Revamping the default system
It has been some time since I have done any mod work for GCII because I was waiting for the 1.2 release and because of family and work demands as well as a commitment to a very large project for another game title. However due to seasonal changes in business I find I have a few more hours free. So I decided to pick up where I left off. The working title for the project is Default Systems Comprehensive Modification Pack (DSCMP) - I'll try to think of a shorter one.
This primary purpose of this project is to serve as an optional default system for players. It is being meticulously developed to a very high degree of perfection with a core focus on game balance and depth of play within hard coded limitations. It is also being comprehensively tested through the development process. The project is being developed in three (3) phases. They are:
1. Planetary System (done - needs more testing)
2. Ability System (done - needs more testing)
3. Political System (working on it)
4. Race Configuration (Started preliminary work)
5. Version 1.3 Update Integration
6. Tech Tree
8. Starbase Modules
9. Planet Improvements
Today I have been working on the political party system. I made an indexed table of the parties with their bonuses, penalties and opposition party and was amazed to find things seemed whacked.
For example the table shows that the Industrialists & Universalists have no opposing parties and that the Pacifists & Technologists each have two opposing parties. Moreover the big shocker was that nearly all the penalties negate the given bonuses. I have tried to find comments from Brad before as to why this is so but I did not have any luck. Nonetheless, I will assume these are mistakes (until told otherwise) and start reengineering the system.
Also if anyone interested in working with me on this project that would be great!
BTW: In case anyone is wondering my prior mini projects were the Universalistic Ability Bonuses (UAB) & Balanced Custom Planets (BCP) releases.