Pop Rebalance mod: What started at a simple mod to rebalance the lower Population level introduced after Crusade, ended up beeing a major project, as i was including some of my favorite mods, and tweaking a lots of thing along the way. Included mods: ============== GRM Ideology Ship Balance Mod MercRole mod Old-Spiders Pirate Space Monster Dread Lord Mod For Crusade General goals: ============== -> try to contain the exponential increase of cumulative effects. -> Try to replace all Multiplier effects by Flat effects for: ImprovementDefs, UnitColonyStatDefs, TradeResourceDefs (except for Growth, IsColonyUnique, IsGalacticWonder, IsPlayerWonder, special citizens). -> Only unique/special Improvements should be Indestructible (except Town, City, SiliconCity, Megalopolis). -> Because of the reduced population: reduce the effect of Growth, GoodsAndServices, the capacity of ColonyModule and the Neighbor Bonuses for Population. Detail of the modifications (Use GalCiv 2.61): ============================================== ImprovementDefs: All Level-GoodsAndServices: 1 -> 0.5 All NeighborBonuses Population reduced by 1 Building's chains: Last building set to unique: BasicFactory->XenoFactory->MegaFactory->ManufacturingCenter->IndustrialSector(unique) XenoResearchLaboratory->ResearchInstitute->ResearchCenter->ResearchAcademy(unique) MarketCenter->ShoppingCenter(no changes) WorkCamp->ForcedLaborCamp->SlaveCamp->SlaveWorks->DevilsForge(unique) ResearchChamber->ResearchStockade->ResearchMotivator->ResearchExtractor->ResearchAmplifier(unique) KrynniacTemple->KrynniacMission->KrynniacOrder (set to Flat instead) ManufacturingYor->ManufacturingCollective->IndustrialCollective->MechanizedCollective->ManufacturingMatrix(unique) ResearchYor->ResearchCollective->ResearchArray->ResearchMind->ResearchMatrix(unique) LearningCenter->School->University->CityofLearning->ResearchCommune(unique) Food Flat:(KimbreysRefuge(4/1 -> 2.5/0.5)/ResourceExploitationTech) XenoFarm(1/0.5->0.7/0.3)->AdaptiveFarm(2/0.5->1.7/0.3)->IntensiveFarm(3/0.5->2.7/0.3)->LosslessFarm(4/0.5->3.7/0.3) PlanetaryImprovement->NovelHarvestingTech->IntensiveFarming->LosslessFarming (increased weight values +5) HydroponicFarm(3/0.1->1.8/0.2)->HydroponicAccelerator(4/0.1->2.8/0.2)->TiredHydroponicFarm(5/0.1->3.8/0.2)->AutomatedHydroponicFarm(6/0.1->4.8/0.2) XenoAdaptationTech->NovelHarvestingTech->IntensiveFarming->LosslessFarming Food Multiplier: FoodDistribution(0.1/0.1->0.25/0.05)->XenoIrrigation(0.25/0.1->0.4/0.1)->BiomassResequencer(0.5/0.1->0.9/0.1) FoodDistributionTech->XenoIrrigation->BiomassResequencer WorkCamp: PopulationCap 1 -> 0.1 ForcedLaborCamp: MaxManufacturing 0.05% -> 0.06% , Level-MaxManufacturing 0.025% -> 0.02% Town: ManufacturingCost 50, FoodCost 2, PopulationCap 2, All NeighborBonuses 1 City: ManufacturingCost 50, Level-PopulationCap 0.1% -> 0.3, FoodCost 4 -> 3, Upgraded From Town Megalopolis: Level-PopulationCap 0.1% -> 0.3, ManufacturingCost 200, FoodCost -> 5, Upgraded From City SiliconCity: Level-PopulationCap 0.1% -> 0.3 ResearchLaboratory: Level-Research 0.025% -> 0.05% TrainLegion: ManufacturingCost 750 -> 500 ColonialHospital: Growth Flat -> Multiplier, Level-Growth Flat -> Multiplier XenoMedicalCenter, FertilityCenter, ReplicationCenter: remove Growth Flat, Level-Growth Flat -> Multiplier BirthingPools: Level-Growth 0.01% -> 0.05% ColonyCapital: Maintenance 1 -> 2, Garrisons -> 1 CivilizationCapital: Garrisons -> 2 StationGarrisonProject -> 30, tech prerequisite: PlanetaryInvasion -> XenoCombatTechniques ManufactureLife: DurantiumCost 10 -> 6 NavigationCenter,GalacticNavigationNetwork,GalacticNavigatorsGuild: MovesCap reduced by 1 TradeResourceDefs.xml: All ResistanceBonus: Multiplier -> Flat AurorusArboretum: Growth 0.1 -> 0.3% GovernorDefs: Add two Improvement before each Improvement and many other tweaks... BattleBehaviorDefs: Support: starting position 1500 -> 1000 StarbaseModuleDefs: ZeroGExperimentationModule, OrbitalResearchCenterModule, OrbitalInstituteModule : -25% PromethionCost, +25% Thuliumcost MissionProjectsDefs: HyperSilicateMission: ManufacturingCost 450 -> 300, AurorusArboretumCost (1) -> Thuliumcost (3) SalvageCrewMission: ManufacturingCost 250 -> 150 HeadhunterMission: prereq tech: StellarEmigration -> CulturalOutreach, ManufacturingCost 1000 -> 500 GalCiv3GlobalDefs: GlobalAsteroidMods: ProductionPoints 1 -> 0.5 DefaultShipPopulation: 2.5 -> 1.0 GlobalColonyMods: Growth Value 0.1 -> 0.05 MaxFeaturesByPlanetClass: increased number of traits for class 16+ AbilityDefs: ProlificAbility: Growth Flat -> Multiplier 0.25%, give PopulationCap +1 instead of 50% bonus to pop XenophobicAbility: 200% -> 100% SyntheticLife: PopulationCapYor 100 -> 50 CyberneticAbility: Award tech NeroLinking CarbonBasedLife: get PlanetaryImprovement at turn 50, get ExtremeWorldColonization at turn 100 AmphibiousAbility: get XenoAdaptationTech at turn 75, get ExtremeWorldColonization at turn 100 UnitColonyStatDefs: Worker, Engineer, Scientist, Entrepeneur, SlaveMaster, Farmer: Bonus 0.30% -> 2.7 (1.7 for Farmer) Level 0.01% -> 0.3 (0.2 for Slavemaster) Mechanic: Military and Research Bonus -> 1.8 Research Level 0.1% -> 0.2 General: Bonus 0.30% -> 0.18 Level 0.01% -> 0.02 Celebrity,Diplomat: Bonus 0.30% -> 1.8 Level 0.01% -> 0.2 Agent: Negative effect on Foreign only Increase SensorPower by 8 on your Colony (not displayed!) UnitLeaderStatDefs: Bonus 0.06% -> 0.05% UnitPromotionsDefs: (Note: does not work. Planet does not work.) Promotion_Worker_Forced_labor, Promotion_Engineer_Forced_Labor, Promotion_Engineer_Crunch_Time -> added true Promotion_Worker_Forced_labor -> added 1 TechapodHiveCost Promotion_Bumper_Crop -> PromethionCost 50 -> 20 and 1 MonsatiumDepositCost, only last 20-30 turns Galactic tour: for 20-30 turns All Recall: cost -> 5 SupremeGeneral: ResistanceBonus -> 0.28, Level -> 0.02 Many other tweaks... New : Focus for Worker, Scientist, Entrepreneur, Engineer: +30% for 20-30 turns, Citizen retires. Agent -> Saboteur (UnitDestroyTile) Citizen retires. Agent -> Recall. Diplomat -> Agent (10 prometheon) Celebrity -> Guru (AwardDominantIdeologyPoints +15), Citizen retires. **Farmer -> Gardener (TerraformTilesOnPlanet), Citizen retires. (not working) entrepreneur -> Philanthropist (CultureBenevolent +10), Citizen retires. entrepreneur -> Vulture Capitalist (CultureMerciless +10), Citizen retires. entrepreneur -> Venture Capitalist (CultureNeutral +10), Citizen retires. Farmer -> get 4 bio Trade resources, Citizen retires. Scientist -> get 4 tech Trade resources, Citizen retires. entrepreneur -> get 4 gem Trade resources, Citizen retires. Defender -> Diplomat (For the people) Mechanic -> recall and Upgrade all ships for 20 Promethion and 10 Anti-Matter for ShipRange +10% 10 Elerium for ShieldStrength +10% 10 Thulium for SensorRange +10% 10 Durantium for HitPointsCap +10% UnitSpecializationDefs: GlobalCapAmount 10 -> 5 Mechanic -> can travel to planet, available with NeroLinking UnitSpecializationText: worker, engineer, scientist, entrepeneur, SlaveMaster Updated text CommanderStaticBlueprintDefs: UnitTransportBlueprint: Replace HyperDrive with PrototypeHyperDrive CommandComponentDefs: Basic_Commander: MovesCap 1% -> 0.5%, HitPointsCap 0.5% -> 0.25% Admiral_Commander: added LogisticsCap 0.25% Navigator_Commander: added MovesCap 0.5% GalCiv3InvasionDefs: InvasionModuleToLegionMax 5 -> 4 AttackerOnUnHabitableTileModifier 1 -> 0.75 InvasionStyleDefs: ConventionalWarfare: CollateralPopulationMod 0 -> 0.2, ImprovementDestructionMax 1 -> 2, added StatusEffect: PlanetConqueredStatus_Bombardment (Does not work!) PlanetTraitDefs_new: New trait: Large World (+2 PopulatioCap) *** Ship Balance Mod *** ShipHullStatDefs: Revert MovesCap to 2 (Cargo to 1.5) ShipComponentDefs: ColonyModule, TorianColonyModule: PopulationCap 3 -> 1 TransportModule, AdvancedTransportModule: PopulationCap -> 1 MovesCapMass: HullMassScaleMod -> -8/+0.15 (Decreased mass of engines on tiny ship, increased mass of engines on medium+ ship) MovesCap: added +0.1% to all engines, PrototypeHyperDrive: MovesCap -> 0.5 SlipstreamAccelerator: MovesCap 4 -> 3 Many modules with Jamming,TacticalRepair,Accuracy: ThuliumCost +1 DoomRay: EleriumCost +2 EnergyAccelerator,ShieldPunch,FieldAugmentationArray,LeachingField,BarrierFieldGenerator,BeamAssist,BeamMagnificationArray,Phasors: EleriumCost +1 FieldGenerator: ShieldStrength 5 -> 3, HullMassScaleMod 15 -> 20 BarrierFieldGenerator: ShieldStrength 20 -> 6, HullMassScaleMod 15 -> 20 Modules with PointDefense (for fleet): HullMassScaleMod 15 -> 20 ShieldLeach, ShieldPunch: reduce IgnoreShield by -20% From MercRole mod: QuantumDriver: KineticAttack 5 -> 6 The Prototype Laser now has 10 power, costs 2 elerium, and is available at Matter Disruption. The Prototype Antimatter missile now has 8 power and costs 4 antimatter. The Prototype Durantium Driver now costs 4 durantium instead of 12. MasterTechDefs: MasterArtificialGravity,MasterInterstellarSpecialization1: MovesCap 1 -> 0.5 EnvironmentalEngineering,XenoAdaptationTech,XenoAgriculturalAdaptation,ExtremeWorldColonization: added tags Growth, increased weight values XenoManufacturingTech,XenoExperimentationTech: reduced all AICategoryWeight by -10 *** GRM-I mod *** CultureTraitDefs: (MovesCap) GRM-Independent-02: remove 5 GRM-Independent-03: AwardRandomMercenaryShip -> AwardShipOfClass, MercenaryTier1 -> AwardGunboatBlueprint, MercenaryTier2 -> AwardFrigateBlueprint Updated text 1-GRM ImprovementDefs: GRM-PlanetaryDataCore,GRM-PlanetaryCongressBuilding,GRM-PlanetaryDataCore : Remove true 1-GRM ShipComponentDefs: GRM-AdvancedTransportModule: PopulationCap -> 1 *** Old-Spiders Pirate Space Monster Dread Lord Mod For Crusade *** AIStrategyDefs: Increased Growth everywhere! ______________________________________