Re-Balance Mod available

Since I started playing around with mods I've been "fixing" the game slowly over time to re-balance issues I had with the game here and there, and also threw a few new things in and tested to see if the ai will use those items properly, and nixed them when they didn't.

Things that the ai did wrong I worked to fix in such a way as not to penalize them for making these wrong choices, by making them "correct" choices.
An example might be Soil Enhancement. When the ai researches this tech they immediately upgrade all of their planets, even the ones that haven't built even one factory yet, slowing their production down considerably. To remedy this I made the cost of building soil enhancement extremely low. Since this applies to every civ equally, it doesn't actually make the game easier, it makes it slightly harder because now the ai doesn't cripple itself terribly because it chooses to build those first.

There are other things in there. More emphasis was put on trade and farm improvements through a cost/benefit analysis. I used a spreadsheet to balance out the weapons using size/damage/cost ratios to keep them even. Some of that may be more personal preference, that high end mass drivers be just as good as high end missiles, etc. But the ai tends to stick with their weapon tech choice, and I didn't want them to be penalized for doing so.

Spin Control Center, Galactic Guidebook, Hyperion Shipyard, etc, all that stuff you love to hate, has been fixed to make it useful, or toned down if too powerful.

That's it, most of the basic xml files relating to game values have been tweaked here and there, and there's a lot of documentation within the files hopefully explaining the choices made to your satisfaction.

I was originally just using this mod for my own enjoyment, feeling that if other people had a problem with the game as is, they could mod it themselves just as easily. But a friend pointed out that a lot of the changes I made, others might agree with, and it would save others a lot of the spreadsheet analysis and other such anal things I'm prone to do if I just put my mod up there for other people to play with. So there it is.


26,083 views 15 replies
Reply #1 Top
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?

more 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 Population

In 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.


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)
Reply #2 Top
Certainly it is a task that needs doing.

I would prefer Stardock to be the ones doing it though...

Why they fix the complex bugs but not the simple xml is a mystery to me.

Reply #3 Top
Well...this isn't JUST a simple fix. I changed a LOT.
It's still Galactic Civ 2, but so many things have been changed to re-balance different issues I had with the game, and I've been doing it for so long that noting every minor change is a difficult process.
Some changes people may not like....some things were added that weren't in the original game but work well so I left them in.

But, a change log was asked for so I'll work on it.

Here's a test run and we'll see how it goes...no explanations for each change here...they'll make more sense once the whole change log is finished I hope.

NO TECHS NEEDED
--Planet Improvements--

Starport
no change

Market Center
-Cost 35 -> 40
-EconomicBonus 10 no change

Basic Farming
-Cost 50 -> 20
-Food 4 -> 1

Basic Lab
-Cost 40 no change
-Research 6 -> 8

Basic Factory
-Cost 50 -> 40
-Industry 7 -> 8

Entertainment Network
-Cost 55 -> 50
-MoraleBonus 25 no change

Orbital Fleet Manager
-Moved from Planetary Defense
-Cost 50 -> 5

Gravity Accelerators
-Moved from Zero G Arenas
-Cost 500 no change
-ShipSpeedBonus 1 -> removed
-AbilityType none -> 3 (ship speed)
-AbilityBonus none -> 20 (+2 Bonus)

--Starbase Modules--

Diplomatic Outpost
no change

Starbase Factory
-ProductionAssist 2 -> 5

Mining Barracks
-Mining 2 -> 3

Battle Stations
-Moved from Space Weapons
-Cost 200 -> 0

Defensive Stations
-New Module
-Defense armor +2
-Defense shield +2
-Defense point +2
-Cost 0

DIPLOMACY

Xeno Communications
no change

Universal Translator
no change
--Starbase Modules--
Foreign Relations Center
-Culture 7 -> 10
--Planet Improvements--
Diplomatic Translators
no change

Diplomatic Relations
-Cost 100 -> 200
-AI value 7 -> 10
--Starbase Modules--
Interstellar Embassy
-Culture +10 -> none
-Starbase Range +2
-Requires Foreign Relations Center
-Cost 100

Advanced Diplomacy
-Cost 400 no change
-AI Value 7 -> 10
--Starbase Modules--
Planet Forum
-New Module
-Starbase Range +2
-Requires Interstellar Embassy
-Cost 200
--Planet Improvements--
Galactic Showcase
no change

Expert Diplomacy
-Cost 500 -> 800
-AI Value 1 -> 10
--Starbase Modules--
Star Forum
-New Module
-Starbase Range +2
-Requires Planet Forum
-Cost 300

Majesty
-Cost 1000 no change
-AI Value 3 -> 10
-DiplomaticAbility 10 -> 20
-Alignment none -> Good
--Starbase Modules--
Galactic Forum
-Moved from Advanced Diplomacy
-Culture +15 -> none
-Starbase Range +1
-Requires Star Forum
-Cost 300
--Planet Improvements--
Galactic Bazaar
no change

Total Majesty
-Cost 1500 -> 2000
-Ai Value 5 -> 10
-DiplomaticAbility 20 -> 25
-Alignment none -> Good
--Starbase Modules--
Supreme Forum
-Moved from Expert Diplomacy
-Culture +25 -> none
-Starbase Range +1
-Requires Galactic Forum
-Cost 300
--Planet Improvements--
Spin Control Center
-MightMultiplier 5 -> 3


GOVERNMENTS

Interstellar Governments
no change
--Planet Improvements--
Political Capital
-Moved from Star Democracy
-MoraleBonus 50 -> 0
-PrestigeBonus 25 -> 100
-Cost 150 -> 200

Alliances
-AI Value 30 -> 10

Star Republic
-fixed string error to +10% economics
--Planet Improvements--
Restaurant of Eternity
-Moved from Trade
-PrestigeBonus 0 -> 25
-Racial Influence 20 -> 5
-Cost 600 -> 250

Star Democracy
-fixed string error to +20% economics
--Planet Improvements--
Historical Preserve
-New Achievement (was originaly for non-existant tech)
-Economic Bonus 10 -> 0
-PrestigeBonus +50
-Racial Influence +10
-Cost 500

Star Federation
-fixed string error to +30% economics
-Cost 5000 -> 3000
-AI Value 10 -> 15
--Planet Improvements--
Galactic Monument
-Economic Bonus 10 -> 0
-PrestigeBonus 33 -> 100
-Racial Influence 10 -> 20
-Cost 400 -> 1000



Yeah...and that's just the diplomacy and government techs.....this is gonna take a while
Reply #4 Top
Certainly it is a task that needs doing.
I would prefer Stardock to be the ones doing it though...
Why they fix the complex bugs but not the simple xml is a mystery to me.

In v1.2 they made things worse in the case of the Manufacturing Center and Industrial Sector!!!
Reply #7 Top
Good work! I was recently thinking about writing a new tech tree (the original's OK, but I'm not a huge fan and I'm a bit bored of it now!) which would also seek to compensate for the AI issues. The problem is there are just so many of them and I'm either struggling to come up with fixes at all, or coming up with fixes that would make the gameplay really tedious. As moddable as this game is, I'm not sure it's worth the effort without the ability to signficantly affect the AI behaviour.

BTW, I'm not really criticising Stardock here - AI is always a major problem in strategy games and I think the AI in galciv2 is way better than most.
Reply #8 Top
I have tested the mod and I like it.

My changes to the mod is that a new propulsion technik will not give a bonus to speed. You have to build new drives in your ship to get faster. Maybe there should be more propulsion technologie with faster drives.
Reply #9 Top
Instead o just rebalancing and fixing numbers, you might wanna be a little bit more creative. For example, I felt that Neutral was just a bit > Good and Evil because of the NLCs(which I moved after Disco Spheres for balance and ease of use), so I gave Evil a special Warmachine Facility with 20 Military Production, and I gave Good a special Benevolent Farming structure that acts as both a farm and a morale building to a extent. You might also wanna reenable some buildings and techs, like the Anti-Matter Reactor to boost civilization production, or use their icons to create other stuff, like an Orbital Constructor super project that replaced/used Hyperion Defense for a boost in planetary production. There's really a lot of things you can do with the xmls to make the game more balanced, but it might not be to everyone's flavor.
Reply #10 Top
Can you trust the AI to use the new buildings properly though? A while back before the 1.3 beta, I tried putting in a "nerf center" to create a difficulty level between crippling and masochistic. This building had 25% morale bonus (to match the entertainment center I'd have put on the tile) and then a load of penalties (negative bonuses). I put it on the lowest AI priority possible. Originally, I made it cheap, but the AI built loads of them so I made it more expensive than an entertainment center. The AI still built them.

It seems the AI will build any new stuff you put in, but its decision making is very dodgy. Since the AI value really doesn't appear to do much to control it, this is a problem.

The same thing applies to starbases. There's lots of fun stuff you could do with these, but the AI doesn't even know how to use the *current* starbases very well. What chance would it have with new stuff?
Reply #11 Top
Well, I didn't introduce any revolutionary new stuff, and used AI values from buildings of the same or roughly the same type. Didn't notice any wierd things in the use.
BTW, can anyone tell me if it's possible to upgrade the initial colony and the starport, but to have 2 separate buildings? What I mean, is if it is possible to make it so that you upgrade your initial colony or starport within the game? It's just this little idea I'm having...
Reply #12 Top
I believe there are notes in te XML saying the starport internal name, "BasicStarport" is used within the code and should not be changed. If you were to make an upgrade for it, your upgraded starports would have to have a different internal name. The new name probably wouldn't be recognized by the code as being a starport anymore. Since there is nothing in the XML tags I can see that would give a starport its inherent abilities, my guess is the game would no longer consider your planet as having a starport, and you couldn't build ships.

Of course, you could always try it to see what happens and give us a report...
Reply #13 Top
Yes, that's what I guessed, was wondering if anyone actually tried it. I'll try to find some time tonight to do it myself, stay tuned.
Reply #14 Top
In v1.3b3, with that big increase (300 to 500) in the cost of the NLC, we need the advanced factories fixed.

I avoid building/upgrading to Manufacturing Centers as long as possible but eventually I need advanced factory techs in order to further build up my mining resources. The AI on the other hand will race to the advanced factories, thus slowing down its planetary build up. In fact the AI will terraform to unlock new tiles on its planets without factories and with many empty tiles!!! The AI should build a factory first on each planet and it should not terraform until all free tiles are used up!

In 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.
Reply #15 Top
Fixing the subspace annihilator is rather easy In the GC2types file after subspace blaster put in this then in the models files, copy phasers 7 model and paste it as a phasers 8 model. Then you got an active ususable weapon


Since this didnt seem to work as a post I will send it by email to anyone who wants it.