New update. THIS IS A TEST VERSION.
I went through the change log and noticed a ton of techs were cut down severely in costs. Morale, industry, terraforming. The list went on and on.
I restored a lot of techs to their old values but I'll explain each change.
Link: https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0
TechTree.
- Trade techs. Reduced trade bonus ability. They were very high. Trade is unreliable as a source of income. I want AIs and players to research their own economic tech to be more self sufficient.
- StarFed back to 5000 TP, up from 3500
The final tech should be hard to obtain and feel like an achievement. The old cost was high but now you'll think twice before diving into this tech. This may seem like a big leap for a minor 10% increase in economy but you got to have some heavy duty tech to pick up in the late game.
- Space Mining TP change changed back.
These techs were practically given away.
- Counter Espionage back to 1200.
Pure Research to Diplomacy
Espionage bonus removed (useless money sink)
This isn't a great tech. The AI doesn't know how to use it properly and agents can be battled with agents and the AIs tend to train a ton of them.
- ExpertRefining. Restored cost to 3500, up from 1500
This is a bonus to mining. That's a potential 5% extra weapons, morale, etc, etc. This is VERY powerful.
- AdvanceHulls. Back to 800, up from 500 (Thalan value).
800 works fine. Hulls are cheap as it is.
SlaveCanyons:
-changed Cost from 2000 to 1000 to 1500. Again. a Very powerful improvement.
IndustrialReplication1:
-changed Cost from 2500 to 1500 to 2500. The Iconians can do amazing research. They have no trouble getting this and as it stands they're amongst the most powerful civs in the game.
IndustrialReplication2:
-changed Cost from 3500 to 2500 to 3500
-AI 30 to 20
IndustrialReplication3:
-changed Cost from 4500 to 3500 to 4500
-AI 30 to 10
XenoBrainWashing:
-changed Category from Culture to Pure Research to Culture
DarkInfluence:
-changed Category from Culture to Pure Research to Culture
Galactic Stock Exchanges:
-changed Cost from 3500 to 2500 to 3500
ExtremeEntertainment:
-changed Cost from 1200 to 500 to 1200
ZeroGSportsArena:
-changed Cost from 3500 to 1500 to 3500
Virtual Reality Centers:
-changed Cost from 5500 to 3000 to 5500
ArenasII:
-changed Details from "This one of a kind (per planet) attraction" to "This attraction"
-changed Group from Arenas to None
-changed Cost from 1500 to 800 to 1500
HealingPools:
-changed Cost from 300 to 60 to 300
WellnessFalls:
-changed Cost from 700 to 350 to 700
TidesOfCleansing:
-changed Cost from 3000 to 1500 to 300
TorianHotSprings:
-changed Cost from 4200 to 2100 to 4200
Morale tech is immensely powerful it should feel like a real investment. If you run into morale trouble with the old values grabbing a new tech is a very simple option.
Xeno Farm Construction II:
-changed Cost from 1000 to 600 to 1000
Advanced Charging Stalks:
-changed Cost from 2000 to 600 to 2000. I get that the Yor need their farms to make cash but they grab this so early and so easily their techs might as well be rolled into one. Now you pick up Charging Stalks and LATER you pick up the next when your research is sufficient.
Soil Enhancement
-Category from Terraforming to Biology to Terraforming
Habitat Improvement:
-changed Cost from 1500 to 600 to 1500
-Category from Terraforming to Biology to Terraforming
Terraforming:
-changed Cost from 3000 to 1200 to 3000
-Category from Terraforming to Biology to Terraforming
Again. Terraforming is extremely potent in the hands of a player, not so much for the AI. Grabbing these techs should, again, feel like an investment. Are you going to pick up a new type of factory, or, are you going to improve your planets? The sum total of the previous techs was 2100. That's less than Terraforming (the tech) used to cost on it's own. That's an incredible amount of turns.
DivergentEvolution:
-changed Cost from 500 to 300 to 500. Same as Weather Control.
Fertility Acceleration:
-changed Cost from 1500 to 800 1500. Again. A tech you pick up later not sooner unless you're willing to spend several weeks picking it up.
All "Normal" X-Col tech from 1000 to 2400
All "Advanced" X-Col tech from 2400 to 1000
This means an initial heavy investment with a shorter research span to finish it. This is a stealth buff to the Yor
and Iconians. It also solves the "useless" planet problem.
ExtremeColonization:
AIValue from 55 to -10 to 55
AIP8 fix. Now implemented in race trees.
Planetary Invasion:
-set AIValue to 35 to 30. Hopefully the AI will leave it alone for a while longer. But it doesn't look like it.
DistributedEnergyMatrix:
-changed Cost from 5000 to 2000 to 5000. Yes this is obscenely expensive but the Yor hardly need an easier time raising their production.
WayOfTheArnor:
-set AIValue to 20 to 10 to 5. Stops the Altarians from plowing into this tree.
WayOfTheDreadLord:
-set AIValue to 20 to 10 to 5. Ditto.
That's for techtree changes. My goal was to return a measure of pace to the game and I hope this works. It might seem odd that a tech that's a minor update should cost WAY much than it's predecessor but there's a reason for it. It signals the player to do something else. If you research a tech that takes 5 week and it's follow up costs 7 you might be tempted to just pick up the next tech. If it's 15 you'll do something else. I've experienced this with the economics techs, morale techs, etc. You just don't stop and 4 techs just merge into one big research crunch until you're maxed.
I get the feeling most of these costs were slashed to "help the AI". It probably did but to me it turns research into a hurried affair and more akin to munching on popcorn than eating a pizza.
Political Parties
Mercantile:
Removed espionage bonus. Replaced with 10% Purchace Now bonus.
Invasion
InformationWarfare:
-BonusValue min 20 to 15
-BonusValue max 40 to 30
Yor Techtree
ExtendedLifetime:
-set AIValue to -10 to removed. Needed for AIP8.
SparkOfLife:
-set AIValue to -10 to removed. NEeded for AIP8.
AdvancedPopulationAcceleration:
-set AIValue to -10 to removed. NEeded for AIP8
Iconian TechTree
AquaticWorldColonization:
-set Cost to 200. removed. They're not Torians.
AdvancedAquaticWorldColonization:
-set Cost to 1200. removed. Ditto, and advanced tech is now 1000.
Torian TechTree
AdvancedAquaticWorldColonization:
-set Cost to 1200 to 600. These water dwellers should get some benefit from having fins.
Improvements:
Aphrodisiac:
-changed AbilityAmount from 50 to 25 to 50. As requested.
Capital
-morale 25 to 35. I noticed a higher population made morale a bitch. So a bit more of it can't hurt.
-economy 10 to 50 to 25. Wow?! 50%? That's an economic capital.
RaceConfig
Thalans
Economy 0 to 25 to 0. As requested by OShea.
Arceans
Speed -10 to 0 to -10. Arceans have slow ship. Screw the AI if it can't deal with it but I will not deny a player the fun of having to find a way to work around this. They have plenty of bonuses to make up for it as well.
I did a quick test of each race to see how their research was effected. A good thing it turns out because the Yor tree still had a few hacks from when it was on AIP8. AIP7's research is a bit like AIP11 but it REALLY seems to love techs that give it starbase modules.