for 20-30 turns, Citizen retires.
Agent -> Saboteur (UnitDestroyTile) Citizen retires.
Agent -> Recall.
Diplomat -> Agent (10 prometheon)
Celebrity -> Guru (AwardDominantIdeologyPoints +15), Citizen retires.
**Farmer -> Gardener (TerraformTilesOnPlanet), Citizen retires. (not working)
entrepreneur -> Philanthropist (CultureBenevolent +10), Citizen retires.
entrepreneur -> Vulture Capitalist (CultureMerciless +10), Citizen retires.
entrepreneur -> Venture Capitalist (CultureNeutral +10), Citizen retires.
Farmer -> get 4 bio Trade resources, Citizen retires.
Scientist -> get 4 tech Trade resources, Citizen retires.
entrepreneur -> get 4 gem Trade resources, Citizen retires.
Defender -> Diplomat (For the people)
Mechanic -> recall and Upgrade all ships for 20 Promethion and
10 Anti-Matter for ShipRange +10%
10 Elerium for ShieldStrength +10%
10 Thulium for SensorRange +10%
10 Durantium for HitPointsCap +10%

UnitSpecializationDefs:
GlobalCapAmount 10 -> 5
Mechanic -> can travel to planet, available with NeroLinking

UnitSpecializationText: worker, engineer, scientist, entrepeneur, SlaveMaster
Updated text

CommanderStaticBlueprintDefs:
UnitTransportBlueprint: Replace HyperDrive with PrototypeHyperDrive

CommandComponentDefs:
Basic_Commander: MovesCap 1% -> 0.5%, HitPointsCap 0.5% -> 0.25%
Admiral_Commander: added LogisticsCap 0.25%
Navigator_Commander: added MovesCap 0.5%

GalCiv3InvasionDefs:
InvasionModuleToLegionMax 5 -> 4
AttackerOnUnHabitableTileModifier 1 -> 0.75

InvasionStyleDefs: ConventionalWarfare:
CollateralPopulationMod 0 -> 0.2, ImprovementDestructionMax 1 -> 2,
added StatusEffect: PlanetConqueredStatus_Bombardment (Does not work!)

PlanetTraitDefs_new:
New trait: Large World (+2 PopulatioCap)

*** Ship Balance Mod ***
ShipHullStatDefs: Revert MovesCap to 2 (Cargo to 1.5)

ShipComponentDefs:
ColonyModule, TorianColonyModule: PopulationCap 3 -> 1
TransportModule, AdvancedTransportModule: PopulationCap -> 1
MovesCapMass: HullMassScaleMod -> -8/+0.15 (Decreased mass of engines on tiny ship, increased mass of engines on medium+ ship)
MovesCap: added +0.1% to all engines, PrototypeHyperDrive: MovesCap -> 0.5
SlipstreamAccelerator: MovesCap 4 -> 3
Many modules with Jamming,TacticalRepair,Accuracy: ThuliumCost +1
DoomRay: EleriumCost +2
EnergyAccelerator,ShieldPunch,FieldAugmentationArray,LeachingField,BarrierFieldGenerator,BeamAssist,BeamMagnificationArray,Phasors: EleriumCost +1
FieldGenerator: ShieldStrength 5 -> 3, HullMassScaleMod 15 -> 20
BarrierFieldGenerator: ShieldStrength 20 -> 6, HullMassScaleMod 15 -> 20
Modules with PointDefense (for fleet): HullMassScaleMod 15 -> 20
ShieldLeach, ShieldPunch: reduce IgnoreShield by -20%

From MercRole mod:
QuantumDriver: KineticAttack 5 -> 6
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.

MasterTechDefs:
MasterArtificialGravity,MasterInterstellarSpecialization1: MovesCap 1 -> 0.5
EnvironmentalEngineering,XenoAdaptationTech,XenoAgriculturalAdaptation,ExtremeWorldColonization: added tags Growth, increased weight values
XenoManufacturingTech,XenoExperimentationTech: reduced all AICategoryWeight by -10

*** GRM-I mod ***
CultureTraitDefs: (MovesCap)
GRM-Independent-02: remove 5
GRM-Independent-03: AwardRandomMercenaryShip -> AwardShipOfClass, MercenaryTier1 -> AwardGunboatBlueprint, MercenaryTier2 -> AwardFrigateBlueprint
Updated text

1-GRM ImprovementDefs:
GRM-PlanetaryDataCore,GRM-PlanetaryCongressBuilding,GRM-PlanetaryDataCore : Remove true

1-GRM ShipComponentDefs:
GRM-AdvancedTransportModule: PopulationCap -> 1

*** Old-Spiders Pirate Space Monster Dread Lord Mod For Crusade ***
AIStrategyDefs:
Increased Growth everywhere!

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