Note: haven't updated but if anyone wants to use this tell me and I will. Tweeks I've made including: Fixing Mercenary combat roles, weapons' stats Overhauled ship templates Fixed extreme planet tech requirements Many event adjustments tourism rebalanced Very good equipment, improvements cost more maintenance
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Author notes
These are mostly basic fixes that took time rather than creativity to make. If they can save you time and make another mod better, use them.
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Changelogs
Version 1.0-4.01
Many changes to ship designes. AI should build better ships, with better role designations that fit their capabilities.
Nearly all threat/fortitude/value settings changed
Components that didn't cost maintenance will correctly say they don't.
Really good equipment will cost maintenance
Figher moduels will cost maintenance
Added a cargo hull carrier design template
Ship levels give varying evasion bonuses of +4 for tiny to +0 for huge.
removed ShieldPunch and ShieldLeach because they don't work
shields moduels use shield graphics instead of point defense graphics.
hitpoint boosting moduels moved to moduels from support screen
cargo hull given 1 maintenance so offset "sensor barge" scouts. Trade modules give -1 maintenance to cancel it
Mercenary ships changed to be more useful with more appropriate weapons strengths, level bonuses, and combat roles
tourism nerfed so it's half what it was before in most cases
most tourism bonuses change from multiplier (which did nothing if the colony wasn't already generating tourism) to a flat value (starting tourism income)
many tourism sources are 0.001 (0.1% of influence). the interface can't show a number that small so it shows 0% but is does work
Major Snathi changed back to unrelenting from slavers, with scavengersAbility additions
minor faction MINOR_BRAINY'AK allowed to talk and trade technology again, as that was the reason they existed
determined gives intended range bonus
Angry now gives free ship with culture trait unlocks
Entrepreneur correctly gives morale to trade route connected colonies
some synthetic improvements moved to cybernetic. Yor remain the same since they are both, but custom civs will be different.
MasterBlackMarketTech gives increased trade income and licences, and along with the black market improvement is available to ScavengersAbility, DeterminedAbility, AngryAbility, SneakyAbility, ResourcefulAbility, WarProfiteersAbility, ZealotsAbility (slavers), and DiscreetAbility
several improvements again given with ScavengersAbility that were in the original Snathi release. SlavePit, SlaveRecycler, MasterXeonMysticism, MasterPrecursorRelicUnderstanding, MasterMolecularFabricationTech.
silicon life can colonize radioactive planets at start instead of frozen
exterminations can colonize toxic worlds at start instead of synthetics
Handy traits apply to colony, starbase, and starbase maintenance
popular tourism bonus much smaller (shown as 0 but it's a display error)
resiliant bonuses made flat increase instead of multiplier
ConvertDeadWorldArtifact is cheeper, gives more charges, but isn't infinately repeatable
some give wealth adjacency when previously gave another bonus bonus twice without stacking
guardians follow escorts first rather than supports. This allows guardians to contribute to the fight instead of waiting until the battle's already lost. Interceptors still must target guardians first so supports aren't more vulnerable.
all cultural traits given AICategoryWeight changes so AI personalities are reflected more in choices
fix traits giving one more colony bonus than listed. Example: bonuses for just the capital were going to capital and first colony.
ProminenceTrait4 gives 5 rather than 1 influence
VigilantTrait2 gives engineers as they did before. Their "favored" effect moved to AweTrait2 "feared"
culture per turn bonuses on one per civ improvements increased from 0.1 to 0.5 or 1
changes to lost treasures improvements' types and adjecency to fit better fit with other improvements. Some stat changes to be accurate with descriptions.
Changes to lost treasures ship components to better match descriptions
theocracy now from devout ability
unity now from certain ability
non-combat government ships lose life support to attempt to keep them from leaving home.
non-combat government ships given AI tags similar to some mercenary ships to attempt to keep them from leaving home.
Many events fixed to match their descriptions
some events give more culture points if another option has the same effects but better
many missing secondary types on improvements added for adjacency. Mostly affects "all manufacturing" and social construction
maintenance increased proportionally on a lot of things that give raw production, population cap, manufacturing, or science. Including maintenance increase from adjecency bonuses. This balances how easy it is for a human played to pump these values up high while the AI can't optimise nearly as well.
changed some things from flat to multipliers when they were insignificant
removed ColonizationCenter, KimbreysRefuge from silicon life
rebalanced influence
increased trade moddifiers
removed tourism adjecency levels from tourism buildings
DrathianTemple moved to profiteers technology, which the Drath have
many influence and income bonuses changed from tiny flat to moderate percentage bonuses
cybernetic research improvements are now also ship construction type. This was a thing before when it was called "millitary". I've put it back for the uniqueness.
can no longer double up on MolecularFabricatorc by upgrading it
BirthingPools better
references to planetary defense, which is no longer used, changed to resistance
death furnace gives much more production
AquaticBiospheres3 changed to one per civ like it's predicesors instead of per colony
tourism improvements weaker but get a base increase from levels
most tourism improvements no longer give tourism adjecency levels
range increases of 1 from technology increased to 10
MasterRecovery reduced from 1 bonus resources per turn to 0.1
tech that gives increased ship repair also increases starbase repair
MasterCreativeRecycling gives the intended ship building bonus
weapon stat bonuses adjusted
some bonuses previously just for ships affect starbases as well now
several weapons related bonuses from EntrepreneursAbility moved to WarProfiteersAbility
MasterAcquisitionTech effects that didn't work, now do
MasterVicious available to AngryAbility and UnrelentingAbility as well
MasterFortification gives a starbase hitpoint bonus
MasterBlackMarketTech gives increased trade income and licences, and is available to ScavengersAbility, DeterminedAbility, AngryAbility, SneakyAbility, ResourcefulAbility, WarProfiteersAbility, ZealotsAbility (slavers), and DiscreetAbility
defense moddifiers increased slightly for ship sheilds, and a lot for ship armour
tech that lowered the cost of ship equipment are now better
fixed extreme planet bonuses so they progress up the tech tree (with UltimateAdaptability only getting the max) rather than giving their max after XenoAdaptationTech, which in most cases is before you can even colonize them
several planet features changed to be more like what the game describes or less like other features
added missing DisableColonizationEvent to planetDefs
Starbase kinetic weapons changed to thulium costs
defense modules powered up in relation to weapon's effectiveness.
reduced resource cost of mining modules so they don't take 80 turns just to break even.
changed expensive resource specific mining modules from 0.1 flat increase to 100% multiplier.
all modules give small hitpoint increase
military ring gives 50% hitpoint bonus to the starbase
changed StatValueFlavorDefs.xml to have short/medium/long and fast/medium/slow to fit current values rather tham pre crusade numbers
retired citizens still give their level bonuses rather than just 2% moddifier
some citicens that previously died on promotion now retire
Admiral and commander ships gets move bonus per level so they don't hold back advanced fleets.
effect of planets' raw production on trade route value increased
I will say if you have your own mod and like any of these changes please do use them. They're mostly just fixes or logical changes and not me expressing my own creativity so I'm not possessive. Use as you like.
Many mercenaries had bad combat roles and weren't updated with Crusade. I've fixed them so they should all be of use.
Redid all the threat/fortitude/value settings for ship equipment so improve the auto designed ships roles. I found it works pretty well. I factored in range, fire rate, and accuracy, but the end formula is as follows: beam threat = 0.65 x square root of power missile threat = 0.74 x square root of power kinetic threat = 1 x square root of power
shield fortitude = 0.2 x strength point defense fortitude = 0.23 x strength armor fortitude = 0.13 x strength
Value is reduced for engines and life support to prevent combat ships from being made support class. Weapon augments give about 2 to change medium assault to capital class. Also reduced value of medium hull so the assault/capital change over will happen when appropriate.
Guardians now follow escorts first and supports second. This allows guardians to contribute to the fight instead of waiting until the battle's already lost before fighting. Interceptors still must target guardians first so supports aren't made more vulnerable.
In addition to hitpoints, ship levels increase evasion. Ranging from +4% per level for tiny hull to +0 for huge.
Changed one carrier designtemplate to a cargo hull because one can get them far earlier than large hulls but not use them unless a design existed. most equipment said it had maintenance but the game didn't charge it. Those were removed for clarity but added maintenance for really good equipment i.e. tactical repair, fleet wide bonuses, and fighters. 1 credit per fighter including on starbases and orbital defense improvements.
Here's the general philosophy for the ship template changes I made: Every size/weapon still has a no resource design. All large and huge ships and medium escorts have tactical repair. Huge ships are hybrid attack/support as they can fit so much firepower that even alone the fleet attack bonus is better mass use than more weapons. Designs use thrusters based on their weapon range and tactical speed. i.e. large kinetic often, small missile rarely. Also escorts for evasion and to keep from getting left behind. The AI can't be trusted to use escorts to defend "glass cannon" ships the way the player would, so most ships designs have defense, but often only after enough weapons to prevent them being classed as escorts. Difficult to do with varying technology so I can't guarantee the results are always right. Kinetic ships however prioritize defense for the best effect of their short range, low damage, rapid fire weapons which benefit from drawn out combat so are often escorts. Medium ships are escorts, regardless of weapon, except for those with weapon augments. Carrier's also carry point defense and shield projectors. Transports use speed/range support modules to make escorting them easier.
Starbase modules now all give small hitpoint increases, and the military ring gives +50%. Some resource costs reduced when it could take 100+ turns just to break even. And the resource specific modules now give x2 of that resource rather than 0.1 which would just about never pay itself off. The defense increases from modules increased relative to the effectiveness of the weapon they defend against.
Carrier modules now cost 1 upkeep per fighter they give to balance them essentially being free, expendable ships not needing resources. Now, fighters are for the money-rich, capital ships for the resource-rich.
Lots of colony improvement tweeks Fixed influence values that were insignificant Colony improvement that add to base output now also increase maintenance. The human player can do adjacency bonuses much better than the AI so this evens out the advantage a little, and gives a use for maintenance reduction effects (mobster citizen). It's 1 per 1 raw production, basically cancelling the money gain while keeping the social, ship, and science, and 0.25 for them individually. But not wealth because that would be directly negating itself. All tourism improvements weakened, and don't give adjacency levels to each other, but the levels bonus is better. Also almost all tourism bonuses that only increased existing tourism changed to give base tourism which should reduce confusion. Trade routes have been made more profitable. Tourism was almost free money since a small investment generated increasing income forever, while trade routes were more work to establish and could be cut off easily by war so this evens them out a little. Tourism will still be very high in large galaxies.
Events adjusted to give correct effects when they mismatched their description. Also some culture choice which were definitively worse for one alignment over another got extra culture points. Only if they were the same but better effect (+10% economy vs. +15% economy) not if they were different (+10% economy vs. +10% approval).
Divided the improvements unique to synthetic between it and cybernetic ability which previously just had mechanic citizens despite the description implying otherwise. So a civ like the Yor have both they're unchanged. If they're just synthetic it's still a constructed population like Blade Runner replicants, but not interconnected with outside equipment like Star Trek Borg. Scavengers get back the stolen technology they previously shared with the Iconians, Altarans, and Drengin. Snathi changed from slavers back to unrelenting now that they have slave mills anyway. Some combat related effects from Traders moved to War Profiteers.
Some culture traits improved, especially the culture points given by one per civ improvements. Also the AI flavor settings changed so the AI will pick ideological perks based on their personality.
Theocracy government now from devout ability, and Unity now from certain ability. Non-combat government ships lose life support to attempt to keep them from leaving home, and also given AI tags similar to some mercenary ships with similar purposes.
Fixed the extreme planet tech requirements. The classes of bonuses (or penalties) were set so the earliest tech gave the best bonus and the later tech did nothing. It's sorted out so it increases with tech, maxing out with the unique ultimate adaptability tech which previously did almost nothing but promised a lot.
Black markets now available with numerous abilities instead of just one specific pair of abilities if used together.