Hello. I am working on a personal mod intended to balance and add more unique things to the different tech trees. However, I'm starting to have trouble figuring out how best to balance the unwieldy thing, and I was hoping to get the opinion of the people on this forum on the issue. I am also open to any other suggestions that you have to offer.
Here is a list of changes I've made:
V1.0
General Changes:
-Cut all range bonuses from techs and improvements by half
-All colonization, life support, and farming techs, as well as Xeno Biology, Xeno Medicine, and Fertility Acceleration, are now untradable and unstealable.
-All Tech Victory techs now give +5 research (except the Thalans, who already had a weapons bonus from these techs)
-Made sure that industrial revolution, traditional research, and specialized research was untradable and unstealable from all races that have it
-All Terror Star Techs now give +5 weapons
-Fleet Defense gives +5 defense, costs 1000 (was 1100)
-Fleet Battle Tactics gives +5 weapons, cost reduced to 2000 (was 2500)
-Counter Espionage Tech gives +10 Espionage
-Advanced Computing now gives +5 research
-Space Weapons give +5 military production
-Xeno Bank Construction gives +5 interest rates
-Logistics techs now give +4, +8, +12, +16, +20, +24 logistics
-Sensor Mark IV now gives +1 sensor
-Starbase Defense now requires Advanced Starbase Construction or its equivalent for all races
-Cost of the Space Mining Techs have been hut by half, to 150, 500, 2000
-All good and evil weapons and defense techs can no longer be traded or stolen
-All Races now get HD Spike Driver, Subspace Blaster, Subspace Annihilator, Anti-Matter, Quantum, and Positronic Torps
-Cost of higher level weapon techs have been adjusted to be more balanced with each other
-Counter Espionage Center now cost only 200 to build
-Removed Intensive Xeno Farm from Xeno Farm Construction II. Changed Advanced Xeno Farm to upgrade from Enhanced Xeno Farm
-The cost of Banking Centers and Stock Markets have been switched
-Propaganda Center now gives +30 resistance (was +10)
-Secret Police Center now gives +50 Morale and Resistance, costs 600, 8bc/turn (also has a higher AI value so the AI is more likely to build it)
-Orbital Command Center now gives a +10 ship quality bonus
-Galactic Guide Book now removes the cost of all sensor modules
-Temples of Good, Neutrality, and Evil now all give +100 influence on the planet it is built (AI value of these and all ethics techs has also been increased, making it more likely that the AI will research/build them)
-Fixed Requirement for the Galactic Monument so it is now in game. It gives +10 economy, +33% influence on the planet it's built on, +10% influence throughout the rest of your civilization
-Orbital Terraformer now gives +10 planet quality and is indestructable
-Hall of Empathy now gives +25 influence on all of your planets (also has a higher AI value so the AI is more likely to build it)
-Empathic Tactical Center now gives +25 defense (was +20)
-Civilization Capital gives +25 economy (was +10)
-Initial Capital gives +10 economy
-Found new images for some of improvements that didn't get their icons updated in Twilight (I am always on the look out for more)
-Starbases now have 400 hitpoints
-The Starbase Repair Kit now heals 200 hitpoints
-3 more defensive modules that are just like battle stations, but for defense
-3 more protective fields (defense assist modules)
-2 assist modules for terror stars (+6 attack, +6 defense), requiring Terror Star II, Terror Star Command Center
-Terror Star Sensor Module (+8 sensor), requiring Terror Star IV, Terror Star Navigation and Propulsion System
-1 attack and 1 defense module for terror stars (+6 attack, +6 defense), requiring Terror Star V and the Terror Star Death Beam module
-Module requirements of many starbase modules (such as smart drones) have been removed so more races can use them.
-The first level weapon assist modules now all require the appropriate weapon theory tech (sniper turrets require mass driver theory, ext.)
-The good defense techs open up starbes defense module. The armor and missle defense modules give +20 defense in their respective defense categories, and costs 400 bc. The two shield modules give +10 shielding and cost 100 bc each
-Concepts of Righteousness unlocks Righteous Forum module, which gives +25 influence, costs 500bc
-Neutral Shipping now unlocks the Balance Trading Posts, gives +25 trade
-Balanced Vision unlocks a +10 production assist module, costs 150bc
-The evil weapons techs unlock attack modules that give +20 attack in the appropriate weapons category
-Concepts of Malice unlocks a weapons assist module that gives +5 to all weapons
-Added a modified Siege Platforms and unmodified Insurrection Invasion Tactics, from General Pant's Invasion Mod
-upgrade times of the higher level asteroid mining bases have been reduced to 5, 10, and 10 weeks (was 10, 20, and 20 weeks)
-Uncountably many behind the scenes changes and fixes to AI values, willingness to trade, tech categories, and other factors
Race Specific Changes:
Altarian and Drath
-Advanced Dark Energy Studies (requires Dark Energy Research), gives +10 luck and defense. Costs 3500
-Dark Energy Mastery (requires Advanced Dark Energy Studies), gives +10 luck and research, unlocks the Deeper Knowledge Lab. Costs 7000
-Deeper Knowledge Lab, (Requires Dark Energy Mastery), a super project that gives +20 research and increases existing research on the planet it's built on by 50%. Costs 750 to build and 8bc/turn to maintain.
-Deeper Knowledge removed from Tech Tree
-Galactic Understanding now requires Darn Energy Mastery, cost raised to 9000 (was 6000)
-Temples and Shrine of Mithrilar techs give +15 morale
-Healing Pools tech give +5 Morale
-Now gets Concepts of Righteousness (requires Xeno Ethics)
-Offensive Meditation can no longer be traded
-Shrine Of The Mithrilar can no longer be traded
-Temples now upgrade into healing pools
Altarian Only
-History of Benevolence gives +10 creativity
-One defensive module and one defense assist module unlocked by Enhanced Defenses
Arcean
-Weather Control now gives the +10 planet quality bonues that the description says it's supposed to have. Has the lowest willingness to trade possible
-Planetary Fortification gives +10 Weapons and Defense
-Cathedral of Valor gives +10 Soldiering, cannot be traded or stolen
-Interstellar Construction costs 50 (was 100)
-Navigation Centers tech cost 100 (was 200)
-Advanced Navigation Centers tech give +10 speed (gives all ships +1 additional move per turn)
-Space weapons cost 100 (was 150), gives +10 military production, +10 creativity
-Costs of Mass Drivers I, II, III reduced to 400, 600, 900
-Planetary Conquest costs 1000 (was 1200)
-Gets Zero Point Armor
-Matar Weapons Systems (Requires Fleet Battle Tactics), gives +10 weapons and access to the fleet module of the same name
-Matar Weapons Systems, requires tech of the same name, gives a +100 first round attack bonus, costs 100bc, size 5 + 10% hull size
-Stellar Forge gives +25 economy (was +10)
-Both Navigation Centers give +10 Hit Points and Ship Quality (This is a temporary solution until I think of something better)
-Weather Control Zenith gives +4 planetary quality (was +3)
-Cathedral of Valor is now a Galactic Achievement, gives +66 planetary defense, +33 soldiering, cost raised to 700
-Subspace Drive now unlocks 2 speed modules for military starbases, one +1 module, one -1 enemy speed module
Drath Only
-Way of the Drath gives +20 defense
-Counter Espionage Tech costs 600 (was 1200)
-Xeno Espionage (Requires Invisible Hand), unlocks the Espionage Coordination Center. Costs 500
-Espionage Coordination Center, gives +30% Espionage, + 30% influence on the planet it's built on, +6 research
-Covert Insurrection (Requires Xeno Espionage) gives +20 influence, +10 diplomacy, unlocks the Covert Insurrection Coordinator. Costs 1000
-Covert Insurrection Coordinator, requires Covert Insurrection, a influence starbase module that gives +50 culture, costs 100 bc
Drengin and Korath
-Space weapons cost 100 (was 150)
-Planetary Invasion costs 1000 (was 1200)
-Interstellar Conquest costs 50 (was 100)
-Ion Cannons II and III cost 500, 800 (were both 1000)
-Interstellar Construction costs 50 (was 100)
-Slave Canyons cost 1000 (was 2000
-Pain Amplification give +5 espionage
-Universal Translators costs 100 (was 50)
-Gets Zero-Point Armor after Duralthene Armor
-Gets Aereon Missle Defense
-Slave Control (requires Pain Amplification) gives +20 loyalty, +10 Morale. Costs 800, Evil Only
-Beyond Mortality inserted between Technology Threshold and Technology Victory, gives +10 research instead of +5
-Dark Weapon's Research (Requires Unconventional Warfare) gives +10 weapons. Costs 750, evil only
-One attack module and one attack assist module unlocked by Dark Weapon's Research
-Slave Pits now give -1 influence
-All Arenas give -2 population growth
-Devil's Forge gives +4 production, +20% industry, -5% influence
-Death Furnace gives +10 economy, +20% industry, -5% population growth
-Slaveling Training Center gives +4 production, +20% industry, -5% influence
-Artificial Slave Pods now an upgrade of Slaveling Training Center. Gives +4 production, +40% industry, -10% influence, 8bc/turn
Drengin Only
-Advanced Slave Control (Requires Slave Control) gives +20 loyalty, +10 Morale. Costs 1200, evil only
Iconian
-Iconians get the following colonization techs more cheaply:
Xeno Colonization (500)
Advanced Aquatic World Colonization (1250)
Advanced Toxic World Reductor (1250)
-Counter Espionage Tech costs 600 (was 1200)
-Advanced Hulls costs 600 (was 800)
-Interstellar Construction costs 50 (was 100)
-Improved Organic Hulls (Requires Organic Hulls) gives +25 hitpoints. Costs 1500
-Arnorian Battle Armor costs 250 (was 500), gives +10 hull (was +5)
-Gets Cheaper Space Mining Techs (100, 350, 1500)
-Cost of Xeno Communications and Universal Translators returned to normal
-Cost of Interstellar Bartering reduced to 250 (was 500)
-Cost of Merchant Trade Complexes raised to 750 (was 500)
-Interstellar Bartering and Merchant Trade Complexes each give +5 economics
-Merchant Trade Complexes gives +5 interest rates
-Xeno Persuasion gives +20 Morale
-OrganicMaterials gives +15 Miniaturization (was +10)
-Get Advanced Computing after research Centers
-All first level weapon techs can be traded, but not stolen
-Iconians now have a Compact Mining Module (Takes up 5 space instead of 20)
-Iconian's mining modules (unlocked by the first two industrial techs) give +10 instead of +8
Korath Only
-Graft of Ages gives +5 interest rates
-Dark Influence now costs 300 to build, 8bc/turn to maintain
-Wretched Harvester now gives +10 morale (was +5), -5% influence
-Aul Incinerator gives +8 production, +30% industry, -1 planet quality, -10% population growth
Korx
-Korx now get one more refinery tech. Costs 4500
-Refinery techs now also give a industrial module for economic bases
-Cut-Throat Trading gives +50 interest rates (was 25). Cost increased to 150 (was 100)
-Cost of Fortified Freighters increased to 650 (was 500).
-Since the Korx get all techs that have a trade bonus, Super Trade Starbases now requires to Xeno-Mercantilism, and is required for Cut-Throat Competition.
-Starbase Defenses now require Starbase Victory Strategy
-Interplanetary Bazaar, increases economy by +25. 1 / planet, costs 100, 1bc/turn.
-Korx now has a Lite Trade Module (costs 20 instead of 60)
Krynn
-Greater Tolerance unlocks the Insurrection invasion tactic (identical to the normal Insurrection tactic in every way except in its internal name)
-Law of Krynn, Order of Krynn, and The Way gives +10 loyalty.
-Order of Krynn gives +10 influence (up from +5)
Minor Race
-Minor Races now have Neutral History (unlocks markets), which I have renamed, "A History of Inadequacy" (You'll never see it ingame. It was just an in-joke)
-The Dark Yor now use the Yor tech tree
Terran
-Cost of all three warp bubble techs reduced to 200 (was 300)
-Galactic Relations (Requires Universal Translator) gives +25 diplomacy, unlocks Interstellar Governments, Diplomatic Relations, Trade. Costs 100
-Diplomatic Relations costs 75 (was 100)
-Stellar Folding gives +10 speed
-Innovative History gives +10 creativity
-Sensor Array Tech Now requires Sensor Mark III, costs 500
-Since Sensor Arrays are not, in fact, limited to one per ship, I have set the cost to 6 and the size to 1 + 5% hull size
Thalan
-Thalan now get the weapon theory techs, so they have access to the modules these techs unlock. The costs of these techs and the one immediately after have been reduced so that togeather the research cost is the same as before.
-Stellar Production costs 400 (was 500)
-Three new ethics text at the end of the ethics tech line:
Good: Fanatical Devotion, gives +30 morale, loyalty. Costs 2000
Neutral: Expert Extraction,gives +10 social and military production, and +10 mining and production starbase modules. Costs 1500
Evil: Hyperion Generator, unlocks the improvement by the same name. Costs 2500
-Hyperion Generator, unlocked by the tech by the same name. Gives 25% industry, +10 economy, +5 production, costs 250, 8bc/turn, 1/planet
-Surface Farming I and II, unlocks Farming Unit L1 and L2, respectivly. Costs 500, 1500, respectively
-Farming Unit L1, unlocked by Surface Farming I, gives 2 food, cost 70, 6bc/turn, one per planet
-Farming Unit L2, unlocked Surface Farming II, gives 3 food, cost 100, 3bc/turn, one per planet
-The 3 research techs give +5 research each
-Singularity Armor now gives +35 in all three attack styles (was +24)
-Singularity Weapons (unlocked by Hyperion Starbases) gives +35 attack for all 3 styles
-Subspace Weapons (unlocked by Hyperion Starbases) now gives +5 defense assist for all 3 styles (was 3, I think)
-Subspace Shields (unlocked by Hyperion Starbases) gives him +5 defense assist for all 3 styles
-Xeno Influence Module no longer requires any modules
-Defensive Industries costs 250 (was 300)
-Space Weapons give +5 weapons and defense, instead of military production
-Mechanized Warriors now unlocks the Mechanized Warriors invasion tactic, which is like mini bots, only more expensive and slightly more effective
Torian
-All morale techs give +5 morale
-Advanced Aquatic World Colonization costs 1250 (was 2000)
-Barren Colonization techs cost 1500 and 3000 (was 1000 and 2000, respectively)
-Xeno Industrial Theory now costs 400 (was 200)
-Xeno Factory Construction costs 1750 (was 1000)
-Manufacturing Centers costs 2500 (was 2000)
-Torians no longer get Industrial Sectors
-Power Plant techs removed and replaced by Resource Processing Centers (+10 Social Production). Costs 1000
-Resource Processing Center (unlocked by Resource Processing Centers), gives 15% industry, +3 production, costs 150, 1bc/turn, 1/planet
Yor
Used the following from The Hand of Zarquon's Yor Mod:
-Two Assimilation Techs after Biological studies that increase influence by 10 each. Costs 800, 2000, respectively
-Sentient Ships (Requires Advanced Hulls), gives +10 miniturization
-Self Diagnostic (Requires Sentient Ships), gives +50 repair. Costs 2000
-Yor now start out with Modified Researchers. Leads to Computational Matrix (which is Advanced Computing by another name)
-Collective Research (requires Computational Matrix), unlocks research centers
-Xeno Ethics now requires Creative Insight, and has a new description
-Advanced Population Acceleration renamed Spark of Life, gives +10 population growth (was +5)
-Spark of Life Enhancement and Extended Lifetime gives +10 range
-Charging Stalks requre Spark of Life
-Improved Stellar Streams (requires Stellar Streams), gives +1 speed. Costs 1600
-Efficiency Centers gives +10 Morale
Inspired by The Hand of Zarquon's Yor Mod:
-Efficiency Studies now give +5, +10, +15, +15, +15 economics, and +2 interest rates for all 5
-Specialized Soldiers (requires Terror Drone 1), gives access to the Advanced Troop Module, +20 Soldiering, +20 Courage. Costs 500, cannot be traded or stolen
-Maintenance Grid now gives 25 morale, 10 economy
Other Changes:
-Research Matrix now requires modified researchers
-Stellar Fortification costs 100 (was 200)
-Space weapons cost 100 (was 150)
-Planetary Invasion costs 1000 (was 1200)
-Universal Translators costs 100 (was 50)
-Terror Drone I now gives access to the Terror Drone invasion tactic, which is like mini bots, but twice as likely to destroy improvements
-All Terror Drone techs can no longer be traded
-Biological Warfare (Requires Planetary Invasion), gives +5 solidering, access to Plague Invasion Tactic, which is like Gas Warfare, only more effective, more damaging, and more expensive. Costs 800
-Yor get the following colonization techs more cheaply:
Advanced Barren World Colonization (1500)
Radioactive World Colonization (500)
-All first level weapon techs can be traded, but not stolen
-Advanced Charging Stalks costs 1000 (was 2000)
-Supreme Charging Stalks (unlocked by Advanced Charging Slalks), unlocks improvement by the same name. Costs 2000
-Supreme Charging Stalks (unlocked by tech of the same name), gives 4 food, 35 morale, costs 200, 3bc/turn
-Manufacturing Vortex now gives +20% industry, +20 economy
-Distributed Energy Matrix now gives +50 economy, as well as +50% industry
-Manufacturing Vortex and Distributed Energy Techs now unlock one mining module each that gives +5 starbase mining module
I would like to thank the following:
The Hand of Zarquon: I used parts of his Yor Mod
General Pant for his Invasion Mod
Zyxpsilon for his many beautiful improvements
Everyone on this thread for their many wonderful ideas on how to fix the AIs: https://forums.galciv2.com/400674/
DivineWrath's TA 101 thread, which gave many valuable balancing information
Change List
V1.0
General Changes:
-Cut all range bonuses from techs and improvements by half
-All colonization, life support, and farming techs, as well as Xeno Biology, Xeno Medicine, and Fertility Acceleration, are now untradable and unstealable.
-All Tech Victory techs now give +5 research (except the Thalans, who already had a weapons bonus from these techs)
-Made sure that industrial revolution, traditional research, and specialized research was untradable and unstealable from all races that have it
-All Terror Star Techs now give +5 weapons
-Fleet Defense gives +5 defense, costs 1000 (was 1100)
-Fleet Battle Tactics gives +5 weapons, cost reduced to 2000 (was 2500)
-Counter Espionage Tech gives +10 Espionage
-Advanced Computing now gives +5 research
-Space Weapons give +5 military production
-Sensor Mark IV now gives +1 sensor
-Starbase Defense now requires Advanced Starbase Construction or its equivalent for all races
-Cost of the Space Mining Techs have been hut by half, to 150, 500, 2000
-All good and evil weapons techs can no longer be traded or stolen
-Counter Espionage Center now cost only 200 to build
-Removed Intensive Xeno Farm from Xeno Farm Construction II. Changed Advanced Xeno Farm to upgrade from Enhanced Xeno Farm
-The cost of Banking Centers and Stock Markets have been switched
-Propaganda Center now gives +30 resistance (was +10)
-Secret Police Center now gives +50 Morale and Resistance, costs 600, 8bc/turn (also has a higher AI value so the AI is more likely to build it)
-Orbital Command Center now gives a +10 ship quality bonus
-Galactic Guide Book now removes the cost of all sensor modules
-Temples of Good, Neutrality, and Evil now all give +100 influence on the planet it is built (AI value of these and all ethics techs has also been increased, making it more likely that the AI will research/build them)
-Fixed Requirement for the Galactic Monument so it is now in game. It gives +10 economy, +33% influence on the planet it's built on, +10% influence throughout the rest of your civilization
-Orbital Terraformer now gives +10 planet quality and is indestructable
-Hall of Empathy now gives +25 influence on all of your planets (also has a higher AI value so the AI is more likely to build it)
-Empathic Tactical Center now gives +25 defense (was +20)
-Civilization Capital gives +25 economy (was +10)
-Initial Capital gives +10 economy
-Found new images for some of improvements that didn't get their icons updated in Twilight (I am always on the look out for more)
-Starbases now have 500 hitpoints
-The Starbase Repair Kit now heals 200 hitpoints
-3 more defensive modules that are just like battle stations, but for defense
-3 more protective fields (defense assist modules)
-2 assist modules for terror stars (+6 attack, +6 defense), requiring Terror Star II, Terror Star Command Center
-Terror Star Sensor Module (+8 sensor), requiring Terror Star IV, Terror Star Navigation and Propulsion System
-1 attack and 1 defense module for terror stars (+6 attack, +6 defense), requiring Terror Star V and the Terror Star Death Beam module
-Module requirements of many starbase modules (such as smart drones) have been removed so more races can use them.
-The first level weapon assist modules now all require the appropriate weapon theory tech (sniper turrets require mass driver theory, ext.)
-Mining Center is no longer required for various mining modules
-The good defense techs open up starbes defense module. The armor and missle defense modules give +20 defense in their respective defense categories, and costs 400 bc. The two shield modules give +10 shielding and cost 100 bc each
-Concepts of Righteousness unlocks Righteous Forum module, which gives +25 influence, costs 500bc
-Neutral Shipping now unlocks the Balance Trading Posts, gives +25 trade
-Balanced Vision unlocks a +10 production assist module, costs 150bc
-The evil weapons techs unlock attack modules that give +20 attack in the appropriate weapons category
-Concepts of Malice unlocks a weapons assist module that gives +5 to all weapons
-Added Siege Platforms and Insurrection Invasion Tactics, from General Pant's Invasion Mod
-upgrade times of the higher level asteroid mining bases have been reduced to 5, 10, and 10 weeks (was 10, 20, and 20 weeks)
-Uncountably many behind the scenes changes and fixes to AI values, willingness to trade, tech categories, and other factors
Race Specific Changes:
Altarian and Drath
-Advanced Dark Energy Studies (requires Dark Energy Research), gives +10 luck and defense. Costs 3500
-Dark Energy Mastery (requires Advanced Dark Energy Studies), gives +10 luck and research, unlocks the Deeper Knowledge Lab. Costs 7000
-Deeper Knowledge Lab, (Requires Dark Energy Mastery), a super project that gives +20 research and increases existing research on the planet it's built on by 50%. Costs 750 to build and 8bc/turn to maintain.
-Deeper Knowledge removed from Tech Tree
-Galactic Understanding now requires Darn Energy Mastery, cost raised to 9000 (was 6000)
-Temples and Shrine of Mithrilar techs give +15 morale
-Healing Pools tech give +5 Morale
-Now gets Concepts of Righteousness (requires Xeno Ethics)
-Temples now upgrade into healing pools
Altarian Only
-History of Benevolence gives +10 research
-One defensive module and one defense assist module unlocked by Enhanced Defenses
Arcean
-Weather Control now gives the +10 planet quality bonues that the description says it's supposed to have. Has the lowest willingness to trade possible
-Planetary Fortification gives +10 Weapons and Defense
-Cathedral of Valor gives +10 Soldiering, cannot be traded or stolen
-Interstellar Construction costs 50 (was 100)
-Navigation Centers tech cost 100 (was 200)
-Advanced Navigation Centers tech give +10 speed (gives all ships +1 additional move per turn)
-Space weapons cost 100 (was 150)
-Costs of Mass Drivers I, II, III reduced to 400, 600, 900
-Planetary Conquest costs 1000 (was 1200)
-Gets Zero Point Armor
-Matar Weapons Systems (Requires Fleet Battle Tactics), gives +10 weapons and access to the fleet module of the same name
-Matar Weapons Systems, requires tech of the same name, gives a +100 first round attack bonus, costs 100bc, size 5 + 10% hull size
-Stellar Forge gives +25 economy (was +10)
-Both Navigation Centers give +10 Hit Points and Ship Quality (This is a temporary solution until I think of something better)
-Weather Control Zenith gives +4 planetary quality (was +3)
-Cathedral of Valor is now a Galactic Achievement, gives +66 planetary defense, +33 soldiering, cost raised to 700
-Subspace Drive now unlocks 2 speed modules for military starbases, one +1 module, one -1 enemy speed module
Drath Only
-Way of the Drath gives +20 defense
-Counter Espionage Tech costs 600 (was 1200)
-Xeno Espionage (Requires Invisible Hand), unlocks the Espionage Coordination Center. Costs 500
-Espionage Coordination Center, gives +30% Espionage, + 30% influence on the planet it's built on, +6 research
-Covert Insurrection (Requires Xeno Espionage) gives +20 influence, +10 diplomacy, unlocks the Covert Insurrection Coordinator. Costs 1000
-Covert Insurrection Coordinator, requires Covert Insurrection, a influence starbase module that gives +50 culture, costs 100 bc
Drengin and Korath
-Space weapons cost 100 (was 150)
-Planetary Invasion costs 1000 (was 1200)
-Interstellar Conquest costs 50 (was 100)
-Ion Cannons II and III cost 500, 800 (were both 1000)
-Pain Amplification give +5 espionage
-Universal Translators costs 100 (was 50)
-Gets Zero-Point Armor after Duralthene Armor
-Gets Aereon Missle Defense
-Slave Control (requires Pain Amplification) gives +20 loyalty, +10 Morale. Costs 800, Evil Only
-Beyond Mortality inserted between Technology Threshhold and Technology Victory, gives +10 research instead of +5
-Dark Weapon's Research (Requires Unconventional Warfare) gives +10 weapons. Costs 750, evil only
-One attack module and one attack assist module unlocked by Dark Weapon's Research
-Slave Pits now give -1 influence
-All Arenas give -2 population growth
-Devil's Forge gives +4 production, +20% industry, -5% influence
-Death Furnace gives +10 economy, +20% industry, -5% population growth
-Slaveling Training Center gives +4 production, +20% industry, -5% influence
-Artificial Slave Pods now an upgrade of Slaveling Training Center. Gives +4 production, +40% industry, -5% influence, costs 650 (was 500), 8bc/turn
Drengin Only
-Advanced Slave Control (Requires Slave Control) gives +20 loyalty, +10 Morale. Costs 1200, evil only
Iconian
-Iconians get the following colonization techs more cheaply:
Xeno Colonization (500)
Advanced Aquatic World Colonization (1250)
Advanced Toxic World Reductor (1250)
-Counter Espionage Tech costs 600 (was 1200)
-Advanced Hulls costs 600 (was 800)
-Interstellar Construction costs 50 (was 100)
-Improved Organic Hulls (Requires Organic Hulls) gives +25 hitpoints. Costs 1500
-Arnorian Battle Armor costs 250 (was 500), gives +10 hull (was +5)
-Gets Cheaper Space Mining Techs (100, 350, 1500)
-Cost of Xeno Communications and Universal Translators returned to normal
-Cost of Interstellar Bartering reduced to 250 (was 500)
-Cost of Merchant Trade Complexes raised to 750 (was 500)
-Interstellar Bartering and Merchant Trade Complex each give +5 economics
-Xeno Persuasion gives +20 Morale
-OrganicMaterials gives +15 Miniaturization (was +10)
-Get Advanced Computing after research Centers
-Iconians now have a Compact Mining Module (Takes up 5 space instead of 20)
-Iconian's mining modules (unlocked by the first two industrial techs) give +10 instead of +8
Korath Only
-Dark Influence now costs 300 to build, 8bc/turn to maintain
-Wretched Harvester now gives +10 morale (was +5), -5% influence
-Aul Incinerator gives +8 production, +30% industry, -1 planet quality, -10% population growth
Korx
-Korx now get one more refinery tech. Costs 4500
-Refinery techs now also give a industrial module for economic bases
-Cut-Throat Trading gives +50 interest rates (was 25). Cost increased to 150 (was 100)
-Cost of Fortified Freighters increased to 650 (was 500).
-Since the Korx get all techs that have a trade bonus, Super Trade Starbases now requires to Xeno-Mercantilism, and is required for Cut-Throat Competition.
-Starbase Defenses now require Starbase Victory Strategy
-Interplanetary Bazaar, increases economy by +30. 1 / planet, costs 100, 2bc/turn.
-Korx now has a Lite Trade Module (costs 20 instead of 60)
Krynn
-Greater Tolerance unlocks the Insurrection invasion tactic (identical to the normal Insurrection tactic in every way except in its internal name)
-Law of Krynn, Order of Krynn, and The Way gives +10 loyalty.
-Order of Krynn gives +10 influence (up from +5)
Minor Race
-Minor Races now have Neutral History (unlocks markets), which I have renamed, "A History of Inadequacy" (You'll never see it ingame. It was just an in-joke)
-The Dark Yor now use the Yor tech tree
Terran
-Cost of all three warp bubble techs reduced to 200 (was 300)
-Galactic Relations (Requires Universal Translator) gives +15 diplomacy, unlocks Interstellar Governments, Diplomatic Relations, Trade. Costs 100
-Diplomatic Relations costs 75 (was 100)
-Stellar Folding gives +10 speed
-Sensor Array Tech Now requires Sensor Mark III, costs 500
-Since Sensor Arrays are not, in fact, limited to one per ship, I have set the cost to 10 and the size to 1 + 5% hull size
Thalan
-Thalan now get the weapon theory techs, so they have access to the modules these techs unlock. The costs of these techs and the one immediately after have been reduced so that togeather the research cost is the same as before.
-Stellar Production costs 400 (was 500)
-Three new ethics text at the end of the ethics tech line:
Good: Fanatical Devotion, gives +35 morale, loyalty. Costs 2000
Neutral: Expert Extraction,gives +10 social and military production, and +10 mining and production starbase modules. Costs 1500
Evil: Hyperion Generator, unlocks the improvement by the same name. Costs 2500
-Hyperion Generator, unlocked by the tech by the same name. Gives 25% industry, +10 economy, +5 production, costs 250, 8bc/turn, 1/planet
-Surface Farming I and II, unlocks Farming Unit L1 and L2, respectivly. Costs 500, 1500, respectively
-Farming Unit L1, unlocked by Surface Farming I, gives 2 food, cost 70, 6bc/turn, one per planet
-Farming Unit L2, unlocked Surface Farming II, gives 3 food, cost 100, 3bc/turn, one per planet
-The 3 research techs give +5 research each
-Singularity Armor now gives +38 in all three attack styles (was +24)
-Singularity Weapons (unlocked by Hyperion Starbases) gives +38 attack for all 3 styles
-Subspace Weapons (unlocked by Hyperion Starbases) now gives +5 defense assist for all 3 styles (was 3, I think)
-Subspace Shields (unlocked by Hyperion Starbases) gives him +5 defense assist for all 3 styles
-Defensive Industries gives +15 weapons and defense, costs 250 (was 300)
-Mechanized Warriors now unlocks the Mechanized Warriors invasion tactic, which is like mini bots, only more expensive and slightly more effective
Torian
-All morale techs give +5 morale
-Advanced Aquatic World Colonization costs 1250 (was 2000)
-Barren Colonization techs cost 1500 and 3000 (was 1000 and 2000, respectively)
-Xeno Industrial Theory now costs 400 (was 200)
-Xeno Factory Construction costs 1750 (was 1000)
-Manufacturing Centers costs 2500 (was 2000)
-Torians no longer get Industrial Sectors
-Power Plant techs removed and replaced by Resource Processing Centers (+10 Social Production). Costs 1000
-Resource Processing Center (unlocked by Resource Processing Centers), gives 15% industry, +3 production, costs 150, 2bc/turn, 1/planet
Yor
Used the following from The Hand of Zarquon's Yor Mod:
-Two Assimilation Techs after Biological studies that increase influence by 10 each. Costs 800, 2000, respectively
-Sentient Ships (Requires Advanced Hulls), gives +10 miniturization
-Self Diagnostic (Requires Sentient Ships), gives +50 repair. Costs 2000
-Yor now start out with Modified Researchers. Leads to Computational Matrix (which is Advanced Computing by another name)
-Collective Research (requires Computational Matrix), unlocks research centers
-Xeno Ethics now requires Creative Insight, and has a new description
-Improved Stellar Streams (requires Stellar Streams), gives +1 speed. Costs 1600
-Maintenance Grid now gives 10 Economy
-Efficiency Centers gives +10 Morale
Inspired by The Hand of Zarquon's Yor Mod:
-Efficiency Studies now give +10 economics II, +15 economics for III to V, and +2 interest rates for all 5
-Yor only get engines up to Warp Drive V
-Specialized Soldiers (requires Terror Drone 1), gives access to the Specialized Troop Module (Identical to the Adv. Troop Module), +20 Soldiering, +20 Courage. Costs 500, cannot be traded or stolen
Other Changes:
-Research Matrix now requires modified researchers
-Stellar Fortification costs 100 (was 200)
-Space weapons cost 100 (was 150)
-Planetary Invasion costs 1000 (was 1200)
-Universal Translators costs 100 (was 50)
-Terror Drone I now gives access to the Terror Drone invasion tactic, which is like mini bots, but twice as likely to destroy improvements
-Biological Warfare (Requires Planetary Invasion), gives +5 solidering, access to Plague Invasion Tactic, which is like Gas Warfare, only more effective, more damaging, and more expensive. Costs 800
-Yor get the following colonization techs more cheaply:
Advanced Barren World Colonization (1500)
Radioactive World Colonization (500)
-Manufacturing Vortex now gives +20% industry, +20 economy
-Distributed Energy Matrix now gives +50 economy, as well as +50% industry
-Manufacturing Vortex and Distributed Energy Techs now unlock one mining module each that gives +5 starbase mining module