Galactic Civilizations III

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Tetrasodium

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tetrasodium

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this mod adds JumpGate Starbases to the game.

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This Modadds JumpGates to the game in the form of the following starbase modules:* A depot ring is basically intended to allow you to extend your life support range & was oeriginally   intended as part of some orther possible changews under consideration for ILO.  Building one adds    +1 StarbaseRange, a flat half credit tourism to covered planets, a flat .25 credit StarbaseMaintenance** The original idea was to build a starbase module the AI won't freak out about being near their planets...     but it has not yet worked out as hoped in my tests :(.  when it''s all said, I don't think that's a     workable possability from just xml.*************** A JumpGateNode builds from a Depot Module, cuts the StarBaseRange (the aura) by 50%, adds 50 MovesCap to   ships entering its aura, it costs a flat 2 credits of StarBaseMaintenance/turn**  It uses a military starbase ring appearance because adding a new ring type to non-core races doesn't look possible*************** A CalibratedJumpGateNode builds from the JumpGateNode... it costs -3- construction modules & 3 credits per    turn on top of the 2.25 from prior steps ;)* it adds an additional 25 points to the movescap (75 total)*************** A SpacialGateway is the next step.  costs 6 constructor modules, & another 6 credits/turn (14.25/turn total)* it adds +150 movescap (+250 total)**************Yes these are expensive, they really are more for using the lower tier for highway type travel lanes   every 30-40ish hexes along the route so you don't bypass them -or- in place of engines on your much   less mobile fleet.  The AI doesn't seem to use them from what I've seen, but they add an interesting   flavor to the game in my testing