I made the cost of building soil enhancement extremely low. Since this applies to every civ equally |
Actually, it only benefits races that don't choose neutral alignment since neutral gets their planets instantly terraformed. Is there any way to force the AI to build a factory before anything else?
ore emphasis was put on trade and farm improvements through a cost/benefit analysis. |
In v1.1 the AI built too many farms and embassies but in v1.2 it rarely builds farms. Is there anyway to force the AI to build a farm on all PQ 7+ planets?
GalCiv 2 Wiki PopulationIn v1.2 the output of the Manufacturing Centers and Industrial Sectors
was reduced.
Enhanced Factory 10, 100 (Output, Cost)
Manufacturing Center 11, 200
Industrial Sector 16, 400
I suggest:
Manufacturing Center 14, 200
Industrial Sector 20, 400
that way the output increases by about 40% and cost by 100% for each
upgrade. Experienced human players will delay getting Enchanced Factories in v1.2 until they need to further build-up their starbases mining resources but the AI won't thus slowing down their planetary development.Also the cost of a Banking Center seems excessive compared to the far
cheaper and far more valuable Stock Market.
Banking Center (24% EC, 250 cost)
Stock Market (30% EC, 10% morale, 5% influence, 150 cost)
I would suggest cutting the cost of a Banking Center in half to 125.I used a spreadsheet to balance out the weapons using size/damage/cost ratios to keep them even. |
The Subspace Blaster is inferior (except for cost) to the preceeding Disruptors and the Subspace Annihilator does not exist! Adding the missing Subspace Annihilator I think would require C++ code changes so how did you address it? Make the cost to research it zero?
Would you please detail all your changes?
Hopefully Stardock will review this mod/thread and make appropriate changes for those of us playing Metaverse games.
Paul D. (a.k.a, Mascrinthus, the last of the good Mithrilars)