God-Emperor
Deity
It has occurred to me that there are a lot of things in my FF mod-mod, but it was posted pretty much without an indications as to what is in there. (It has been downloaded 14 times so far, so somebody is hopefully giving it a look.) It does include a change log, but that is a complete list of python alterations and XML tag changes and whatnot.
Therefore, so people can get some idea of what might be added to Final Frontier Plus in future versions, I have compiled a more readable list of what is in it. I may have left a thing or two out, but this should cover it pretty well:
Note that there is some additional art for the new stuff, but not all of it has new art. Unique units are identical to the regular units they replace.
Therefore, so people can get some idea of what might be added to Final Frontier Plus in future versions, I have compiled a more readable list of what is in it. I may have left a thing or two out, but this should cover it pretty well:
Spoiler :
Code:
Finaler Frontier changes, V0.1:
All Python fixes from the official mod thread are in. There have also been
some additional python tweaks, mostly to help out the AI a little.
Uses the BtS Better AI (BBAI) DLL.
Maximum trade routes per system has been increased to 12.
Maximum experience kept after upgrading increased to 15.
Global warming turned off (every once in a blue moon it would happen in FF,
to no real effect except wiping out the occasional feature).
Map Features:
Grav Fields (around black holes): cause 10% damage per turn
Victory conditions:
Influence victory now requires 4 systems at Legendary
Increased Legendary influence level requirements by about 50%
Added new Iconic level between Influential and Legendary
uses original Legendary influence requirement
has a 90% defense
Astral Gate Pieces now have a prerequisite project
Project:
Astral Gate Design: available at Ascendancy Theory tech, costs double
what an astral gate piece costs
Astral Gate Piece: doubled cost, require Astral Gate Design to build
Techs:
various: adjusted Flavor values
Vacuum Engineering: requires Synthetic Composites and Galactic
Epistemology, required to build delta (and omega) squadrons,
Moonbase, and The Great Rings Park, leads to Mechanized Labor,
required for Micromanufacturing
Astral Ascension: now requires Alloy Frame Construction
Mind-Machine Interface: requires Quantum Control, required to build
Nanotech Hospital, upon researching this tech every ship
(current and future) is granted the Neural Interface promotion
for free
Quantum Power: requires Mind-Machine Interface, gives +1 health and
+1 happy in every system, +1 move for starships, workers build
improvements +25% faster, required to build Q-Missiles, enables
Quantum Engines (Speed) promotion, upon researching this tech
every squadron, starbase, and missile (current and future) is
granted the Quantum Engines (Range) promotion for free
Nanocybernetics: requires Quantum Power, +1 health and +1happy in every
system, upon researching this tech every ship (current and
future) is granted the Neural Interface II promotion for free
Events:
The Partisans event is in, requiring no specific civic.
Also in: Breakthrough and Setback
Policies (Civics):
Traditional Military: now gives free support for 2 military units
Light Ship Doctrine: now gives free support for 4 military units
Capital Ship Doctrine: +1 happy from Capital Shipyard
Squadron Doctrine: +1 happy from Squadron Factory, free support for 8
military units
Traits:
A set of secondary traits has been added. Each is a roughly
half-strength version of the regular Civ trait.
Aggressive: +1 prestige to each unit, +25% to build
Training Compound and Flight School
Charismatic: +1 happy to each system, +25% to build
Interplanetary Beacon
Creative: +1 influence to each system, +50% to build
National Epic
Expansive: +1 health to each system, +25% to build
Construction Ship and Cryogenic Granary
Financial; +1 credit to each system
Imperialistic: +25% to build Colony Ship and Police Agency
Industrious: +25% to build Factory, Interstellar Exchange,
Institute for Advanced Research, and Industrial Complex
Organized: -25% civic upkeep, +25% to build Nutrition Facility
and Police Agency
Philosophical: +50% to build University, +25% to build
Research Lab
Protective: light, carrier, and capital ships get free Tracking
Equipment upgrade, +25% to build Star Fortress
Spiritual: no anarchy, +25% to build any value shrine
Leaders:
Each civilization has a second leader. This allows play with more
players without duplicate names.
Each leader has been given a secondary trait, with each of the two
leaders for each civ getting a different trait.
Buildings, changes to existing:
various: adjusted some of the Flavor values
Mining Facility: cost decreased slightly (from 45 to 42)
Spaceport: reduced credits bonus from 25% to 20%, added 20% trade
route bonus
Stardock: reduced trade route bonus from 50% to 25%, +1 trade route,
Red Syndicate build bonus reduced from 100% to 50%
Police Agency: now also gives +1 espionage point
Intelligence Center: now also gives +1 espionage point
Buildings, new regular:
Cryogenic Granary: +1 health, store 10% of food on growth
Flight School: +2 prestige to squadrons
Moonbase: +1 population limit for planet, extra population does not
produce food, +2 research points, can only be built on planets
with a moon
Nanotech Hospital: +1 influence, +1 health, +1 happy, +5% heal rate
Nanoextraction Upgrade: +1 production per population
Extended Habitation System: +1 to planet population limit
Buildings, new national wonders:
Heroic Epic: +100% build for military units, +4 influence
National Epic: +1 happy in this system, starts golden age, -20% war
weariness in this system, +8 influence
Institute for Advanced Research: +100% research, +4 influence
Interstellar Exchange: +100% credits, +2 influence
Industrial Complex: +20% production for each of these resources: oil,
titanium, iron, hydrogen, uranium; +1 influence
War College: +4 prestige to each unit, +2 influence
Office of the Ombudsman: reduces maintenance (as Forbidden Palace),
+1 espionage, +4 influence
Buildings, new world wonders:
Office of the Auditor General: reduces maintenance (as Versailles),
+4 commerce, +4 influence
The Great Rings Park: +2 credits, +1 trade route, +4 influence, can only
be build on a planet that has rings
Botanical Gardens: no unhealth from population, +1 to population limit
of planet, +4 influence
Workers' Memorial: no unhappiness, workers build improvements 10%
faster, +4 influence
Military Science Academy: free Trained Officers promotion, +4 influence
Universal Foundry: +2 production, +10% production, +4 influence
Founders Monument: -20% maintenance, starts a golden age, +4 influence
The Arsenal: +15% production for military units, +2 research,
+4 influence
The Shrine of Knowledge: +1 credit per system with Knowledge,
spreads Knowledge, +15% research, +4 influence
The Shrine of Power: +1 credit per system with Power,
spreads Power, +2 prestige, +4 influence
The Shrine of Religion: +1 credit per system with Religion,
spreads religion, +1 happy, +4 influence
The Shrine of Survival: +1 credit per system with Survival,
spreads Survival, +1 healthy, +4 influence
The Shrine of Wealth: +1 credit per system with Wealth,
spreads Wealth, +15% credits, +4 influence
Buildings, unique:
Technical Institute: Astrotech UB for University, extra +1 production
Research Institute: Avower UB for Research Lab, extra +1 happy
Assembly Plant: Halis UB for Manufacturing Plant, extra +5% production
Star Citadel: New Earth UB for Star Fortress, extra trade route,
extra +15% defense, extra 5% reduction in bombard rate
Space Park: Paradise UB for Spaceport, extra +5% credits, +1 influence
Starbazaar: Red Syndicate UB for Stardock, extra +2 espionage,
+1 influence
Public Broadcasting System: Brotherhood UB for Commercial Satellites,
extra +5% research, +1 influence
Nanoseparation System: Forge UB for Nanoextraction Upgrade, extra
+2 credits
Units, changes to existing:
bugfixes: ships requiring the capital shipyard or squadron factory had
it specified using the building class value, but the tag
requires the building type value; all have been fixed
Scout: +1 move (to 2)
Delta Scout: added free improved sensors
Omega Scout: +1 move (to 3), +1 strength (to 5), 1 first strike
Invasion Ships (all 3 generations): cause some collateral damage
(25% rating) to a maximum of 5 units (they can now use the
collateral damage increasing promotions)
Omega Battleship: strength increased to 54 (it is now also +50% over
the previous generation, like all other generational increases)
Anti-Ship Missile: changed prereq tech to Military Academies
Starbases (all 3 generations): given 20% intercept chance
Delta Fighter Squadron: given 5% evade chance
Omega Fighter Squadron: given 10% evade chance
Units, new:
Assault Missile: weaker than A-S Missile (2 vs. 3) but gets +100%
bonus when attacking star systems and causes a small amount of
collateral damage to up to 2 units
Delta Assault Missile: ditto, but strength is 3 (vs. 5)
Omega Assault Missile: ditto, but strength is 5 (vs. 7)
Q-Missile: upgrade for both types of Omega Missile (longer range,
stronger, also does some collateral damage to up to 3 units),
requires new Quantum Power tech
Q-Squadron: upgrade for all Omega Squadrons, a bit better than the
fighter as a fighter and the bomber as a bomber, requires both
Quantum Power and Galactic Domination
Units, unique:
Recon Ship (3 generations): Avower UU for Scouts; can attack, a little
stronger, small chance to intercept, small chance to withdraw,
receive free unique promotions for extra sensor range instead
of the standard promotions which allows it to also take the
standard sensor range increasing promotions
Long-Range Bomber Squadrons (4 generations): Paradise UU for Bomber
Squadrons (all 3 generations) and Q-Squadron; +1 range,
+5 increase to both collateral damage rating and collateral
damage limit
Missile Frigate (3 generations): Astrotech UU for Destroyer; reduced
strength (5/8/12 vs. 6/9/14) can carry missiles (2 for omega
1 for others), +5% intercept chance (35/40/45 vs 30/35/40),
reduced cost from 50/100/200 to 45/90/180
Rapid Construction Ship: Red Syndicate UU for Construction Ship;
+1 move (to 3), +10% work rate
Battlecarrier (3 generations): New Earth UU for Battleships; -2/3/4
strength (22/33/50 vs. 24/36/54), can carry a squadron (regular,
delta) or 2 (omega).
Battlecruiser (3 generations): Brotherhood UU for Cruisers;
+20% strength (12/18/27 vs. 10/15/22), bombard rate increased
from 10 to 15
Planetary Siege Unit (3 generations): Forge UU for Invasion Ship;
+1 first strike chance, increased collateral damage amount and
limit and max ships affected, +10% bombard rate (from 0)
System Defense Boat (3 generations): Halis UU for Planetary Defense
Ship; increased strength (5/7/11 vs. 4/6/9), 1 first strike
chance for regular and delta, 1 first strike for omega,
speed of omega reduced from 2 to 1
Promotions, changes to existing:
PROMOTION_SCOUT_III_SIGHT (the second of 2 that are called
"+1 Visibility Range" in the Civilopedia): changed from
+2 visibility to +1 (this is used by the Delta and Omega Recon
Ship UUs)
Advanced Weapons: requires Long-Range Weapons
Upgraded Computers: +15% collateral (was +10), +5% withdraw (was 0)
Improved Computers: +15% collateral (was +10), +5% withdraw (was 0)
Advanced Computers: +15% collateral (was +10), +5% withdraw (was 0),
requires Intuitive Computers
Upgraded Shields: added tech prereq of Shield Generation
Improved Sensors: added tech prereq of Radar Polymers
Upgraded Stealth: added a first strike chance
Improved Stealth: added a first strike chance
Advanced Stealth: added a first strike chance
Trained Officers: added a first strike chance
Squadron Tactics: added tech prereq of Survivalism
Capital Ship Tactics: added tech prereq of Shock and Awe
Carrier Ship Tactics: added tech prereq of Squadron Focus
Interception I: added tech prereq of Light Craft Manufacturing; now also
available to starbases
Interception II: added tech prereq of Squadron Focus; now also
available to starbases
Advanced Bridge: requirement changed to Improved Sensors or
Improved Computers
Ace: requirement changed to Improved Weapons or Advanced Computers
Promotions, new:
Neural Interface: +5% strength, 1 first strike chance - given for free
when Mind-Machine Interface is researched; applies to Recon
Ships, Squadrons, Light Ships, Carrier Ships, Capitol Ships, and
Starbases
Neural Interface II: +5% strength, 1 first strike chance - given for
free when Nanocybernetics is researched; applies to Recon Ships,
Squadrons, Light Ships, Carrier Ships, Capitol Ships, and
Starbases
Quantum Engines (Range): +1 range, +10% strength - given for free when
Quantum Power is researched; applies to Squadrons, Starbases,
and Missiles
Quantum Engines (Speed): +1 move, +10% strength, requires Quantum
Engines tech; applies to Recon Ships, Light Ships, Carrier
Ships, and Capitol Ships
Fusion Weapons: +15% strength, requires Advanced Weapons promotion,
requires Fusion Weapons tech; applies to Light Ships, Carrier
Ships, Capitol Ships, and Starbases
Note that there is some additional art for the new stuff, but not all of it has new art. Unique units are identical to the regular units they replace.