About this mod
This mod make tech research user friendly, standardize production time, rebalance C and O2 processor, resident population, public services, divide mothership repair modules, terraform and finally simplified supply chain.It emphasizes planning clarity and meaningful choice and delightful (non grinding) playtime
- Permissions and credits
Update after 0.9.2
in the spirit of better planning clarity again, (I want to instantly know how many factories is needed each time)
Standardize 80% of the production time to either 40 seconds or 2 minutes (except mega buildings or power generation buildings etc)
adjustment on raw materials, mothership repair boost and output number because of that
Note: Highly recommend play together with optional Mines and Diamonds compatible mod (BaYoNeTTe2's masterpiece)
Update after 0.9.1
As steam forum feedback, reaching end game has been a very long, pointless waiting process
latest update try to improve player experience for a smoother pacing by
- Reduce last 3 red tech research cost from growing exponentially to incrementally (250 to 500 tier 4 red science! to 200 to 300 )
-Increase admantine Driller quantity from 10 to 15 (Early end: less waiting to build)
- Adamantine Drill / Magnetic Field Generator:
Move stage 1,2, 3 concrete and steel cost into pre-build cost (just use the stock we already accumulated - less waiting)
- Magnetic Field Generator only:
Reduce admantine build cost from 250 to 120 (Early end: less waiting to build)
Increase red science back as consumption from 2 to 6 (very End: Once finished research, red science has no use)
Added 6 admantine back as consumption (Very End: Once finished building, admantine has no use)
-Ammonia Extractor
Added 1 admantine back as consumption (Very End: Once finished building, admantine has no use)
-GroundAcidRegulator
Added 1 red science
update after 0.8
Increase cost for pipes considering it is so helpful in reducing traffic.
update after 0.7.2
Exchange Particle Filtering with spaceship construction research position
Reason: Make more sense, spaceship needing lots of high end items can't build early anyway - mid at yellow science
while splitting C and O2 early help so much in layout planning, not something too high level - green science
Update after 0.7.1
Upon feedback either 10 or 7 phases is way too easy no challenge at all
Readjust these 10 phases into 4 (laser cannon is 2), meaning that for example 1 repair need 100 units in vanila,
right now it is required as 20 units X 4 phases (25% reduction)
Reason : I found that mothership repair is taking too long almost like a second yellow research... However, it has a more important purpose
to let player get the production bonus asap to face greater challenge ahead - terraforming etc not to say it can only be started
somewhere in the middle of yellow science -reduce 25% should improve the game pacing a bit.
Readjust to 4 phases should introduce back some demand spike challenge while allow large and smaller cities alike.
3. Residential habitat change
Habitat Level 1: from 10 to 6
Habitat Level 2: from 12 to 8
Habitat Level 3: from 16 to 12
Habitat Level 4: from 24 to 20
Habitat Level 5: from 36 to 36
Habitat Level 6: from 52 to 60
Reason: For level 1 - Early state the workers are more than enough, as we normally plot many rows in zone
For level 6 - I found myself created about 200~300 buildings (this game supply chain is so complex)
just for basic 4k population level 5 to level 6. +12 in vanila dont feel enough at all.
Hence, this change also create an epic feeling that once upgraded population increase tremendously.
Update after 0.7
Adjust tech research to be beginner-friendly (a lot easier to see things)
Reason: Do you (like me) keep selecting some green science techs before researching green science and waste the time waiting?
Same issue on yellow and red science later? Do you find it hard to find them in research panels
Principal: Grey out with prerequisite to avoid above issues.
Make changes as needed to keep the lines in research panel beautiful
minor buff to farming 10 to 20 (too fast)
Update after 0.6
Public Services Balancing
Differentiate Modern and Classic Park
Big city Park - radius increase from 30 to 45 , the cost (300,150)
Reason: Sometimes player city is small just need 1 big enough park, or really useful for megacity level 6
Modern Park radius 30, cost (150,70), power 5
Classic Park radius 20, cost (75,35), power 3
Small Modern radius 20, cost (100,50), power 3
Small Classic radius 14, cost (50,25), power 2
Instead of cosmetic variations alone, player can spend 2X (with higher electricity) for larger radius for same building size.
Stadium cost increase (500, 500) to (700,700)
Reason: Theater also at (500, 500) but radius 60 instead of 75, Stadium got to be more expensive
increase school radius from 30 to 35, cost (100,200) to (125,250)
Reason: School is the only larger option, larger a bit compare to kindergarten 25.
Update after 0.5
1. Major change is simplifying the supply chain of this game to promote planning clarity and simplicity.
Principle of the Changes
(A) Max 4 raw materials to max 2 raw materials
(B) Avoid Tier 3 or Tier 4 resources to use basic tier 1 (example superconductor use back sulfur...what?!!)
(C) Increase back those reduced raw material quantity to other finish goods so that total is offset back
(except methane - let that be sometime extra for cheaper electricity)
Reason:
(A) It improves supply chain clarity with fewer raw materials - otherwise my mind tends to mess up - "it just need many things..."
and just rely on production overview panel on what is the shortage.
Reducing max to 2 raw materials also promote sharper mind - I am solving A and B raw materials area not A,B,C,D and get confused
and at the end rely on click the car and see where the head to / which road
(B) The so called "Challenge" I hesitated at the end of the day come to one ultimate "totally separated or district based" strict city design
because that this the most effective way (at least for me). Taking away a lot of city design flexibility / creativeness.
There are still late buildings phases (adamantium drill) / various mothership repair etc creating new supply challenges.
Lastly, I remember game like transport fever 2 or Caesar 3 has sometimes 1 raw material only but they are equally challenging.
2. Divide mothership modules to 10 with slower amount (Laser cannon is to 5)
Reason : It always caused huge issue spike up in city demand creating traffic issue etc and yet is one off no longer need later
This change also make smaller city possible (~3k) in this game while no issue for huge city lover at the same time
Keep in mind it is a green science (tier 2) research that Dev wanted player to start early but most of us start late due to
the higher end items and huge spike for early city - it drag the game even longer.
3. Further reduce a bit overall population closer to vanila, considering some tech / ship repair reduce labor requirement.
4. Oxygen and carbon processor
Buff from producing 2 to 3.
Reason: Original atmosphere processor produce 1 Oxygen and 1 carbon, total 2 same as above
The only advantage is we can place separately... This is a bit underwhelming as it needs 125 Yellow science (Tier 3) to research this!