Welcome to the Galactic Diversity Mod. v1.6 (This mod is version agnostic and should work regardless of game version.) Installation: Simply unzip the file into your “//MyDocuments/My Games/GalCiv3/Mods” directory, it will create a new directory there. Then login to the game, go to Options, select the Gameplay Tab and check the box for Enable Mods. Next, Exit the game and when you relaunch it the mod will be active. The goal of this mod is to expand upon the original custom race traits and provide some interesting new choices. This mod is not strictly balanced it is presented for fun and many users may find they will need to crank up the AI in order for it to provide some challenge. That being said over time I will attempt to balance the mod internally to itself so that the race traits and abilities are balanced against each other. I have intentionally created this mod to be version agnostic, meaning it does not matter which version of the game you are running, the mod will neither conflict nor interfere. To this end the mod is built using the append method, the only exception being the RaceTraitSliderDefs.xml which exists only to display the race traits and in no way changes them itself. This file is left in overwrite mode simply to provide my new race traits without altering any of the original race traits. All of the original race traits are intact and unchanged any custom race created with the base game should work just fine with this mod installed. If you choose to publish any custom race made with this mod installed I would ask that you note that, in the workshop entry, so as to avoid confusion for those persons downloading from the workshop. Change Notes: V1.6 (Fix)Changed the Game Start trait to produce uninhabited worlds in home system, as was originally intended. (Tune)Added the IsAnctient Tag to Heirs to the Ancients V1.5 (Tune)Changed the Ancient Technologies received by the Heirs to the Ancients to use standard weapon and drive modules. This means any AI race with this trait will make use of those techs and they will appear on the automated designs. V1.4 (Fix) Added restriction on Synthetic races so that you cannot combine Synthetic with Fertile, Farmers, or Speciation. (Fix) Added all original Race traits to the end of the list, this corrects for an error which prevents editing of pre-mod races. The old traits are listed at the end and can be accessed by mousing over and scrolling, all old traits have had their costs set to zero to prevent issues, they are not intended for use with GalDiv but are re-included just to fix issues some folks have been having. Also I reiterate do NOT upload GalDiv races to the Workshop! Credit goes to Francofx for catching this one. V1.3 (first major balance pass) (Tune)Nanonics Ability, Engines -20% mass, Shields -20% mass, Beams -30% mass (Tune)Natural Diplomats, Diplomacy +2, diplomatic value of traderoutes +25%, diplomatic trade offer bonus +25% (Tune)Malleable, bonus colonists on colonize +5, bonus planetary quality when obtained +5-10, bonus quality to homeworld +10-15 (Tune)Psionics, Resistance bonus +25%, traderoute bonus +25%, Influence bonus +10%, Diplomacy +2 (Tune)Handy: -20%/-30%/-40%/-50% reduction to all maintenance costs (Tune)The Swarm, +10% to Food (Tune)The Silicoids, removed mining bonuses they were causing crashes, +35% to planetary defense. Credit goes to Moogle65535 for catching that! (Tune)Cyborgs, +30% to invasion, +20% to planetary defenses, +20% Food, +75% social manufacturing, +50% miltary manu. (Tune)AI Collective, +10 to Approval, -50% to maintenance, (Fix)Changed Automated Production Centers used by AI collective to be colony unique. Credit goes to Moogle65535 for catching that one! (Tune)Farmers, reduced food bonuses to +20%/+30%/+40%/+50% (Tune)Fecund, removed Approval bonuses and lowered food bonuses to +10%/+15%/+20%/+25% (Tune)Invaders, +20% Planetary Defense (Tune)Capitalists, +20% trade route value, +20% tourism income, +30% income (Tune)Tough, reduction to defense mass lowered to -10%/-15%/-20%/-25% (Tune)Adventuresome, increased bonuses +25%/+50%/+75%/+100% (Fix)Adjusted all Trade route bonuses to use proper targetype fields as changed in game version 1.1 Hereward_Hills gets all the credit for pointing this out! V1.2 (Fix) Tolerant Trait costs were using old values, updated to current mod cost schedule. Credit goes to Moogle65535 for catching this! (Fix) Tuned AI Collective, lowered mass reduction on range modules from 75% reduction to 50% reduction. (Fix) Tuned multiple settings on Nanonics for balance and to prevent a divide by zero error that was causing crashes when combined with AI Collective. Mass Reduction: Sensors -40%, Missiles -20%, Ship Range -20%, Ship Engines -30%, Point Defense -20%, Shields -40%, Beam Weapons -40%. Moogle65535 gets full credit for catching this! V1.1 (Fix) Natural Diplomats, bonus to diplomatic trade multiplier changed from Flat to Multiplier. (Fix) Handy, was adding to maintenance instead of reducing it, this is now fixed. (Fix) Organized, Was adding to maintenance instead of reducing it, this is now fixed. Herein I will list the features of the mod as it comes packaged in version 1.0, these features will be appended by change notes to be listed above as the mod develops. A Note on balancing: All race trait values are positives, there are no negative traits, the lack of a bonus is as effective as any negative, while negatives just give rise to unbalanced traits which are very weak penalties given the bonus points they give. An example would be the Brutal, Popular, or Traders traits, which are very often taken on custom races as they do not offer a strong penalty to match the bonus points they provided. Therefore this mod has no negatives, instead all the traits presented herein start at the base point the original system left off and go up from there. I am well aware the mod needs balancing but cannot play through even partial games with so many variables to test so please do leave me feedback on the traits you like, and which ones seem to be overpowered, or underpowered, "Relative to each other". On to the Traits, my notes in parentheses are provided for insight only. (Updated with current data as of V1.3) Production: Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% social production Clever: (Might need increased as pure research races tend to lag behind badly) Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% research production Influential: Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% influence production Economical: Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% bonus to gross income Content: (Bonus disappears too easily in mid/late game) Cost: 1/2/3/4 Bonus: +2/+4/+8/+16 bonus to approval Fertile: (Needed a boost as it is quite weak normally) Cost: 1/2/3/4 Bonus: +1/+2/+3/+4 bonus to growth with a 25% multiplier at all levels Handy: (Updated in Version 1.3) Cost: 1/2/3/4 Bonus: -20%/-30%/-40%/-50% reduction to all maintenance costs Dense: (Is good but self limiting due to ship costs) Cost: 1/2/3/4 Bonus: +25%/+50%/+75%/+100% bonus to ship mass capacity Militant: Cost: 1/2/3/4 Bonus: +25%/+50%/+75%/+100% bonus to military production Speciation: (All the speciation traits specifically provide a compact race profile and are meant to stand alone) The Swarm: A race of insectoid creatures with a hive based mentality and society. Cost: 5 Bonuses: Communal building: +25% social production Resistant to culture flipping. (don't bother taking the Unwavering ability) Poor innovators: -50% research production Amazing harvesters: +10% to food with a base bonus of +10 food (Updated in Version 1.3) Living ships/shipyards/starbases: Strategic repair +1000%, Tactical repair +3, Ship range +100% Tolerant: All planets are improved slightly when colonized Living escort fighters: Access to a special living carrier pod which clings to the host ship The Silicoids: A race of living crystalline or silicon based beings, tough and excellent miners but slow growing. Cost: 5 Bonuses: Extremely tolerant: Can colonize extreme worlds (don't bother taking the Adaptable ability), capable of living in nearly any conditions, even space, all planets are significantly improved upon acquisition, and can be further terraformed via Land Reclamation by the simple expedient of filling in the oceans and living on the resultant mudball. Very slow population growth: -75% growth Slow crop growth: -50% food production Alien mindset: Totally immune to culture flipping, -80% influence generation, -4 to diplomacy Excellent materials science: +25% to social manufacturing, +100% to hit points of all space based objects Expert miners: +30% to colony gross income (Updated in Version 1.3) No need for life support: +200% Ship range Extremely tough population and infrastructure: +35% to planetary defense (Updated in Version 1.3) Shard Fighters: All ships can equip a small autonomous fighter shard to the exterior of the hull Cyborgs: Embracing cybernetics completely this race is at least as much machine as living entity. Cost: 5 Bonuses: Excellent soldiers: +30% bonus on invasions, +20% bonus to Planetary defenses (Updated in Version 1.3) Loyalty chipped populace: Resistant to culture flipping and Patriotic. (skip Unwavering and Patriotic abilities) Less need for food and life support: +50% ship range, +20% to food (Updated in Version 1.3) Tolerant: Can colonize extreme worlds and all worlds are slightly improved upon acquisition Planetary Adaptation: gains access to a costly terraforming method of adapting the population over time to the conditions of the world, eventually allowing access to every tile on any planet. Endless toil: +75% to social manufacturing, +50% to military manufacturing (Updated in Version 1.3) Extensive Cybernetics: -75% to growth The AI Collective: A race of hyper intelligent AI's without individual bodies each commands legions of servitors. Cost: 5 Bonuses: (Updated in Version 1.3) Sythetic Life: You must use the yor tech tree as they do not grow normally. Artificial Minds: Completely immune to culture flipping, +10 to Approval, -75% to Tourism, -4 Diplomacy, -50% to Gross income, -75% Influence generation. (Updated in Version 1.3) Artifical life form: -50% to mass of ship range modules, +300% to Ship range, +35% to overall Ship mass capacity, Can colonize extreme worlds and all worlds are improved upon colonization. Comprehensive automated repair: +5 tactical repair to all space structures, -50% maintenance costs Centralized intelligence: A given planet houses only a handful of the massive sentiences, 5 base pop cap Automated production centers: The AI's use these centralized production facilities to produce everything Land Reclamation: With no need for a biosphere the AI's can simply fill in the oceans and live anywhere Militaristic: (Excellent warmaking capacity gives bonuses to accuracy, range, and re-fire rate on all weapons) Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% bonus to accuracy, range, and re-fire rates Farmers: (Updated in Version 1.3) Cost: 1/2/3/4 Bonus: +20%/+30%/+40%/+50% bonus to food production Fecund: (Updated in Version 1.3) (this combines lesser elements of both farmers and fertile with an approval bonus) Cost: 1/2/3/4 Bonus: +10%/+15%/+20%/+25% to Food, +1/+2/+3/+4 to Growth Societies: (This race trait is composed of a variety of societal archetypes) Invaders: A warlike race bent on conquest and only satisfied when their boot is on someones neck. Cost: 3 Bonuses: (Updated in Version 1.3) +85% bonus on invasions. Militaristic Society: +50% Resistance, +20% Planetary defense, -50% cost on military improvements Loyal to societal supremacy: +16 to Approval Zealous Nature: gains 30 dominant ideology points on a successful invasion. Advanced invasion module: A high capacity invasion module defended by autonomous drone fighters Heirs to the Ancients: A lost fragment of the ancient Precursor civilization they retain some precursor tech. Cost: 3 Bonuses: Emulating the Ancients: The cultural echoes of the ancients leave them immune to culture effects Left over Ancient technology: Start with 500 extra research points and access to a number of remnant ancient technological designs. Fragmentary civilization: starts with a slightly terraformed home world and two additional colonies in their home system. Expert Engineers: A society whose dedication to excellence in engineering and design results in amazing improvements. Cost: 3 Bonuses: High efficiency construction techniques: All constructor modules provide one additional construction point Expert Miners: Gain 2 additional resources from all mines. Damage control teams: Gain 3 tactical repair on all starbases, shipyards, and ships. Efficient Ship design: all ship hulls cost half as much to construct. Deep Core Mine: An improvement which taps deep into a planets crust to extract valuable manufacturing material Capitalists: Concentrating on wealth and business success above all else. Cost: 3 Bonuses: (Updated in Version 1.3) Dominant Trade Partner: +4 trade license, +20% trade route value Interstellar tourist trap: Tourism enabled at start, +20% to tourism income, +30% to colony gross income Massive treasury: Gain 2000 additional credits at game start. Venture Capital Investment Bank: An improvement seemingly capable of manufacturing wealth from hard vacuum Tough: (Updated in Version 1.3) Cost: 1/2/3/4 Bonus: +25%/+50%/+75%/+100% bonus to ship hit points -10%/-15%/-20%/-25% mass for defensive modules Game Start: (gives a variety of boosts at game start but no persistent bonuses) Cost: 4 Bonuses: 2 bonus colony ships, 2 additional colonies in home system, home world significantly improved, bonus constructor, bonus armed surveyor. Cost: 3 Bonuses: 2 bonus colony ships, 2 additional colonies in home system, home world somewhat improved, 2 bonus constructors. Cost: 2 Bonuses: 1 bonus colony ship, 2 additional colonies in home system, home world somewhat improved, 1 bonus constructor. Cost: 1 Bonuses: 1 bonus colony ship, 1 additional colony in home system, home world slightly improved, 1 bonus constructor. Agile: (Higher levels of this might be overpowered) Cost: 1/2/3/4 Bonus: +20%/+30%/+40%/+50% ships are harder to hit Resilient: (When this was switched to strategic repair it was woefully underpowered) Cost: 1/2/3/4 Bonus: +20%/+40%/+60%/+80% to strategic repair, +1/+2/+3/+4 to tactical repair Adventuresome: (Updated in Version 1.3) Cost: 1/2/3/4 Bonus: +25%/+50%/+75%/+100% to Ship range Quality of Life: (Grants a variety of quality of life bonuses that simply make the game a bit more friendly) Cost: 4 Bonuses: Your colonies and bases are immune to culture effects. Your population does not suffer from the large empire penalty. Any race which declares war on you suffers a 25% penalty to Approval. You can see the home world locations of all races at game start. Cost: 3 Bonuses: Your population does not suffer from the large empire penalty. Any race which declares war on you suffers a 25% penalty to Approval. You can see the home world locations of all races at game start. Cost: 2 Bonuses: Your population does not suffer from the large empire penalty. You can see the home world locations of all races at game start. Cost: 1 Bonuses: You can see the home world locations of all races at game start. Observant: (This has been tuned up with reductions in sensor mass and bonuses to starbase sensors) Cost: 1/2/3/4 Bonus: +2/+3/+4/+5 Ship sensor range +4/+6/+8/+10 Starbase sensor range -20%/-30%/-40%/-50% to Sensor Mass Fast: (Tweaked up with reduced engine mass) Cost: 1/2/3/4 Bonus: +2/+3/+4/+5 to Ship moves, -20%/-30%/-40%/-50% to engine module mass Organized: (Tweaked up across the board as this was not particularly useful, added lower ship maintenance as well) Cost: 1/2/3/4 Bonus: +5/+10/+15/+20 to Logistics cap, -20%/-30%/-40%/-50% to Ship maintenance Tolerant: (Completely new race trait this boosts the quality of all worlds acquired by a player) Cost 1/2/3/4 Bonus: Each higher level improves the quality of all a players worlds upon acquisition Abilities: I have added 4 new abilities, altering existing abilities is outside the scope of this mod but there is room to add a few so I have done so. As with the above race traits these are intended to only be balanced within the mod but I welcome any feedback on balance issues with them within the context of the mod. Nanonic Assembly: (Updated in Version 1.3) With the development of advanced Nanonic assembly techniques many ship modules can be constructed with a far smaller mass. (These are modified more thematically than on a balance basis IE electronics are more miniaturized than life support or missiles) Mass Reduction: Sensors -40%, Missiles -20%, Ship Range -20%, Ship Engines -20%, Point Defense -20%, Shields -20%, Beam Weapons -30%. Natural Diplomats: (Updated in Version 1.3) This races ambassadors are exceedingly capable at manipulating other races to your benefit. You gain 2 points in diplomacy, and your trade routes are so valuable other races are loathe to risk losing them. Other races are more than happy to strike deals clearly in your favor. Any race declaring war on you suffers a 25% loss of approval. Other races are far less bothered by sharing borders with your empire. Highly Adaptable: (Updated in Version 1.3) This race finds all planets far more inhabitable as they are able to use much more of the surface without modification. Your colony ships automatically carry an additional 5 colonists packed into their holds. You gain access to a specialized terraforming project which allows you to eventually gain access to every tile on a planet. Powerfully Psionic: (Updated in Version 1.3) This race has developed powerful natural Psionic abilities and are capable of manipulating the minds of others to an amazing degree. Your people are resistant to invasion, gain amazing bonuses on trade routes, and telepathically spread your racial influence even across lightyears. Through psychic manipulation your race gains significant bonuses to diplomacy. Your researchers enjoy a mental gestalt resulting in improved research rates. Perception of psychic resonance increases the accuracy of weapons as well as sensor range. Well that about covers it for the Galactic Diversity mod for now