The Rusty Gamer The Rusty Gamer

Slow start/expansion mod

Slow start/expansion mod

My ideal mod

I don't know how to mod but this is basically the mod I would like to see -a slow start & expansion mod.

- No starting ships
- No starting technology (which can already be done with custom race but make it default)
- No starport on first planet
- No abiltiy to build starport until a certain technology requirement
- Starport build cost 4x or 5x than it currently is (it's too easy/quick to build them right now IMO)
- Logistics begin at 0 (must research to get some)
- Perhaps each type of ship (colony, scout, constructor) has separate research requirement - the first one scout.
- 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.
- No intital ability to see all the stars either - this ability would also require some research maybe even half-way down the tree. This absolutely would force you to explore every sector to see what's there.

In addtion, although this couldn't be done in a mod but would require an option/change to the game code, I would like to the the mini-map limited only to your range. That is, beyond the range of your ships, you can see absolutely nothing. Therefore the mini-map size (100%) would only expand to the edge of your range. Only as your range increases would your min-map expand to accomodate. This would be fantastic for random maps for you really wouldn't know how big the universe is for some time, or where abouts you were in it.

I believe the above mod ideas coupled with the "limit mini-map to ship range" option would completey give the feeling of being in any unknown universe.

Imagine...right at the beginning, all you have is one planet, all the mini-map shows is one sector, most of it in fog. You have to research some logistics, starport (which will then take some investment to build - better build some factories in the meantime) and scout ship building before you can even begin to see what's out there. As for colonising and constructors, that's further down the track again. Researching range/sensors will become much more important in this setup too. Where are you? At the edge of the universe? In the middle? Who's out there? How many? Are they hostile or friendly? Will you go to them or will they come to you?

Hopefully you get the picture of what I want to see. What you you think?


23,247 views 34 replies
Reply #26 Top
anyone interested in beta-testing my mod? it is a slow start/slow tech mod, on top of that some new techs, planetery improvements and ship components are edited a lot
Reply #27 Top
i would be dm04 - i'm working on a few also, and may be able to help with ideas if any are wanted, if not then i won't give any
Reply #28 Top
well, how can I contact you?
Reply #29 Top
Id love to test it, you can send it to jamie (at) trux (dot) com.

Thanks
Reply #30 Top
i sent you an email DM04 let me know if you don't get it on this forum,
Reply #32 Top
Possible remedy to having a starport on home planet by default: Tweak the ship hull requirements so they require some lower-mid-level tech, that way even though you have the shipyard you can't *use* it without a fair amount of research.

Also, possible solution to the starting ships: Open GalCiv2\Data\English\GC2Ships.xml, and remove all additional components except the hull itself. This will keep them shackled to very close to your home planet with minimal speed and sight, and ditto for A.I. players' starting ships.
Reply #34 Top
Wow! I've now successfully nobbled the range in the early stages of the game in a way that is enjoyable to play.

Check out the links in the previous post.