Galactic Civilizations III

File information

Last updated

Original upload

Created by

Tetrasodium

Uploaded by

tetrasodium

Virus scan

Safe to use

Documentation

Readme

View as plain text

To install this mod, just unzip & drop it in Documents\My Games\GalCiv3\mods\ It's likely compatible with most mods except for IAB as they modify many of the same files

designed for insane, loose clusters, common star freq & occasional or common planet, habitable, planet, set extreme to whatever you like, I g with common. set the tech speed to normal, the tech costs are adjusted in the tech trees directly & my personal preference for tech trreading is trade off broker disabled (i.e. only trade stuff you researched personally)

Tech speed is too blunt with normal/slow making later game too easy and very slow crippling the game for the first 75-150ish turns depending on race on larger maps effectively putting it's use in the same general usefulness as a hammer to fix the screw holding the arm on your eyeglasses.
*************************
- V0.1 ******************
*************************
this was a work in progress

*************************
- V0.2 ******************
*************************
Tech research costs modified as follows (generally rounded up to nearest int) a based on age the tech falls in

*AgeOfExpansion 1.25x
*AgeOfWar 1.75x
*AgeOfAscension 3x
*AgeOfVictory 10x (Lets face it, the original values were designed for playability on maps like tiny & small. Since the -other- victory paths are made much more difficult on larger maps, tech victory does here too now). considering there are only 3 AoV techs, this is pretty minor. I still recommend disabling tech victory because those values were pretty low to begin with.
* finished age of victory in the tech trees
* You now get 20 instead of 4 free starbases
* the additional cost per starbase beyond the free 20 is now 8 credits each as a # pulled from thin air as a starting point.
* StarbaseRange bumped from 5 to 8. their aura's range was so small it made certain types of starbases of dubious value
* starbases now need to be now closer than 10 hexes apart (up from 5), again a plucked from thin air starting point
* minimum colonizable planet quality is PQ4 (down from 6), this helps build range bridges early on & works well with synthetic races.
* added a +25% multiplier modufier for life support range to cargo hullsso trade is more usable early on before mid/late in the tech tree
* bumped max range colonies can supply Shipyards (MaxSponsorDistanceWithNoPenalty) by 50%... Up from 6 to 9... Again a starting point pulled from thin air.

*************************
- V0.3 Preview **********
*************************
* This will cintinue tweaking things as above as a starting point
* if there appears to be interest from other modders, I'm trongly considering breaking the default 4 tech agesto split the first three into two or three parts each allowing more diversified ai strategies. Not h aving done much with ai tweaking though, I'm uncertain pending feedback.