Anon Zytose
Time Traveler
- Joined
- Apr 18, 2006
- Messages
- 141
Hi, everyone. Since 2008, I've been working on a rearrangement mod to Sid Meier's Alpha Centauri that I decided to call Beacon Spire. It's basically a collection of alterations made in an attempt to enhance gameplay.
This mod is intended for vanilla SMAC. You do not need Alien Crossfire to play it. However, the faction files are SMAX-compatible.
The files are available here. Hopefully, they'll also be available via zip file soon.
Faction Agendas and Personalities:
Upward Growth Incentive:
Unit production dis-incentives:
Secret Project Difficulties:
Social Engineering:
Tech tree:
Terraforming:
Unit Powers:
Major non-changes:
Very recent changes:
There are many other changes to things. Check out the .txt files for more details.
The amount of beta testing that I alone can do is too limited. What you can do is check out the mod and tell me if, say, something is too weak to ever be useful or so powerful that it has to be sought out early every time. Any assistance you can provide there will be much appreciated and can lead to the creation of what I hope to be a better gaming experience.
Additionally, the older versions of this post are at WePlayCiv.com and [http://www.apolyton.net/forums/showthread.php?t=191918]Apolyton[/url].
Thanks!
-Anon Zytose a.k.a. Time Traveler
This mod is intended for vanilla SMAC. You do not need Alien Crossfire to play it. However, the faction files are SMAX-compatible.
The files are available here. Hopefully, they'll also be available via zip file soon.
Faction Agendas and Personalities:
Spoiler :
Yang's ideology is now Planned. His anti-ideology is now Free Market.
Santiago's anti-ideology is now Democratic.
Lal's anti-ideology is now Power. Also, Build has been added to his list of priorities.
Morgan's anti-ideology is now Green.
Deidre's anti-ideology is now Planned.
As a result, for each faction, there are two other factions that tend to become enemies. One has an ideology you can only choose if not using your own ideology. The other has an ideology that is your own anti-ideology.
Lal and Zakharov are now pacifists. Miriam and Yang are now erratic. The other factions remain as aggressive as before, but no one is outright aggressive anymore. Even the pacifists will declare vendetta soon enough anyway.
Santiago's anti-ideology is now Democratic.
Lal's anti-ideology is now Power. Also, Build has been added to his list of priorities.
Morgan's anti-ideology is now Green.
Deidre's anti-ideology is now Planned.
As a result, for each faction, there are two other factions that tend to become enemies. One has an ideology you can only choose if not using your own ideology. The other has an ideology that is your own anti-ideology.
Lal and Zakharov are now pacifists. Miriam and Yang are now erratic. The other factions remain as aggressive as before, but no one is outright aggressive anymore. Even the pacifists will declare vendetta soon enough anyway.
Upward Growth Incentive:
Spoiler :
No one gets extra drones. Everyone gets extra talents (per 10 citizens for Zakharov, per 2 for Lal, per 4 for everyone else.)
Hab facilities are less expensive and population limits before getting them are higher.
Colony pods are significantly more expensive They're also faster, meaning less time is lost in choosing a site more than two spaces away.
Nutrients are more abundant in general. Even in the earlier game as farms are more effective and they, along with getting 3+ nutrients in a square, have no prerequisite.
Standard number of nutrients per row is down from 10 to 8.
Hab facilities are less expensive and population limits before getting them are higher.
Colony pods are significantly more expensive They're also faster, meaning less time is lost in choosing a site more than two spaces away.
Nutrients are more abundant in general. Even in the earlier game as farms are more effective and they, along with getting 3+ nutrients in a square, have no prerequisite.
Standard number of nutrients per row is down from 10 to 8.
Unit production dis-incentives:
Spoiler :
Units are more expensive. Especially Colony Pods and Terraformers at 12 and 9 mineral rows, respectively.
Support rates are generally lower, and not as easy to raise back up.
Clean reactors are more expensive and terraformers are no longer allowed to have them.
Support rates are generally lower, and not as easy to raise back up.
Clean reactors are more expensive and terraformers are no longer allowed to have them.
Secret Project Difficulties:
Spoiler :
Most secret projects are more expensive. Not so for strictly one-city projects, but ones that promote infinite city sprawl are fiercely expensive. Any project that provides a certain facility to every base now costs at least 15 times as much as the facility itself.
Costs to hurry production for all factions is doubled, lowering the usefulness of both sidestepping the industry from the start and making use of stockpile energy from other bases.
Supply crawlers are completely disabled from the game, greatly reducing the effectiveness that other bases can offer for building a project.
As an added note: no secret project is provided by a tech below level 3. The Virtual World, Command Nexus, Merchant Exchange, Weather Paradigm, and Human Genome Project have all been moved up.
Costs to hurry production for all factions is doubled, lowering the usefulness of both sidestepping the industry from the start and making use of stockpile energy from other bases.
Supply crawlers are completely disabled from the game, greatly reducing the effectiveness that other bases can offer for building a project.
As an added note: no secret project is provided by a tech below level 3. The Virtual World, Command Nexus, Merchant Exchange, Weather Paradigm, and Human Genome Project have all been moved up.
Social Engineering:
Spoiler :
Every option (other than Frontier, etc.) is engineered to be as worthwhile as its competitors in both the long run and the short run. This has led to some wacky results like the support modifiers in Police State and Democratic being replaced with Planet modifiers.
Only the Morganites can get +2 Economy without Free Market, and only through a +1 Economy bonus in Eudaimonic. Wealth's +1 economy got replaced by a probe bonus.
It is impossible to pop boom through social engineering. Democratic only provides +1 Growth, and the Children's Creche and Golden Ages seem to have followed somewhat. Combine these with Planned, and one can only get as high as +5. The Spartans, the ones now with the +1 Growth bonus, can no longer run Democratic. Eudaimonic no longer provides a growth bonus. The Cloning Vats remain as both the only way to pop boom and the largest application of Biomachinery, and they are very, VERY expensive to build.
It is completely impossible to have -4 Efficiency. The lowest you can get is -3 with Lal running Police State (which is possible in this mod but very unlikely for an AI Lal).
Frontier, etc. now have traits. Most of these traits are replicated for all social choices in their respective categories. In some cases, such additions cancel out other present effects (like -1 Efficiency for all Politics running into +1 Efficiency with Democratic).
Most social choices are milder in total effect. At least in relation to the start option and each other.
Only the Morganites can get +2 Economy without Free Market, and only through a +1 Economy bonus in Eudaimonic. Wealth's +1 economy got replaced by a probe bonus.
It is impossible to pop boom through social engineering. Democratic only provides +1 Growth, and the Children's Creche and Golden Ages seem to have followed somewhat. Combine these with Planned, and one can only get as high as +5. The Spartans, the ones now with the +1 Growth bonus, can no longer run Democratic. Eudaimonic no longer provides a growth bonus. The Cloning Vats remain as both the only way to pop boom and the largest application of Biomachinery, and they are very, VERY expensive to build.
It is completely impossible to have -4 Efficiency. The lowest you can get is -3 with Lal running Police State (which is possible in this mod but very unlikely for an AI Lal).
Frontier, etc. now have traits. Most of these traits are replicated for all social choices in their respective categories. In some cases, such additions cancel out other present effects (like -1 Efficiency for all Politics running into +1 Efficiency with Democratic).
Most social choices are milder in total effect. At least in relation to the start option and each other.
Tech tree:
Spoiler :
Lots of reorganization here! Of the 77 tech advances, 49 have at least one change each to their direct prerequisites. (Transcendent Thought is one of the other 28.)
Everything leads to something of the next level, with the possible exception of Transcendent Thought.
Applications are more evenly spread, making it less worthwhile to beeline to something way ahead.
Four tech advances (Centauri Ecology, Ethical Calculus, Polymorphic Software, and Planetary Economics) are each one tech level higher than before.
By contrast, 37 of the tech advances are each at least one level lower. Transcendent Thought itself is now level 12.
The priority levels of the tech advances have been reworked, based partially on who would seek out which applications. Now, 42 of those techs are a different color.
Also, here's a little mini-chart of the tech tree layout.
Everything leads to something of the next level, with the possible exception of Transcendent Thought.
Applications are more evenly spread, making it less worthwhile to beeline to something way ahead.
Four tech advances (Centauri Ecology, Ethical Calculus, Polymorphic Software, and Planetary Economics) are each one tech level higher than before.
By contrast, 37 of the tech advances are each at least one level lower. Transcendent Thought itself is now level 12.
The priority levels of the tech advances have been reworked, based partially on who would seek out which applications. Now, 42 of those techs are a different color.
Also, here's a little mini-chart of the tech tree layout.
Terraforming:
Spoiler :
Farms and Forests provide 2 nutrients each, but also take a little longer to set up.
Terraforming in general takes less time to build, to make up for how terraformers are more expensive. This is especially true for improvements that don't increase resources.
Condensers, Echelon Mirrors, Elevation Changes, Boreholes, and Soil Enrichers all require higher tech advances ranging from Superstring Theory to Matter Compression. Oh, and the Weather Paradigm now requires Advanced Ecological Engineering.
A lot of sea improvements also got moved up the tech tree some, but have been made more effective.
Some sea improvements that were impossible before (like Sea Boreholes) are possible now.
Terraforming in general takes less time to build, to make up for how terraformers are more expensive. This is especially true for improvements that don't increase resources.
Condensers, Echelon Mirrors, Elevation Changes, Boreholes, and Soil Enrichers all require higher tech advances ranging from Superstring Theory to Matter Compression. Oh, and the Weather Paradigm now requires Advanced Ecological Engineering.
A lot of sea improvements also got moved up the tech tree some, but have been made more effective.
Some sea improvements that were impossible before (like Sea Boreholes) are possible now.
Unit Powers:
Spoiler :
The strengths of the weakest weapons and armors available are 2 each. Lasers and Synthmetal are now only 3/2 as effective as their no-tech counterparts.
The Fission Plant got renamed into the Electric Battery. The Fusion Reactor got renamed to the Fission Plant and now has no prerequisite. Because predesigned units automatically get reactor 1, I gave most of them Plasma Steel Armor and predetermined costs set to match their Reactor-2 counterparts.
The Quantum Chamber got renamed into the Fusion Reactor and is now the only application of Fusion Power. (Good enough if you ask me, considering the 50% hit point boost and drop in costs.)
Hovertank speed is raised from 3 to 6.
Predesigned Colony Pods and Terraformers are fast: speeders and cruisers.
'Copters are slow and Gravships are even slower. To keep Unity Choppers and Locusts of Chiron from being too slow to be effective, I gave them both Antigrav Struts.
So far, there are two ways to enter the sea before Doctrine: Flexibility. One is though a Unity Former. The other is to research Polymorphic Software first and build a probe foil Predesigned Unit.
The Fission Plant got renamed into the Electric Battery. The Fusion Reactor got renamed to the Fission Plant and now has no prerequisite. Because predesigned units automatically get reactor 1, I gave most of them Plasma Steel Armor and predetermined costs set to match their Reactor-2 counterparts.
The Quantum Chamber got renamed into the Fusion Reactor and is now the only application of Fusion Power. (Good enough if you ask me, considering the 50% hit point boost and drop in costs.)
Hovertank speed is raised from 3 to 6.
Predesigned Colony Pods and Terraformers are fast: speeders and cruisers.
'Copters are slow and Gravships are even slower. To keep Unity Choppers and Locusts of Chiron from being too slow to be effective, I gave them both Antigrav Struts.
So far, there are two ways to enter the sea before Doctrine: Flexibility. One is though a Unity Former. The other is to research Polymorphic Software first and build a probe foil Predesigned Unit.
Major non-changes:
Spoiler :
Graphics files are the same. (You're only downloading text files.)
Virtually nothing is renamed.
Only Supply Crawlers and Quantum Chambers were actually disabled. And only by name for the Quantum Chamber.
Virtually nothing is renamed.
Only Supply Crawlers and Quantum Chambers were actually disabled. And only by name for the Quantum Chamber.
Very recent changes:
Spoiler :
Each faction gets a free terraformer at the start of the game.
Morgan's anti-ideology was switched from Planned to Green.
Deidre's anti-ideology was switched from Free Market to Planned.
Yang's anti-ideology has been switched from Green to Free Market.
Population limits before hab complexes and habitation domes have risen from 9 and 16 to 10 and 20.
Morgan's anti-ideology was switched from Planned to Green.
Deidre's anti-ideology was switched from Free Market to Planned.
Yang's anti-ideology has been switched from Green to Free Market.
Population limits before hab complexes and habitation domes have risen from 9 and 16 to 10 and 20.
There are many other changes to things. Check out the .txt files for more details.
The amount of beta testing that I alone can do is too limited. What you can do is check out the mod and tell me if, say, something is too weak to ever be useful or so powerful that it has to be sought out early every time. Any assistance you can provide there will be much appreciated and can lead to the creation of what I hope to be a better gaming experience.
Additionally, the older versions of this post are at WePlayCiv.com and [http://www.apolyton.net/forums/showthread.php?t=191918]Apolyton[/url].
Thanks!
-Anon Zytose a.k.a. Time Traveler