I was actually agreeing with you |
That's nice. Though I still felt that I needed to explain my views.
About the idea of modding for my purposes. This is where I currently am:
1. Using a "propulsion per mass"-concept isn't possible in GalCiv. So the propulsion tech tree is gone completely. So are engines. All ships move at 2 parsecs a week. For ever. Sounds drastic, but works.
That means that the galaxy is really big now. Also that means that even in the endgame small fighters are just as fast as capital ships. Also those rediculous 12 parsec/week constructors are gone now. No more jumping into the enemy empire and building a military starbase with 6 modules in one single turn or something like that.
It's not even possible to reinforce a battle anymore. It just takes so long for the ships to arrive!

(Latest strategy: Send 4 fleets towards the enemy. By the time they arrive you have researched a new logistics level and can merge them into two fleets.)
2. Eye of the universe is gone. Now I need to keep an eye on my tradelanes myself. Starbases are useful.
3. All weapon stats were multiplied by their damage.
That means a damage 1 weapon stays the same, but a size 10, 50bc and 5 damage weapon now consumes 50 space units, costs 250bc and deals 25 damage. Only big ships get the huge guns, and I mean huge. If they hit basically everything is toast. It'd be a good idea to counter with a mix of smaller ships.
The balancing of the weapons is untouched by this. I'm just forcing you to build 5 weapons on the same slot. 4 times 5 damage isn't possible, only 5 by 5. So weapons come in damage classes of 1, 4, 9, 16, 25, etc.
In my testgame I have weapons that are so big I can't attach them to anything. I need to uncover the later techs so the needed size goes down and I can actually use them. I like that.

Miniaturization becomes important here.
This obviously needs some tuning, but it's a nice quick fix.
4. Orbital terraforming is gone. I would've liked to substitute it with another level of creating new tiles, but GalCiv2 doesn't support that.
5. I'm thinking about including a 'Starbase' class ship that has more space for weapons than a capital ship, but moves at one parsec a week. Every ship in the galaxy can run away from it, but not a single one can move past it without a fight, because that'd require 4 parsecs a week. That'd be something nice for strategically important places, like crossections of tradelanes.
6. Troops transport capacity is cut down to half. Now you either need a fleet of transporters or have to use the nasty assault strategies.
If anyone wants a copy of the edited files I can pack them up and send them via mail. I wouldn't call it a mod yet, merely a hack.