Galactic Civilizations III
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Mossman15

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An extensive overhaul of Galactic Civilization 3 for the purpose of balance and internal consistency. Ship hulls and components, ideology trees, governments, events, planet traits and features, and more. No major changes to the basic gameplay.

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Mossman's Galactic Civilization 3 Overhaul

For V3.0 with all DLCs

This set of mods represents many hours of my work to rebalance the base game variables and provide a more consistent and hopefully more realistic feel to many elements of the game. This is how I like to play and i hope others will enjoy it too. Edits many game xml files. Some elements have been divided into separate mod folders to allow for independent use.

* Rebalanced weapons, components, and defenses.
- The mass of most components, except for example engines and armor, are much less dependent on the mass of the ship they are on.
- Beam weapons have low mass and high cost, Missile weapons are high damage but high mass and maintenance, Kinetic weapons are low damage
and low cost/maintenance.
-Putting defenses on your ships is more important.
-Created separate Durantium and Thulium Hull reinforcement components. Created a Techapod repair component.
-Thrusters/Sublight Drives have been changed to be more effective, especially on smaller ships.

* Completely remade ideology trees.
-New bonuses with more effect types and citizen awards
-More balanced rewards. Both generalization and specialization are more rewarding while being more balanced.
-Moved Outreach/Colonization and Prominence to Neutral tree, Diplomacy and Vigilance to Benevolent.
-Separated science into good and evil branches. Benevolent science is slower and more expensive while Malevolent science is quick and dirty.

* Rebalanced events
.
-Event effects more closely match their descriptions.
-More balanced events. Choosing the "bad choice" now results in more ideology points.
-Precursor planet events are updated to fit more with the changes from Crusade.

* Removed or altered many nonsensical resource requirements.

-Diplomats don't need snugglers, financial capitals don't need glowing trees, mobsters don't need pollen, re-assigning citizens to new planets doesn't
require enough fuel to build a fleet of warships.
-Resource requirements have been reviewed to fit with the descriptions provided in the lore.
-Resources now provide better direct bonuses from harvesting.

* Rebalanced planetary traits and features.
-More variety in planet size for planets with special traits.
-Nerfed overpowered planetary trait bonuses and changed the rarity of all planet types. Barren and Frozen worlds are much more common while
Ghost and Paradise worlds are more rare.
-Edited planetary features for more variety and logical bonuses.
-Edited colonization requirements for some planet types. For example Desert planets are now "light extreme" worlds that improve with colonization
tech and can't be colonized by aquatic races with out Extreme Colonzation tech.

* Changed all minor races to majors with some creative race and personality changes.
-No more gimped minor races that don't speak or expand. All minors are majors with lesser abilities and traits.
-Created an "Infertile" race trait for the Gaulox so they really don't reproduce.
-Each minor race is given a life-base type, a starting fleet, and starting credits.

* Rebalanced Difficulty Settings.
-Added a small income bonus to the normal ai level. This really helps ai races make it through the early game.
-Gifted and Genius level are much less powerful while still providing increasing challenge for the player. Most bonuses have been worked more into
the background to reduce the feeling of ai cheating.

* Reworked Tech Tree.
-Removed the requirement to specialize in many techs before advancing. Specializing still provides great benefits but isn't always necessary.

* Changed how many planetary improvements work.
-Slaves no longer do research but provide extra social manufacturing.
-Some basic buildings are more universally available, such as the Starport.
-Market Centers and Entertainment Centers are available without research.
-A number of galactic wonders have been made player wonders instead. For example those that provide a citizen like the Strategic Command.

* Reworked combat AI.
-Combat now starts farther away and ships are grouped closer.
-Capital ship combat is arranged to be the heart of a space battle.

* Minor changes to governments.
-Government type doesn't affect space ship engines. I.e any bonuses to Move have been changed to something more logical.
-More galactic government types.
-Theocracy requires the Devout trait instead of Bureaucrats and has a religious leader type minister.

* Lots of other changes.
-Planets no longer magically appear with ideology or improvements.
-Fleet commanders pilot armed ships with more appropriate benefits.
-Ship level is more relevant. Small ships gain dodging ability with levels. All ships gain accuracy.
-Maintenance on larger ships is higher. Maintaining a fleet of all huge ships isn't the best strategy.
-Added race traits for less observant ships and less organized fleets. These may appear in future updates of the minor races.
-Rebalanced anomaly rewards. Ships now get random XP from anomalies and the 'finish research' and 'finish project' anomalies have been removed.
-Precursor planets are less powerful and much more rare. The bonuses they provide can still make a big difference, though.
-Planetary Projects, such as cultural festival and morale boost, are re-enabled.
-New ridiculous conversation messages.

Also included are files to rebalance Hereward Hill's Planetary Traits and Planetary Features mods to better fit this overhaul.

V1.1 Changes

-Major overhaul of governments. Removed government ships that just give planetary bonuses as that the AI cannot use them effectively. Most bonuses from ships have instead been made bonuses that only apply to your homeworld. Tweaked a few other settings and flavor words.
-Changed Altarians special ability from Ancient to Devout to be more in line with their description.
-Added Ancient ability to the Iconians.
-Increased Ephiphany RP gain to 50 from 20. 20RP is almost useless late game and it can only be used once per scientist so I upped the cost and reward.
-After Epiphany scientist gives +2%/20% research
-Decreased cost to station garrisons
-Increased initial garrisons on the capital to 5 and added a free garrison to every colony. This is mainly because the AI is terrible at assigning garrisons to its worlds, plus some kind of planetary defense force   would probably be present on every planet for all races.
-Colony Capital upgrades give a free garrison
-Strategic Command and Military Acadamy give a free garrison
-Change Defense ideology so that lvl2 gives a free garrison on every planet and moved the free spy to level 3
-Mogul upgrade gives 500 credits but doesnt cost anything other than losing the entrepreneur.
-Improved some Synthetic buildings because the Yor were very weak in most games.
-Doubled influence bonus from Cultural Festival project
-Increaded yields of hydroponic farms
-Increased Antimatter Powerplants Manufacturing neighbor bonus so its a little more useful
-Changed commander promotions; Privateer now requires pragmatic ideology, Invader and Navigator can be used by any ideology, activated Martyr upgrade and made it require Benevolent ideaology
-Increased AI preference to research government techs and use better forms of government.
-Reduced the evasion buff that a few mercenaries get. The ship that gives +50% evasion to the whole fleet in tier 2 was WAY overpowered.
-Increased time between elections to 36 weeks, the same as government change cooldown
-Increased over colony limit morale penalty to 1 so commonwealths may actually be useful in some games
-Decreased the penalty to social manufacturing and research for being in debt from 50% to 25%
-Changed Time Traveler ability to give Universal Translator and Artificial Gravity instead of stellar folding and large scale construction. It was a bit overpowered and the AI is too quick to trade those techs.
-Changed the Wealthy ability to give +1 colony income instead of +1 raw production.
-Changed Scavenger tech mining bonus from 1 to 0.1
-Removed tech requirement to build basic factory