- No starting ships
Seems to be hardcoded, couldnt find anything where this is defined at. However, with the gc2builder you can make an own map, without giving the various civs ships. A work-around, remove the ships completely from the gc2ships.xml will cause the game to crash. So no ideas yet.
- No starting technology (which can already be done with custom race but make it default)
Open the data\raceconfig.xml and just remove all techs from the various races.
- No starport on first planet
Seems to be hardcoded too. Couldnt find anything about this. But actualy, the one colony ship is not a big deal. One extra colony from the beginning is quite realistic. In the data\gc2types.xml you can define the cost and tech requirement for colony/construction pods. But be very cautious, any mistake and your game will just crash.
- No abiltiy to build starport until a certain technology requirement
Open the data\planetimprovements.xml, the first paragraph is the starport, put in < S_TechRequirement > InsertTechHere < /S_TechRequirement > (without the spaces around <>)
- Starport build cost 4x or 5x than it currently is (it's too easy/quick to build them right now IMO)
See above, just change the COST value
- Logistics begin at 0 (must research to get some)
Open the data\raceconfig.xml scroll through the variuos civs and replace the < LOGISTICS > 6 < /LOGISTICS > by whatever number you wish (note, some civs start with more or less then a 6, 6 is the terran value)
- Perhaps each type of ship (colony, scout, constructor) has separate research requirement - the first one scout.
This can be done through the data\gc2types.xml just edit the colony and construction pods < Tech_Requirement > tags
- Stellar Cartography (ability to see all planets on mini-map) moved to waaay down the tech tree (towards the end of the game). This forces you to have to explore the stars for planets.
This is not a big deal, is it? You cant see the class of the planets anyway, and it is like 90% of all stars have at least one planet.
But if you wish. Open the data\techtree.xml, look for stellar cartography and add the tech requirement tag (see answer 4) there, with the tech you wish. But dont forget to update the first sensor tech, as it is using stellar cartography to research, replace the value by xeno research or something low.
- No intital ability to see all the stars either - this ability would also require some research maybe even half-way down
Actualy in the year 2225 it would be absurd not to see stars. We can determine star location even in our dark age, so whats the problem?
PS Im working on a mod that have the most of the mentioned options (actualy all except the ones that dont work), in addition with some new techs, planetary improvements and such. But I gues I will need some sort of a beta tester, as Im a czech and never had english in the school. So I reealy need someone who checks the descriptive text for grammar and spelling errors and maybe even improve the overall descriptions, as Im not very creative in that sector.