How to change civ starting money?

Hi!

I doesn´t like that all civs start with so much money. I would have prefered just a small amount (say 100 bc). Anyone know which file to check to adjust this? I have looked in the "English" files in the "Twilight"/"Data"-folders but haven´t found it yet...

 

 

 

11,712 views 14 replies
Reply #1 Top

Also, is it possible to change what ships each civ starts with? I would have prefered if everyone just started with a single scout...

Reply #2 Top

IIRC it's no on both counts.

The starting cash is hard coded. Nothing you change can affect that.

The starting ships, well you can't just start with a scout, not unless you create a custom map, then i think it is possible.

You can make your own ship style and make some cosmetic changes to the ships, but i beleive their function is hard coded as well.

A suggestion you could do though to make the game less funded at the start is make all your techs that you would go after first much dearer. Or even some of the Planetary Improvemnts. Adjusting the cost of techs and PI's is moddable, but of course that cost will be throughout the game, and for the AI too for shared PI's or any AI with the same tree as you.

Perhaps Zyx, or Dsep will come allong and shed some more light on this for you.

Reply #3 Top

Really silly to have something like that hard-coded. The 3000 BC means that you are supposed to buy a lot of ships directly to keep up with the AI. This combined with 3 expensive ships from the very beginning means that is impossible to get a really slow, epic game... >:(

Reply #4 Top

the easy way to fix it is create a tech to make you alot of money each turn just keep the AI value 0 otherwise the computers AI will research it.Use this as an example our just copy and paste it to your tech tree it should work for all versions of the game.

 </Culture>
    <Culture ID="Ultimate Funds">
        <DisplayName>Ultimate Funds</DisplayName>
        <Cost>200</Cost>
        <Description>Why be rich when we can be really greedy.</Description>
        <Details>create money really fast</Details>
        <Requires>UniversalTranslator</Requires>
        <Category>Economics</Category>
        <EconomicsAbility>20000</EconomicsAbility>
        <Model>translator0</Model>
        <AIValue>0</AIValue>
    </Culture>
</Technologies>

Reply #5 Top

Thats not a bad little trick foxthree, but i think you misread the OP. He wants less money, not more. He wants to really slow down the expansion at the start fo the game. :)

Double the research cost of the first two techs in every line in the tree. Do that for everyone.

That should slow you down.

Reply #6 Top

well, a tech with a -100 EconomicsAbility that all races start with, would definitely slow down everyone's economy.

means that is impossible to get a really slow, epic game...
End of quote

This isn't true at all. you could make everything more expensive so that 3000bc acts more like 300bc or you could change the layout of the tech tree, so that more advanced techs are much more expensive. thus, slowing down the pace of the game.

 

-Dave

Reply #7 Top

BTW the walktroughs I have read for GC2 talk about 5000bc to start.  I wish it was 5000, that must have been tweaked at some point down to 3000.  It would be nice to be able to select how much stating money you and each race has.  This game is excellent yet I wish for more control in setting up a custom game.  It looks like I am not the only one, cept I want more and he wants less bc!

Reply #8 Top

If you want more BC, then follow foxthree's advice.

Reply #9 Top

TA is the only one with 3000BC starting cash. Dl and Da are still at 5000bc.

 

Reply #10 Top

Well, the tech advancement pace is ok at "Very slow". It is just the starting money and starting ships I want to change. I hate that the AI buys several colony ships right off the bat, making the early game a hectic colony rush, instead of a slow, epic, gradually evolvolving game. In Civ 4 for example, you start with no city, one settler, one warrior and no money. In Gal Civ 2 I wish it would have been no start money, and only a scout available. I also dislike that you get a space miner for free, and that space mining does´n´t cost you anything.

I´m disappointed in the moddability of Gal Civ 2, I must admit... :(

 

 

 

Reply #11 Top

>:(  I thought I had found a way around it using the scenario editor (where you could set starting money to 0 and ships costs to "very high") but when I try to start the scenario, it crashes!!

Reply #12 Top

You could try my asa custom racemod, setting a tech and associated PI for each race, probably a shared tech with high AI priority and 0 research cost, aka already researched, will solve it also.

I'd expect the AI to instantly rush buy eg. a 2000$ production boosting PI.

Leaving 1000 for either  one colony ship or whatever ;) just as asa do,all could do it.

Then you have a really race to the stars, by outproducing the AI with colony ships ^^

 

Reply #13 Top

PLEASE Stardock, can you add the option to adjust starting money and starting ships for all civilizations? :'(

Reply #14 Top

to stop the colony rush, just make the colonization module require a tech that the AI has to research. This is done in TBL