Terraforming mod

I'm not exactly pleased with how Terraforming works in GC3, so I thought I try my hand and modify it and see if can make something better. 

My main gripes with terraforming are:

- it takes too long for any noticeable payout, until you get Omega Terraforming you don't really achieve anything

- because the early terraforming improvements can be used on tiles that are also terraformed by Omega Terraforming most people decide to wait until they have all terraforming techs researched

What I plan to do is remove the <IsColonyUnique> tags from all improvements, except Biospheres. After testing the first values I decided to change the <LandPercentageMin> and <ManufacturingCost>, because I felt that it was too OP, also I made Biosphere Manipulator cheaper because it was next to useless.

Things I would like to do but I have no idea how:

- after a terraforming improvement can no longer be used it should not appear in the improvements' tab

- I would have liked to make them increase in cost after one is build. 

Also I have made an ImprovementDefs.xml that fixes a few things.

Original values

SoilEnhancement

<IsColonyUnique>true</IsColonyUnique>

<LandPercentageMin>0.3</LandPercentageMin>

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>30</Value></Stats> 

TerraformingPlant

<IsColonyUnique>true</IsColonyUnique>

<LandPercentageMin>0.25</LandPercentageMin>

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>45</Value></Stats> 

HabitatImprovementPlant

<IsColonyUnique>true</IsColonyUnique>

<LandPercentageMin>0.2</LandPercentageMin>

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>67</Value></Stats>

ResequencingStation

<IsColonyUnique>true</IsColonyUnique>

<LandPercentageMin>0.15</LandPercentageMin> 

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>101</Value> 

OmegaTerraforming

<LandPercentageMin>0.3</LandPercentageMin>

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>227</Value></Stats> 

Biospheres

<IsColonyUnique>true</IsColonyUnique>

<LandPercentageMin>0</LandPercentageMin> 

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>151</Value></Stats> 

BiosphereManipulator [Specific to Altarians]

<IsColonyUnique>true</IsColonyUnique>

<LandPercentageMin>0.35</LandPercentageMin>

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>360</Value> 

My modifications

SoilEnhancement

<LandPercentageMin>0.35</LandPercentageMin>

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>50</Value></Stats>   

TerraformingPlant

<LandPercentageMin>0.3</LandPercentageMin>

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>100</Value></Stats>   

HabitatImprovementPlant

<LandPercentageMin>0.25</LandPercentageMin>

 <Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>150</Value></Stats> 

ResequencingStation

<LandPercentageMin>0.2</LandPercentageMin>

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>200</Value> 

OmegaTerraforming

<LandPercentageMin>0.15</LandPercentageMin>

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>250</Value></Stats> 

Biospheres

<IsColonyUnique>true</IsColonyUnique>

<LandPercentageMin>0</LandPercentageMin> 

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>300</Value></Stats> 

BiosphereManipulator [Specific to Altarians]

<LandPercentageMin>0.4</LandPercentageMin>

<Stats><EffectType>ManufacturingCost</EffectType><Scope>Queue</Scope><Target><TargetType>Improvement</TargetType></Target><BonusType>Flat</BonusType><Value>40</Value>   

Files

ImprovementDefs_Original.xml - original version

ImprovementDefs_Fixed.xml - fixed improvements not upgrading, not using new icons, and the Innovation Complex producing influence instead of research

ImprovementDefs_TF.xml - my terraforming modifications, also contains the above fixes

How to use: replace the ImprovementDefs.xml in Steam\steamapps\common\Galactic Civilizations III\data\Game with the one you want, DO NOT keep more copies of it in the same folder otherwise you will have duplicate improvements in the list, even if the files have different names. A new game must be started for the changes to take effect.

6,761 views 5 replies
Reply #1 Top

I still think the higher end terraforming options should be dependent on a resource/trade good.  Such as get 1 of resource x get terraforming option with 50% land, get 2 of resource x get terraforming option with 45% land, get 4 of resource x get terraforming option with 40%, get 8 of resource x get terraforming option with 35% on down....  Obviously there would be a cost involved as well but you get the idea.

 

 

Reply #2 Top

I WOULD BE HAPPY (OR AT LEAST ok) WITH THE CURRENT SYSTEM IF YOU COULD AT LEAST SEE (LIKE THE OLD COLOR SYSTEM) WHAT TILES WERE GOING TO BE AVAILABLE AT EACH  TECH LEVEL.  WITH THE IMPORTANCE OF ADJACENCY IN THE GAME YOU HAVE LIMITED ABILITY TO PLAN TILE SELECTION IN ADVANCE.  THE PLANET SCIENTISTS  SHOULD BE EXPECTED TO KNOW AT THE OUTSET, WHICH TILES CAN BE RECLAIMED AT WHAT TECHNOLOGY LEVEL.

OOPS, sorry CAPs was on, not yelling :-)

Reply #3 Top

Quoting a0152570, reply 2

I WOULD BE HAPPY (OR AT LEAST ok) WITH THE CURRENT SYSTEM IF YOU COULD AT LEAST SEE (LIKE THE OLD COLOR SYSTEM) WHAT TILES WERE GOING TO BE AVAILABLE AT EACH  TECH LEVEL.
End of a0152570's quote

I agree. With the one tile/terraform level it becomes even more important to know where you'll potentially be able to terraform next.

Reply #4 Top

Also would definitely like to see indicators of the quality levels of all tiles whenever choosing a terraforming spot.  In addition to the reasons given above, it's also important not to waste things like Habitat Improvement or Terraforming Plant on tiles that can be improved later with Omega Terraforming.

Reply #5 Top

I assume the colored tiles will be implemented later, I see no reason why they wouldn't and its much more important with adjacency than it was in 2.