rspiccaver

rspiccaver

Joined Member # 5866460
4 Posts 85 Replies 8,880 Reputation

[quote who="DARCA1213" reply="36" id="3563318"] Dude I am not army computer right now (its broken anyways) but there is one file called game pace defs that has research pace values for all civs. You can alter it to make the very slow setting be as slow as you want or make a very very slow setting if you desire. Saves you alot of time. you can alter production rates too or make it so only do shipyards produce slower, whatever you want you can do it.without editing every tech value.<b

48 Replies 431,746 Views

[quote who="Christian_Akacro" reply="35" id="3563223"] Quoting Christian_Akacro, reply 27 Edit- Does this mean that each race enters the new age at different times depending on how many techs they've researched? [/quote] Yes, this is how it works, you need x amount as defined in TechA

48 Replies 431,746 Views

Eureka! :) Found my missing variable, HABITABLE planets! LOL it's been a long slog but so close now! [e digicons]:D[/e] [e digicons]:D[/e] [e digicons]:D[/e] Of course that's the fun trying to see through something opaque... it must be hardcoded into the game.

48 Replies 431,746 Views

Feel like I'm hitting my head against a brick wall but I have made a breakthrough I think. For the life of me I couldn't work out exactly (mathematically) how the multiplier and exponent were affecting tech rates. Then I realised that research values are adjusted by a hidden value based on map size. The only modifier based on map size I can find in the xml is the ship range one and it's not using that value... so right now I can't seem to pin down the exact formula but it

48 Replies 431,746 Views

I'm working on the research values right now, Saruboy did a great job with his script but I am looking for a much lower maintenance solution and I've been playing with the tech inflation values in the xml. It's simply a case of working out the exact formulas the game applies them to. The fact that costs are inflated exponentially means any change to those values could be too extreme to play.

48 Replies 431,746 Views

[quote who="Christian_Akacro" reply="27" id="3562964"] Wait... that's what those numbers mean, number of techs researched?! I was never able to ken that. That is prime fodder for a new tooltip right there. Why wouldn't it mean anything in practice? Wouldn't doubling that number make your age about 30%-50% longer, assuming you continue to build out research? [/quote] Yes, modifying "TechAgeDefs.xml" will indeed change the number of techs required to be

48 Replies 431,746 Views

Saruboy, I'll take a look at the math and I think I'll give your script a try once I finish ironing out some of the bugs I found in my last game :) I can't play without trying to find solutions for them! I'm also not sure they have any inclination to change to the vanilla research costs even though I think they are absurd LOL. I think this is a mod community area.

48 Replies 132,734 Views

So I've decided to look at some of the issues I've discovered in game that seem like errors. Some MAY be working as intended but they don't make sense to me so I've changed them for now. Here is a list of some of the "workarounds" I've made. I'll try to clean it up later and add some more but it's bedtime, there's a couple of credits to add also :) Fixes for: Cultural traits granted to one too many colonies 2nd Tr

15 Replies 62,192 Views

I was only playing on tough (genius AI) on a gigantic map and had 70 planets at end game after I annexed a load with enticing ideology towards the end. Most of the game I had about 45 and I was stomping through research way before this. I do think there were a few too many planets for my taste so will probably reduce habitability on future games. Regardless, when my homeworld alone is generating 3x the most expensive tech cost per turn there is something wrong. I c

48 Replies 132,734 Views

I'll start off by saying I love GalCiv, I was a huge fan of GalCiv2. However, I think the balance in GalCiv3 is completely wrong in regards to economy and research. I've just finished my first game (tech victory) and just before I won I was generating just over 31k research per turn. My capital Earth was turning 2715 research alone and was far from it's max potential (only 35 population and half the buildings were low tier since I couldn't keep up with manufacturi

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The engineer trait and the ideology trait do indeed stack to give zero shipyard decay. I can send my entire military production from any planet to any shipyard at 100% efficiency as pragmatic human. I agree that colony/transport population aren't included in this however.

6 Replies 22,333 Views

How about adding a penalty to the civilization capital? I've been thinking about this myself as researching a tech per turn is a bit off putting for me. This is the current (imo crazy and I've modded it out) bonus applied to the research cloister line of buildings which increases total civ research by 50% Research <T

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Is the insane bonuses you get from building the Research Cloisters / Quantum Research Foundation / Ascension Gate working as intended? Currently you receive a 50% / 100% / 200% bonus to your total faction research value. I.e. in my current game I'm producing ~12k research per turn, building the research cloister changed this to ~18k and the quantum to ~24k per turn, the ascension gate will be ~36k. What's more is that even though they are player achievements a

0 Replies 4,576 Views