Giving this a shot.
ManiiNames
Altarians have a racial trait which makes them incredibly resistant to culture flips.
I hadn't noticed the Orange. Good show for pointing that out.
Now share your cool new weapon designs!
I find having two planets in my home system to be invaluable for expansion purposes because you get twice as much population growth to fuel your colony ships in the early game. Even if "Mars sucks, it's too small", if it does nothing but sit there and generate colonists it's still magnificently useful.
[quote who="MadzaiSA" reply="16" id="3552660"] I'm all for reballancing, but i see it other way - Armor must be the heaviest (it's armor, remember?, and this armor must protect from objects that travel insanely fast) and cheapest so even if Mass Drivers doesn't cause too much damage, protecting from them will be costly. Shields must have average size\cost and PD must have high cost but small size. If done so, Mass Driver become useful because putting real pro
[quote who="Stacked_Deck" reply="6" id="3552712"] I've got a follow up question. Does the effect of influence diminish based on distance? Let's say I have a planet that's generating a huge amount of influence, due to buildings and natural tile yields. However this colony is right at the heart of my huge culture borders, is it accomplishing anything? [/quote] You can hover your mouse over the map where cultural influence is present and see how much of yours / thei
Glad to see some improvement in Kinetics. Awesome =) Did you happen to notice if missiles can still get down to a 0.4 reload time as I laid out in my bug report?
[quote]1) You can build colony modules on tiny ships for only 38 manufacturing cost.[/quote] Yep you can. It's extremely slow-moving and has no range, but it can be done. I am personally quite fond of a cargo ship with two range extenders, one drive and a colonizer. Usually all you need. [quote]2) You can build ~12 sensors on a cargo ship from turn 1 and reveal most of a medium galaxy[/quote] Yep you can.  
Biggest I have ever seen occur pre-terraforming is a perfect 26.
Disadvantage to specializing a planet w no manufacturing (i.e. research / wealth / influence) is you'll find it extremely time consuming to terraform it. I personally want at least a little production on every planet. This is one of the reasons I like the Altarian tech tree, their specialized building yields both manufacturing and research.
I currently play only on gigantic maps and am combating the Godlike AI. I also don't do ridiculous things like surround a Hyperion Shrinker w six military improvements, because the AI can't pull that off. It's a player-only thing and thus unbalancing in my own favor. Sometimes limitations are what makes things more fun.
[quote who="Surge72" reply="21" id="3551799"] I would argue that the one unit per turn is a good argument for not specialising all of your planets so heavily. [/quote] This.
It is also in the 1.01 changelog.
OK some initial comments: I like the effort you have put in for artwork. Kudos =) The race seems balanced for long games. I happen to like longer games in bigger galaxies, so this is a good thing for me. However I suspect they would get crushed in smaller settings. This is probably OK. Why did you pick content and economic traits? Contentment I can sort of see based on their history, but I am not sure where economic comes from.<
I'll give this a try in my next game.
Typo: Universal Displacement Filed should be "Field" Typo: Universal Integrity Filed should be "Field" Noticed these in Altarian tech tree, didn't check other trees.
That's a little too negative I think. Still, I'm interested in whatever mods you made to help w game balance.
Issue: Due to missile reload bonuses being additive, it is possible to get missiles down to a 0.4 reload speed from their original 8.0. This is excessive. Stacking (Any Missile + Missile Assister + Launch Assister + Rapid Fire) = Cooldown of 0.4. By contrast the best the fast-firing Kinetics can do is (Any Kinetic + Rapid Reload) = Cooldown of 2.0, five times worse. Even if the missile technologies were multiplicative instead of additive missiles would achieve a Cooldown of 2.
I tested your hypothesis using the debug console, and you are correct. Stacking (Any Missile + Missile Assister + Launch Assister + Rapid Fire) = Fast Cooldown of 0.4. By contrast the best the fast-firing Kinetics can do is (Any Kinetic + Rapid Reload) = Fast Cooldown of 2.0.
Future project.
[quote who="Gaunathor" reply="6" id="3548561"] Well, I would just make the Biosphere Manipulator no longer Colony-Unique instead: Open ImprovementDefs.xml (GalCivIII\Data\Game) Search for BiosphereManipulator Remove the line true Save the file Start a new game as the Altarians It achieves the same thing without changing the Altarian tech tree. [/quote] I looked at this first. Two problems: Making it non-
Problem solved: Added the Ultra-Terraformer planetary improvement to Altarian Paradise Worlds tech. How-To: Find and open your AltarianTechDefs.txt file, it is in GalcivIII / Data / Game directory Search the text file for "ParadiseWorlds" Edit the GenericName to be "EnvironmentalResequencing" instead of "ParadiseWorlds" Save the file Time to check our work! Launch Galciv3 and start a new game as Altarians <li
Extra Q: How would I mod my files to fix this? I like the Altarians a lot, but this is a big galaxy gamebraker.