Any tech tree mods out there?

hey guys just wondering if anyones made a tech tree mod specifically to increase the cost of techs?

im hoping to increase the cost of all techs by 10x or so and while simple it looks like it will be a tedious project

 

with the way the research speed modifier works it's practically useless in game and i don't like researching endgame techs every turn with only 2 dedicated research worlds  

 

 

29,507 views 11 replies
Reply #1 Top

This is the only mod I have seen that changes Tech Values, BUT, I do not think it has been updated for 1.7.

 

The other alternative is making a copy of GalCiv3GlobalDefs.xml from the installation directory and placing it in My Documents/GalCiv3/Example Mod/Game and editing the lines related to tech increases:-


    <!--Each time you research a tech in any tree the cost of all techs are raised by this exponent-->
        <TechInflationExponent_All>1.25</TechInflationExponent_All>   (25%)
    <!--Each time you research a tech in any tree all techs cost is increesed by this multipyer.-->
        <TechInflationMultiplier_All>0.1</TechInflationMultiplier_All>     (10%)
    
    <!--These values allow us to further inflate techs on a per tree basis, this is to discourage the
    player from drilling down a single branch of the tree to quickly, and over specializing.
    I have removed the exponent, and have only a small multiplier, since it is added to the overall inflation settings.-->
        <TechInflationExponent_Tree>1.0</TechInflationExponent_Tree>     (0%)
        <TechInflationMultiplier_Tree>0.1</TechInflationMultiplier_Tree>      (10%)
 

Increase the values in red, I would do it in small incremants myself untill you get the balance you want. Otherwise its a case of editing every TechTree from every faction to increase the Cost values, alot of work.

Reply #2 Top

A lot of work indeed. There are 3349 <ResearchCost> entries in 10 tech trees.

Now if some kind soul would code a tech cost increase tool, changing the values would be quick.

You could even have different multipliers for different tech ages.

 

 

Reply #3 Top

Quoting treborblue, reply 2

A lot of work indeed. There are 3349 <ResearchCost> entries in 10 tech trees.


 
End of treborblue's quote

 

thats what I was afraid of

 

as horemvore said I may have to just play with the multipliers to find a good balance 

Reply #4 Top

I'm not a Modder and some xml's can be quite complex, but looking at what you want to do, it wouldn't be too complicated to code a basic tool.

If you want I'll have a go over the weekend.

'Copy existing tech trees into a mod folder and modify tech costs with your choice of multiplier'

Is this all I need to do?

 

Reply #5 Top

That's pretty much what I'm after

Reply #6 Top

Quoting androshalforc, reply 5

That's pretty much what I'm after
End of androshalforc's quote

Ok, leave it with me. I have no projects on the go ATM.

I'll PM you when I have something

Reply #7 Top

Don't rush to much I'm probably going to build a new map this weekend and see if a new patch comes up before I get to try it out

Reply #8 Top
Quoting androshalforc, reply 7

Don't rush to much I'm probably going to build a new map this weekend and see if a new patch comes up before I get to try it out

End of androshalforc's quote

 

Sent you a PM with a download link.

Hopefully self explanatory how to use.

Should be version independent, unless the tech trees change drastically 

Reply #9 Top

Thnx now I need to finish my map and start a new game

Reply #10 Top

@androshalforc

Updated the Mod tool as requested.

Prompts to overwrite existing mod folder and remembers last location.

http://www.nexusmods.com/galacticcivilizations3/mods/73/?

 

 

Added

Alter costs by Tech Age,

Searches sub directories for tech xml's.

 

Any issues let me know.

 

 

Reply #11 Top

nice work thank you again