[quote who="BIF" reply="82" id="3685652"] Quoting leiavoia, reply 71 Quoting BIF, reply 69 <di
dlapine1
Although, I suppose you might still want to leave at only .75, if you want a slightly slower game than a 1:1 ratio would produce...
[quote who="Sarellion" reply="34" id="3685584"] Just checked the xml after the new patch. They increased it to 1. [/quote] Which version? 2.31.4 had it set to 1. 2.32 opt in 7/26 had it at .5 I updated my mod to handle the second one, as the first deprecates the need for my mod.
Running on the latest 2.3.2. Just started an immense, spiral galaxy with your mod in place and the star distribution was weird Tried without your mod and got the expected 3-4 armed galaxy. With your mod in place, the distribution with almost completely even across entire galaxy, which is not terrible, but also not a spiral. Is this intended behavior for a realistic mod? I know that the spiral at this scale is unrealistic, spiral arms being 10K LY across and more in our galaxy.</
[quote who="SarahAustin" reply="5" id="3685520"] Quoting Smithy6482, reply 4 This sounds like a cool idea but could get rather complex if a planet changes hands multiple times. I could also see an abuse potential if your little buddy civ is getting beat up. You give them planet back for points, then let the big ba
Updated to V1.1 for the 2.32 opt-in.
I will upload a new version for 2.32 later tonight, as some info as changed in the globaldefs xml.
That's so weird- I have a mod to do just that - set pop_to_prod at 0.75. :) https://forums.galciv3.com/484167/page/1/#3685111 It'll do until the default gets changed to something where population is more, um, useful. As for when to use farm/cities/hospital- put the three of them adjacent and you will growth rates from .4-.6B a turn.
[quote who="a0152570" reply="1" id="3684684"] just wanted to say thanks for this [/quote] Sure. Looks like Frogboy talked about moving this ratio back to 1 to 1, so this may be a short lived change.
I just posted a simple mod to modify the population to raw production rate, "Population to Raw Production at 0.75 exponent". This is against Crusade patched to 2.31 Name kinda says it all. I find it useful, as the game starts a touch more quicker with the starting production about +1 over the default and the benefits for working towards building planetary population more rewarding. It's on neuxsmods now here: <a title="Nexusmods link" href="http://www.nexusmods.com/galacticciv
I just put up "Population to Raw Production at 0.75 exponent" on nexusmods now- http://www.nexusmods.com/galacticcivilizations3/mods/117/? Have fun.
um, I haven't put it up on Nexus. Yet. Maybe I should...
In the planet screen, just mouse over the approval line and you'll get a detailed breakdown of what approval items you have (base and percent adds/minuses). Anything that reduces approval should show up there. Basically, if the population exceeds the current approval level, they become less than 100% happy.
I have been using the raw production = pop ^.75 mod and I would note that the initially you get an extra, small boost (about +1 raw up to 4 pop) which is very helpful in getting started, and the later boost of about pop/2 from about pop 10-24, and slower increases above that. Doesn't seem to unbalance the game, and given that crusade pretty much forces you to grab any planet with a needed resource (read "at least one of each type"), those 8 and under can still build some things in under 20 tu
I see now that shipyards are at 25HP and starbases at 50HP, so changes the prospects quite a lot. The high attacks & defenses are less painful to deal with mid-game.
Pirate interactions should take notice of ideology- they would interact with good, evil and pragmatic in different ways, both in the "bribe" stage and "attack" stage. Can't really see any non-stupid pirates asking the Deregin for a bribe to not be attacked... A bold set might just raid the Deregin if opportunity presents, but negotiate with them? Not going to work out well. I do like the idea of disabled ships and possible capture during a pirate fight. Actually, as a p
Based on tech research, race and what you have access to for crusade do this for decent production: Stage 1 Build your space elevator adjacent to the capitol city. Build your core mine and starport adjacent to the elevator, add a factory adjacent to the space elevator/core mine if possible Stage 2 Build your space elevator, core mine and starport adjacent to a new city for the +2 bonus to all Stage 3 Build your space elevator and core mine adjacent to the new cit
As a compromise, I've modding the defs so that population produces raw production at X^.75 for crusade, instead of the default x^.5. The curve on X^.75 is such that it levels at about pop/2 once you get past 10 population, so you're not outproducing the galaxy with a single planet, but you get a boost early, when that extra +1 is really important. At levels below 10, it's about pop/1.3. I use this with the expanded cities mod. Now, I have real reasons to spend some research on growth
This looks interesting. Any chance you might put out an alpha version of the mod so that others could provide feedback on the non planetary data portions of your work?
If the starting attack/defense numbers for a starbase were along the lines of A2/2/2 D2/2/2, the current amount of hitpoints in a starbase would still necessitate a fleet, but at least it'd be doable during the midgame. It would still require sufficient effort and would not make removing a starbase/shipyard trivial. Currently, I look at starbase attacks as if I starring at the gates of Mordor, wondering if I can get the rest of the army to show up. And I don't feel like that at all for
The problem for game balance is that I can create starbases with a single 50pt constructor, that a 10 ship fleet worth 1K construction can't touch. And a shipyard is dirt cheap as well. At this point, my priority during an offensive war is to kill any constructors I see first. Maybe if the starbases/shipyard had lower starting attack/defenses with upgrade options for bases where you needed a fortress, and not just a commerce station.
Great. I find that in a long game with about 20 BoL buildings, that provides sufficient admins to handle the stations I might need for planet groups, resource capture and a few forward stations. Not enough at all to station spam any planets. Sounds like Crusade will change the whole system and that's ok.
Immense map, fighting the Deregin (Gifted), late in the game (turn 160) Both of us have had plenty of time to fleet up. We are separated by quite a distance (120+ hexes) and I'm attacking them with a few mixed fleets of 5-8 ships (escorts, capital, carriers guardians). Clean off a planet, land transports and move on. Use the new planet to extend my range and refit as necessary. Deregin planet defense is 8-12 medium ships, all assault, and a few fleets of 8-12 ships with a
[quote who="Syrkres" reply="5" id="3666531"] yep, that makes Bureau better (which I never build anways - Antimatter is so much better). but this would make it more likely to build one. PS: can you put it on Nexus? [/quote] Um, I haven't done that before. I'll look into that.
[quote who="Frogboy" reply="2" id="3666453"] I like this idea. I wouldn't mind having some late game tech that allowed the player to do what you describe. But I wouldn't want it early game. [/quote] Thanks, I didn't think that I'd could be the only one who depended on starbases. :) As this was my first mod, I didn't want to go for anything all that complicated. I would note that a Bureau of Labor costs 151, once you have