To install this mod, just unzip & drop it in Documents\My Games\GalCiv3\mods\ It's likely compatible with most mods except for IAB as they modify many of the same files designed for insane, loose clusters, common star freq & occasional or common planet, habitable, planet, set extreme to whatever you like, I g with common. set the tech speed to normal, the tech costs are adjusted in the tech trees directly & my personal preference for tech trreading is trade off broker disabled (i.e. only trade stuff you researched personally) Tech speed is too blunt with normal/slow making later game too easy and very slow crippling the game for the first 75-150ish turns depending on race on larger maps effectively putting it's use in the same general usefulness as a hammer to fix the screw holding the arm on your eyeglasses. ************************* - V0.1 ****************** ************************* this was a work in progress ************************* - V0.2 ****************** ************************* Tech research costs modified as follows (generally rounded up to nearest int) a based on age the tech falls in *AgeOfExpansion 1.25x *AgeOfWar 1.75x *AgeOfAscension 3x *AgeOfVictory 10x (Lets face it, the original values were designed for playability on maps like tiny & small. Since the -other- victory paths are made much more difficult on larger maps, tech victory does here too now). considering there are only 3 AoV techs, this is pretty minor. I still recommend disabling tech victory because those values were pretty low to begin with. * finished age of victory in the tech trees * You now get 20 instead of 4 free starbases * the additional cost per starbase beyond the free 20 is now 8 credits each as a # pulled from thin air as a starting point. * StarbaseRange bumped from 5 to 8. their aura's range was so small it made certain types of starbases of dubious value * starbases now need to be now closer than 10 hexes apart (up from 5), again a plucked from thin air starting point * minimum colonizable planet quality is PQ4 (down from 6), this helps build range bridges early on & works well with synthetic races. * added a +25% multiplier modufier for life support range to cargo hullsso trade is more usable early on before mid/late in the tech tree * bumped max range colonies can supply Shipyards (MaxSponsorDistanceWithNoPenalty) by 50%... Up from 6 to 9... Again a starting point pulled from thin air. ************************* - V0.3 Preview ********** ************************* * This will cintinue tweaking things as above as a starting point * if there appears to be interest from other modders, I'm trongly considering breaking the default 4 tech agesto split the first three into two or three parts each allowing more diversified ai strategies. Not h aving done much with ai tweaking though, I'm uncertain pending feedback.