Crazy Spatz's Alpha Centauri Mod

Go into your capital. Look at the list of completed buildings; see if there's one labeled "Happiness Bonus". Only three things can create that building:
> Empath specialists slotted in this city. (Does not update until the end of the turn, so you won't see it immediately vanish if you unslot any Empaths.)
> The Head Start bonus for your first few techs when you start in a later era (doesn't apply to you)
> The Repeatable tech at the end of the tech tree. (As with the Empaths, it only updates at the end of the turn.)

So go into your capital. Manually adjust specialists to remove any Empath specialists from any buildings you have. (They're the green ones.) End the turn. If, at the start of the next turn your capital still has the building named "Happiness Bonus", then you ARE getting the bonus for repeating the tech. It might just be getting drowned out by the unhappiness from all that population growth.



Also Transcendence. I don't give you the option of disabling the Transcendence victory or the space race any more.

With the way I've structured Happiness, you can't hold off the unhappiness indefinitely; you WILL run out eventually if you keep playing long after the end of the tree.

I guess the population growth was drowning out the happiness boost. I must have been playing an earlier version because transcendence was disabled.

I kind of wish it would be a option to disable transcendence as I just enjoy playing to the end of my games. I'm not a fan of single minded victory conditions. Also, I think once you reach transcendence, happiness should never be a problem again but I guess it doesn't matter if the victory condition is automatically enabled.

I just increased the happiness bonus from transcendence in my game and had a great time. This mod is really well made. Thanks
 
I kind of wish it would be a option to disable transcendence as I just enjoy playing to the end of my games.

This mod is basically defined by the two custom events: the Breakout (which forms the transition from the vanilla game to my new content), and the Transcendence process. Without those, it's just a pile of random techs. Sure, they're well-arranged techs, containing finely balanced units and buildings and an incredible set of custom Wonders, sure, but still just a pile of techs. This is a big part of why I've basically prohibited the disabling of either of these. (Also, too many people were accidentally disabling them and then complaining about how nothing worked.)

But if you REALLY want to turn it off, there's a simple Lua command for that; it should just be:
PreGame.SetVictory(GameInfoTypes.VICTORY_TRANSCEND, false)

Frankly, I think one of the biggest failings of Civ5 in general is that it lacks any kind of real "event" system. In the vanilla game, the only two periods where the game noticeably shifts are the post-Astronomy race to new continents, and the space race. Frankly, I'd have liked to see more things along those lines; the original SMAC had plenty of "solar flare" type events, and they could easily have done the same. Things like a "Dark Age" where research is slowed and growth increases, to an "Enlightenment" where the reverse happens. If the game periodically shifted its underlying values in a semi-random way, it'd make the strategy much more involved.

But there's a simpler reason why I force Transcendence to stay on: because it's basically useless. Seriously, even if you started a game in the Industrial or Nuclear, once you hit the Fusion Era, you should have been able to easily win the game militarily, diplomatically, and/or culturally pretty much at whim. The whole point of the Titan units is that they're "game over" units capable of devastating your opponents single-handedly. So at present, the only way you'd ever reach Transcendence naturally is if you're trying hard NOT to win, or if you're continuing to play after another victory condition has already been achieved.

Now, right now I think people hit the "mopping up" stage in the late Digital/early Fusion, and I'd ideally like that to be more like the late Fusion or even early Nanotech, so that people might, under the right conditions, actually reach transcendence naturally. So I'm still tweaking the game balance. But for now it's more flavor than anything else.

Also, I think once you reach transcendence, happiness should never be a problem again but I guess it doesn't matter if the victory condition is automatically enabled.

Well, Transcendent Thought does give +1 happiness, but I've wondered if that was enough, if it should be bumped to +2 or higher. I just rarely play much beyond the point where I win, because I need to play as many games as possible between versions, so it's hard to get a read on the balance at that point. Obviously +1 or +2 isn't even going to come close to offsetting the unhappiness from continued population growth, but if you've gone through 20 turns of transcendence shrinkage, you should have tons of happiness to spare. (Of course, if the event isn't triggering because you'd already won, then that wouldn't have happened.)
 
Played my first game against your latest build last night. Settings were Continents/Standard/ Emporer/Industrial/ Germany.

In the past I've mentioned that I have benchmark events which I use as litmus tests against various builds, as I find these events to be good indicators that things have changed. Two of these benchmarks are the Sistine Chapel and the Cristo Redentor. In the past I have almost exclusively always gotten both of these, whereas last night I lost out on the SC by eight turns, and then the CR was built right after I discovered the tech in order to build it (the game didn't tell me who had built them, so I can't give any helpful info in that regard). Question: is this a fluke, or have you tweaked these items so that the AIs put higher priorities on them?

Was also at war most of the game with the Japanese and Greeks and ALL their associated C-S: kept expecting the AIs to belly up to the table and give me some good tribute, but neither one did (this is a credit to the AIs! :goodjob:). The AIs also had an annoying habit of waiting and building up their forces before launching their next offensive against me (as opposed to in the past where I'd developed a tactic/ exploit whereby I kept an AI down by not accepting a peace treaty with them, and the AI would continueally dribble one and two units at me).

Also, not one single crash last night!

D
 
last night I lost out on the SC by eight turns, and then the CR was built right after I discovered the tech in order to build it (the game didn't tell me who had built them, so I can't give any helpful info in that regard). Question: is this a fluke, or have you tweaked these items so that the AIs put higher priorities on them?

Nothing I'd done should have significantly changed the AI's priorities in that stage of the game, although I did tweak a few Nuclear Era tech flavors. It's probably just the normal flavor randomization causing one AI to really, really like cultural wonders, combined with a good starting location.

Also, not one single crash last night!

I think the days of constant crashing are behind us, at least until I need to turn that flag back on again to include any changes I make to the landmark system.

---------------------------------

Patch .383 came out today, and from what I can tell, there are a few incompatibilities. Probably nothing that would cause things to break horribly, but the devs altered quite a few of the UI tooltip scripts that I've changed. The big balance problem, though, is the Harbor/Seaports/Trade Unions triad; the devs have changed these in ways somewhat similar to my own changes, but in ways that stack badly with my own. So until I fix it, it's very unbalanced to use these buildings.

I'll try to fix the incompatibilities tonight and push out a relatively small 1.06 before the weekend.
 
Frankly, I think one of the biggest failings of Civ5 in general is that it lacks any kind of real "event" system. In the vanilla game, the only two periods where the game noticeably shifts are the post-Astronomy race to new continents, and the space race. Frankly, I'd have liked to see more things along those lines; the original SMAC had plenty of "solar flare" type events, and they could easily have done the same. Things like a "Dark Age" where research is slowed and growth increases, to an "Enlightenment" where the reverse happens. If the game periodically shifted its underlying values in a semi-random way, it'd make the strategy much more involved.)

I agree that more game events could be fun if implemented well in a non-frustrating way.

I personally just don't like game ending events. I guess that's just my preference. I like having to form a well balanced civ in order to survive, not worry about loosing because some other civ beat me to some arbitrary culture value or built something before I did. That's just my personal preference though.
 
I personally just don't like game ending events. I guess that's just my preference.

I see your point, but this is really no different than any other victory condition. Complete the process and it SHOULD just bring up the usual victory screen, with the "one...more...turn" option to return to playing freely. So if you want the game to continue, you can do that. But if you want to WIN before continuing, then you just have to make sure you start the transcendence process before the AIs do.

Beyond that, it was a judgment call. I had to balance the few people that wouldn't want to be forced into a transcendence process, versus the many who'd accidentally turn it off during setup out of habit, and then wonder why they couldn't build the project when the time came. Based on the feedback from the people who sent me information at that time, it was pretty clear which way it needed to go. Now, I could eventually re-enable the toggle in the setup screen and force the default to be On, but only if I can also affix a warning popup that explains that doing so will affect certain parts of the game for those people who disable everything but conquest out of habit. Same for the space race; some people have complained about the space race and Breakout, but without those, how would you unlock the Centauri technologies and transition the Barbarian faction to its new units? I'd have to add a whole other mechanism just for those people, so it's easier to force the space race to be on.

And it's not just an arbitrary cutoff for any of the victories. If a player reaches enough policies to win a Cultural victory, then he's basically run out of policies to take, and if it's an AI then he'll really have problems continuing after that point. If he has enough allies to win a Diplomatic victory, then he's basically got all of them, and if that doesn't win then the AI will have been crippled for making allies unnecessarily. And obviously, if he can win at Domination, then the game's over. Extending the game beyond any of those thresholds is generally not a good idea, because there's just nothing left in those categories and the AI's behavior basically falls apart; the Science wins (Space race in vanilla, Transcendence in this mod) are just the ultimate extensions of that. Once you get to the point where everyone's just repeatedly taking the final tech, it really goes downhill for the AI.

Now if you'd read through my earlier posts, I'd envisioned the transcendence process to be a bit more... involved than the current implementation, but I was hampered by the inherent limitations of the current AI. Instead of just anarchy, war, and a fixed 20 turns of shrinking cities, there was going to be a whole race involving ascending specific types of great people and such. I'm open to suggestions on how to restructure the process to be more involving for the players; honestly, the space race is one of the things I think Civ5 did right, in that it's not the trivial "build this wonder and the game ends" that most of the previous games relied on, so clearly there's room for a little complexity.
One idea was to switch to a point-based race, where great people are worth X, city populations are worth Y, and so on, but it'd have to be implemented in a way that didn't disadvantage the AI, and that'll probably have to wait until after the DLL is released.
 
I may not like game ending events but transcendence is a really good one. I like the idea and it seems to be implemented well. I am definately an oddity when it comes to my playing preferences. I think most people prefer win conditions and would get bored with a 3000 turn marathon game. You are right to cater to the majority. I don't mind adjusting a few things to my liking.

Playing your mod was the first time I built the spaceship and I enjoyed that it was just part of the game and not a win condition.

I wish there was a way to keep things interesting during the repeatable tech period. It would be nice to have a choice between a few repeatable techs that increase a value each time they are researched like happiness, culture, military (free XP?) etc... but then there would have to be a way to necessitate those increases. It would be easy to have a reason to have a stronger military (compete with rivals, fight off spore towers) but there would have to be a need for increased happiness, culture, gold, etc... It would be nice to have a reason other than score to research future techs, but I guess most games are over by that point anyway.
 
It's funny. Your mod actually works better on larger than large maps. On maps like my TSL and my Permian Pangea, domination and diplomatic victories are extremley hard to achive while trancendence and cultural are the easiest. Cultural victory will alway be the easiest way to win, but on these massive maps domination becomes so hard to pull off due to sheer distance that trancendence becomes more practical. The distance also makes orbital weapons more than just extra air strikes since they can reach over the vast distance, almost makes the game feel more like a real world.
 
You are right to cater to the majority. I don't mind adjusting a few things to my liking.

I try to work both sides, and support whatever methods the people who play the mod prefer. Back when I first started, I'd intended all players to begin the mod in the Ancient Era and play through, but enough people wanted to start closer to the custom content that I've now spent more time balancing the game for an Industrial start than anything else.
It's just that in this particular case, the easiest and least problematic way to fix the issue happens to work against you. I'll see if there's any easy way to make it more flexible.

Playing your mod was the first time I built the spaceship and I enjoyed that it was just part of the game and not a win condition.

Exactly. The game should have had a series of these along the way, things that you don't absolutely have to do but which define their eras in various ways. It would have made things so much more interesting.

Imagine if, in the late Medieval/early Renaissance, you had to complete a series of artistic Projects to trigger the "Enlightenment", a pseudo-Golden Age that boosts scientific research, happiness, and growth (instead of the usual production and gold) for a long period of time.
Imagine a mid-Industrial "World War" event where everyone is FORCED into a war, even if they didn't want to fight, with their "side" automatically set for them based on their relationships. (Be careful not to be the one guy everyone hates...)
Imagine an Age of Colonization, where you are given a supply of free Colony Ships that, when used to settle new continents, create new city-states allied to you (instead of being cities you directly control), but that normal Settlers still see the oceans as impassable until after the end of that period (so that by the time you can get true settlers over there, all the good spots have been taken by colonies loyal to your enemies).
Imagine an Age of Revolution where any captured city-states or cities in unhappy empires have a high chance of splitting off into independent nations, but where these new nations' alliances can be bought cheaply by folks angling for a diplomatic win.

I could go on, but you get the idea. You could have a dynamic environment where each era is defined by a certain task or temporary ruleset that everyone's gameplay shifts around, similar to how the Nuclear Era focuses on the spaceship (but if you don't build a ship, you don't lose THAT much). I've really been tempted to create a new mod that does exactly this, with one key event or rule change per Era, but it'll probably have to wait for the DLL to be done right.
The space race-Breakout combo is really just the prototypical event for this sort of thing. It shouldn't be the ONLY event, though, and I think that's a failing in the core game's design.

I wish there was a way to keep things interesting during the repeatable tech period. It would be nice to have a choice between a few repeatable techs that increase a value each time they are researched like happiness, culture, military (free XP?) etc... but then there would have to be a way to necessitate those increases.

I've actually thought the same; instead of a single Transcendent Thought, you could have a Transcendent Thought, Transcendent Art, Transcendent Creation, etc. that boost happiness, culture, production, etc., probably with Transcendent Thought being the +Happiness one. It'd require a bit of re-coding and a LOT of rebalancing, but it'd add a nice way to keep the Transcendent Era interesting.

The problem is that lore-wise, it doesn't make much sense to take this too far. The whole point of transcendence is that you stop worrying about worldly issues (hence the population decrease; most ascended folks aren't going to work in factories or fight your wars, even if they're still around). At best, you had the epilogue of SMAC's best ending where you saw what ascended folks could do, but it wouldn't be right to add military bonuses or anything to these paths.

It would be nice to have a reason other than score to research future techs, but I guess most games are over by that point anyway.

And that's the crux of it. By the time you get to that era, the game's already won and you're just trying to see the last little bits of custom content. Adding more content at that point just seems like a bit of a waste; if it's fairly straightforward, like the multiple repeatable techs mentioned above, then I'm fine with that. But anything more intricate is just overkill.

And this goes back to something I said before: I'm trying to make the typical endpoint, the point where you KNOW the game is won, occur in the late Fusion, whereas right now it's more like late Digital/early Fusion. And that means I need suggestions on how to rebalance things in the eras that still matter, to make it harder to finish the game so early. Things like:

> Raise the "Home Field Advantage" promotion from its current 10/20%, so that it's harder to sweep through other nations. OR, just boost the defensive abilities of several other national wonders to accomplish the same goal.
For instance, I'd thought about adding a Magna Carta national Wonder way back when, that added a significant defensive bonus (all infantry units +50% when defending, all cities +33% strength, that sort of thing) and added +1 food to unemployed Citizens, sort of a fifth member of the Wall Street/Red Cross/etc. set of 4 that I'd added previously. (Except that, of course, it'd be at an earlier tech than those others.)

> Raise the amount that culture costs scale with number of cities, back to its pre-patch values. Right now, there's really little downside to getting a massive number of cities if you want to go for a culture win. Or, I could REALLY slow down the rate at which culture buys policies, but add a less controllable way of acquiring them (like a KGB-esque national wonder that lets you randomly "steal" policies that other civs have). This'd make it harder to beeline towards a culture win.

> Make it harder to lock up all the city-states, where the cost of influencing a city-state rises as you gain more of them. (Possibly by type, where your second Maritime costs more than your first, or conversely, where having one Maritime makes other maritimes easier but makes culturals or militaristics harder.) Alternately, I've been looking into having city-states offer more missions to people they have no relationships with; right now, most of the high-yield missions (build a Wonder, get a certain Great Person) are only offered to players that have already built up some influence. This'd make it far easier to steal alliances from other folks.

See, that sort of thing. I need to know how people are winning the game, what technology level they're at when they win, and how close they or the AIs were to winning with one of the other methods. Unfortunately, despite the fact that over 200 people download each version, I get maybe six people commenting between each release, so it's REALLY hard to get this balanced correctly.
 
I've been keeping a pretty close eye on this thread for the past half month when I came across your mod during a time in my life when I was hungering for some more Alpha Centauri. First off, let me just say thank you for all the time and effort you've put into this mod! I've absolutely loved it so far and I always get even more excited every time I read about your next update.

I've only had one chance to play through it so far (I enjoy playing on huge maps and I delayed a little longer to discover more of the tech tree) and, like you said, by the digital age I knew I had won. Now, I do have a tendency to play with easier settings than most people, but my problem was that I just ran away technologically and the AI had simply no chance. That being said, I'm excited for 1.06 and playing with harder settings. When I do that I'll see if I can get you some better feedback.

P.S - For the record, I just registered this account so that I could give you feedback. You're right, for 200 downloads more input could be helpful. ;)
 
Nothing I'd done should have significantly changed the AI's priorities in that stage of the game, although I did tweak a few Nuclear Era tech flavors. It's probably just the normal flavor randomization causing one AI to really, really like cultural wonders, combined with a good starting location.

Well, two out of two now for the Cristo Redentor: last night's game (Germans/Continents/Standard/ Emporer/Industrial start) I did get the Sistine Chapel (this may have been skewed because I landed next to El Dorado, so was immediately able to buy a Windmill instead of spending 8 turns building it), however I again lost out on the CR. The other note I'll make is that in both games so far the Greeks have won via UN Vote (and in both instances it was done on the first vote), and have done so well before the Spaceship Race is nearing completion.

I'll play another game tonight against the Greeks, and if the same thing happens I'll use Firetuner and see who got what in regards to CR and SC.


D
 
Hell yeah! They buffed Tradition :cool:
Also always did think Brandenburg gate not worth it ...
Can't complain at this patch :lol:

Here's some feedback: Even on Deity difficulty I only ever struggle for gold in the early game, and by the time I get Porcelain Tower I can settle a LOT of RAs. The AI on the other hand rarely get less than 100 GPT no matter what :confused:
Also there's the problem that the AI doesn't seem to care for the Space Race: By the time I was researching for the last piece the first AI got Apollo program, yet they almost beat me: Mustn't that mean they had all the techs required but just didn't bother to go for it? :dubious:
 
Well, two out of two now for the Cristo Redentor: last night's game

Just to be clear, if you started a new game last night (meaning with the .383 patch), then quite a few things will be screwed up in the balance, mainly anything involving the Commerce branch. And yes, several building flavors were changed in the patch, so it might have caused the AI to prioritize these things a bit differently than before.

Combining v.1.05 with .383 will result in a huge increase in coastal cities, with Harbors and Seaports adding a LOT more gold than they should. 1.06 will fix this.

dezuman said:
Also always did think Brandenburg gate not worth it ...

What the devs have really done with changes like that is something I've advocated for a while: every Wonder should have some sort of "persistent" effect. In the original game, there were a good half-dozen Wonders that'd give a great person, a free tech, a golden age, a population boost, or a free policy. Once you'd built them, though, they contributed nothing. This screwed up the AI, because he'd try to conquer your wonder-heavy capital, not knowing that he wouldn't get anything from having the Wonders; the conqueror's score would go up for possessing the Wonders, which'd make the other civs hate him more, but he wouldn't get any benefit.
So now, every Wonder gives some small persistent benefit to its host city: a few happiness, some extra XP, et cetera. Ironically, there are still a couple in my mod that don't, but those are mainly the Nanotech-era ones (Cloning Vats, Universal Translator) that are intended to be an endgame boost.

Here's some feedback: Even on Deity difficulty I only ever struggle for gold in the early game, and by the time I get Porcelain Tower I can settle a LOT of RAs. The AI on the other hand rarely get less than 100 GPT no matter what

The early-game gold balance still needs a little tweaking. In an Industrial start, you start off struggling for money, then get a good profit once the cities are hooked up, then go back to struggling as you replace the roads with railroads, then get a good profit once you hit Stock Exchanges, then go back to struggling during the Nuclear as the cities build expensive buildings. I like that sort of cycle, so I'll see what I can do about the earlier eras.

Also there's the problem that the AI doesn't seem to care for the Space Race:

What's happening is that each AI, at some point in the game, decides which victory method it wants to try for: domination, cultural, diplomatic, or space race. This changes which flavors it weights heavily from that point on.
The problem is that I can't seem to adjust that decision process unless I remove the space race entirely from the list of victories. But I can't easily do that; by keeping the space race as a Victory type that simply doesn't end the game, it allows me to keep its mechanisms (the launch animation, the victory progress screen, the trigger for the correct number of each part, etc.) So right now, some AIs will pick the science path and will go all-out on the spaceship, while others won't bother building the parts even though they have the techs, until something changes that makes the parts suddenly desirable, at which point they build them all at once (like you saw).

What I've tried to do is shift the flavors for the spaceship parts to be less spaceship-centric, so that each AI will try to build them ASAP regardless of the victory path it's chosen. Right now I put them as 50 points of FLAVOR_WONDER, which should make them pretty desirable, but the AI's still a bit sluggish on these, and I think it's because some civs don't really care too much about wonders either. So I'll see about adding a few more (a science flavor, an offense flavor, etc.) and see if I can make all AIs want it.

If that doesn't work, then I might just have to scrap the space victory altogether and hack the various UIs and such to compensate, but I'd really rather not go there. It'd add even more UI elements to the list of things I'd changed, which'd mean even more incompatible mods and more things to update every time there's a patch. On the plus side, the Victory Progress screen currently has nothing for Transcendence, and if I were to modify that screen to add something transcendence-related then I'd have no reason not to also tweak the space race bit to always display.
 
Hi spatz,

I think you forgot about the scrollbar for the policies you told me you'll try to make, or maybe it just didn't work.
And another thing. I tried to finish my last game through transcendence although I had the utopia project available to build. For some reason the ascent to transcendence didn't show up as a constroction option. Maybe it is because of the utopia project but even if it is I would like to have an option to build it anyway
 
I think you forgot about the scrollbar for the policies you told me you'll try to make, or maybe it just didn't work.

Didn't forget. It's on my list, but it's a really big list; my first attempt at adding a scrollbar didn't go too well, so I'm going to try again over this weekend. But I had a lot of other things to deal with before now, like the patch changes, so it was tagged for the next version (which would have been 1.06 if the patch hadn't come out when it did). Since your problem only affects people playing at 1024x768 who are unable to switch to a higher resolution, its priority was bumped down a couple notches.

If I can't get a scrollbar to work, then the next option is a button to hide the extra box, similar to the "advanced view" radio button currently on that screen. That'd at least allow you to reach all of the necessary buttons, although that sort of approach has many other issues. (Resizing on the fly can be done, but it's problematic.)

And another thing. I tried to finish my last game through transcendence although I had the utopia project available to build. For some reason the ascent to transcendence didn't show up as a construction option. Maybe it is because of the utopia project but even if it is I would like to have an option to build it anyway

The transcendence project, in 1.05 and earlier, should show up if two things are true:
1> No one (including you) has already won the game any other way,
and
2> You've got the transcendence victory condition enabled (which it is, by default, and I've removed the ability to easily turn it off).
and of course you have to have the right tech.

Other than those two limits, it should appear in your build lists, regardless of what other projects are available. In 1.06 (releasing tonight) I've removed limit #1. The original purpose of that limit was to protect the AI; if the game was already won, then the human player would know that completing the transcendence project wouldn't really help, but the AI would build it anyway, lose tons of population and production, and be crippled as a result. But the reverse is happening, where human players are the ones getting to that point just to see the new content, so I'm removing the limitation.
 
Because the patch screwed up the game balance in my mods, I'm going to release this version a bit sooner than expected. I'll have a couple days to tweak it before my vacation, if we find something major, but otherwise this'll most likely be the last version until the end of the month.

v.1.06:
BALANCE:

* The patch moved the +15% unit production from the Harbor to the Seaport. I've changed the tooltips to reflect this. Also, I've kept my change to this building, where it generates +1 gold instead of +1 production per sea resource.
* The patch changed the seaport to add both +1 production and +1 gold per sea resource. This was too strong, given the other changes I've made, so I've removed the gold boost added by this patch. Since the devs never even bothered to update the Flavors on the Harbor or Seaport, I'm not too broken up about ignoring their changes.
* I'd previously added "+1 production per city" to Trade Unions and "+1 gold per Harbor or Seaport" to Merchant Navy. Since the devs have just added the +1 gold per Harbor or Seaport to Trade Unions, I'm changing Merchant Navy to add +2 production per city.
* Changed MINOR_CIV_QUEST_WONDER_COMPLETION_THRESHOLD from 25 down to 0. This threshold appeared to set the minimum influence you need to have before a civ will offer you a mission to build a specific Wonder, but in practice it doesn't seem to be doing much. I'll continue to toy with this.
* Unfortunately, the culture bonus at the Theocracy policy (+1 culture per pasture or plantation) wasn't actually working correctly; apparently, it'll only give the culture if the improvement in question already provides culture (meaning a Landmark or Monolith). So for now, it'll just give a free Great Artist instead of the culture (but will still add the happiness from before.)

CONTENT:
* Patch compatibility: integrated changes in InfoTooltipInclude.lua, TopPanel.lua, TechTree.lua, UnitPanel.lua, UnitPanel.xml, and UnitPanel_small.xml.
* Tweaked the spaceship component parts' Flavor ratings, to encourage the AI to build them even if it's not going for a spaceship win.
* The costs of the pre-future Secondhand units were changed to be slightly cheaper than their non-secondhand versions. Some of these had accidentally been left at their original values, higher than the non-Secondhand revised values.
* Added no-animation 3D models for the Combat Mech, Assault Powersuit, and Bolo
* The Vertol was changed from a 60-strength flying Armor unit to a 50-strength Siege unit with a 70-strength range-1 ranged attack. This makes it significantly more dangerous, as it won't take damage when attacking, and still has its "can move after attacking" ability to retreat. The cost was also lowered slightly, to 700. The Secondhand version is 45/65, with 6 movement instead of 7, for a cost of 600.
* The Nessus Worm was previously a 150-strength Psi unit with the Titan upgrade. It's now a 140-strength unit with a 100-strength ranged attack, range 1. Its "Wild" counterpart was changed similarly. Note that the +/-25% Psi adjustment does NOT apply to the Nessus ranged attack (although it does apply to defending ranged attacks). Also note that all Titans start with the ability to make 2 attacks per turn, and can take the Blitz promotion down the road, so a ranged attack can be extremely powerful.
These changes to the Vertol and Nessus Worm should make them both significantly more dangerous in general, but the real point is that they can now attack cities. But, they can't CAPTURE cities.
* Replaced many of the text displays in my custom events with text keys, in case anyone ever wants to make a non-English version of this mod. Not that expect that to ever happen.
* World and National Wonders, and units that have a limited number per player or world, now explicitly say how many can be made in their popup help text.
* Moving the mouse over an active unit's portrait will bring up the standard tech tree help text for that unit, instead of the generic "click to center on this unit" text.
* Added help text for the Great Empath, now that you can see its text in the Unit Panel.
* Switched the order of Dilithium and Neutronium in the resource table, so that Dilithium (which unlocks first) will come earlier in the lists of strategics.
* The Neural Amplifier had been changed to a National Wonder a while back, but it was still incorrectly being set to ConquestProb=100 (like a WorldWonder) instead of NeverCapture.
* All of the new National Wonders now have a flexible cost, scaling with the number of cities in your empire, like the existing national wonders do. The base costs were lowered to compensate for this. Note that these won't scale quite as strongly as the old national wonders do; a National Wonder that used to cost 1000 is now 800 + 20/city, so a 10-city empire won't see any real difference.
* Upped post-Breakout spawn chances for Psi units: Isle of the Deep went from 20% to 30% (but only on coastal spore towers), Chiron Locusts went 10%->20%, and Nessus Worms went 5%->10% (but those last two both only happen once the Barbarian faction reaches the Fusion Era). The previous chances just made Nessi almost never spawn. I want the player to encounter at least one Nessus Worm during a typical game.
* The Breakout used to try to place 2 psi units per civ on the map; if the hex selected was land it'd be a Mind Worm, if it was water it'd be an Isle of the Deep. I wanted more worms and fewer isles, so it'll now try to place 4 psi units per civ, but if the hex chosen is water it'll only have a 50% chance of placing an isle (and if it doesn't place one, it still counts toward the 4*X, the same as when a mindworm tries to spawn on an occupied hex). In practice, you should get the same number of Isles and significantly more mind worms at the breakout.
* Changed the Nethack Terminus' steal threshold from being >=50% to being >50%. When two other civs were left, you'd get a tech if even one civ had it.
* The Laser Infantry unit can now scrub fallout. This sort of reinforces the "expendable" theme, but really it's that I wanted at least one unit that could clean fallout but that wouldn't have higher construction priorities.
* The Secondhand versions of the Plasma Artillery, Vertol, Skimmer, and Gravtank can now scrub fallout. A nuked city-state probably won't have a surviving worker to clean things up, so this was necessary.
* The Secondhand version of the Stealth Ship can now deploy fishing boats and offshore platforms, like a Work Boat, but without sacrificing itself. (The Former can already do this.) I'm hoping that this fixes the problem where city-states wouldn't hook up sea-based Dilithium or Omnicytes. But it's something I'll keep a closer eye on.
* Returned Information to give 3 Happiness instead of 2.
* Returned Ambrosia to give 5 Happiness instead of 4.
* The Merchant Exchange was changed from "+3 Gold per Luxury or Strategic resource worked by this city" to +2 Gold per luxury/strategic, plus +1 gold per 2 population in this city. This makes it a bit less erratic for the AI, which would rarely go to the effort to figure out which city would get the most benefit.
* The Network Backbone's gold boost was reduced from +1 per 2 population to +1 per 4, since its science benefits were boosted so much.
* The Manifold Harmonics' benefit was too erratic to explain in the help text, being a strange hodgepodge of forest/jungle/oasis, lake, river, and sea bonuses. For now, I'm just replacing it with a much simpler bonus: +1 food, production, gold, and science per 2 citizens in the city. It'll still create 10 units of Omnicytes, though. Now, it's really the ultimate endgame booster for a single city, sort of like how the Singularity Inductor is great for large empires.
* The Transcendence process can now be started even if someone else has already won the game. It will still only award a Trasncendence win if no one else has won already, though.
* Psi units that have had their combat strength adjusted during a combat will have it reset to the base value at the end of the combat. While this had no practical effect on the player (since it'd just recalculate it during the next combat anyway), it was causing the AI to react as if the unit were substantially weaker or stronger depending on the previous fight.
* The Paradise Garden, Stasis Generator, and Quantum Converter national wonders previously generated no Culture; they now each add 5 per turn.
 
Just to be clear, if you started a new game last night (meaning with the .383 patch), then quite a few things will be screwed up in the balance, mainly anything involving the Commerce branch. And yes, several building flavors were changed in the patch, so it might have caused the AI to prioritize these things a bit differently than before.

Understood. Note that I purposely played without the Greeks last night, and the events I was describing did not occur. FYI for what its worth.

On to a couple observations:

1. Concerning "Puppeteered Civ": how can the last city of a civ be puppeted? Shouldn't they be forced to change the city to regular status?

2. Concerning the Spore Tower: nice! :goodjob: When did you start adding these? How many more you got in the queue right now?

3. Concerning "Raid Opportunity": too bad the AIs don't understand the aspects of raiding/ pillaging nearby strategic resources.

D
 

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1. Concerning "Puppeteered Civ": how can the last city of a civ be puppeted? Shouldn't they be forced to change the city to regular status?

I know, it's very annoying. The AI should be annexing cities once they're out of resistance, like a smart player would, and DEFINITELY shouldn't be leaving them as puppets when they're all it has left. It's clearly skewing the balance, but I haven't been able to figure out what's going on there.

2. Concerning the Spore Tower: nice! :goodjob: When did you start adding these? How many more you got in the queue right now?

I started adding them in 1.05 (the day after releasing 1.04, actually), and added a few more in 1.06 last night. My goal is to get the basic graphical unit in place for every unit, and then go back and do the animations.

Out of 34 units I've got just under half with placeholder graphics. Basically, everything breaks down into a few categories:

1> Converted the base model, haven't got to the animations yet:
Stealth Ship, Vertol, Isle of the Deep, Needlejet, Assault Powersuit, Bolo, Orbital Ion Cannon, Combat Mech, Spore Tower

2> Converted the base model, but it doesn't HAVE animations:
Colony Pod (not that it needs animations), Gravtank, Orbital Death Ray, Subspace Generator, Gravship

3> Haven't converted the base model, but it'll have animations:
Empath, Mind Worms, Plasma Artillery, Doppelganger, Scout Powersuit, Skimmer, Leviathan, Chiron Locusts, Ranger, Troll, Nessus Worm

4> Haven't converted the base model, and it doesn't have animations:
Laser Infantry, Golem, Geosynchronous Survey Pod (although it really doesn't NEED animations)

5> Don't have a model, but I might be able to reskin an existing unit for now:
Planet Buster, Quantum Missile

6> Don't have a model, and that's a real problem:
Mobile Shield, Former

7> Other:
Combat Engineer: I'm going to try to find a good bulldozer model to improve it, but what it has now is at least acceptable.
Labor Mech: it's just using a scaled-down Giant Death Robot, and will stay that way.

-------------
So what you can see is that there are a good number of units in categories 3 and 4. Several of those are ones I've tried to convert and failed (the Skimmer, for instance). Now, you may notice that the ones I've converted are mostly late-era ones, which is somewhat backwards as what's needed most are the earlier units. The reason is that they're all vehicles that don't really need moving parts to fit in; the humanoid units really need the animations more, and in general are a bit harder to convert, so I left them for last.

A few of the units I've converted already are flawed. For instance, the Spore Tower; if you look closely you'll see an untextured (transparent) patch on the lower left of the main stalk. Likewise, the Combat Mech's texture fails on the inside of the lower legs, and the Isle of the Deep is missing a few environmental pieces. So I'll probably have to convert these again at some point to fix whatever I did wrong.

3. Concerning "Raid Opportunity": too bad the AIs don't understand the aspects of raiding/ pillaging nearby strategic resources.

The AI doesn't understand a lot of things, unfortunately. The stupid part of that particular issue is that I hadn't really changed anything fundamental from the vanilla game, so the AI SHOULD be perfectly capable of assessing the possibility of capturing/disabling strategic resources. The fact that it doesn't means that it also won't do this in the vanilla game.
 
Just an observation: I loaded the mod into the World Editor and started generating, and noticed Dilithium is very rare even on water-heavy maps, in comparison to Neutronium and omnicytes...
I mean, I normally fin URANIUM rare ... But in comparison to your resources it's all over :run:

Edit: Might be that I normally play small -> normal map size...
 
and noticed Dilithium is very rare even on water-heavy maps, in comparison to Neutronium and omnicytes...

If you start a game, in FireTuner it'll say something like:

Code:
 Map Script: Adding Oil resources to the Sea.	3
 Map Script: Adding Supplemental Oil resources to the Sea.	3
 Map Script: Adding Dilithium resources to the Sea.	8
 Map Script: Adding Supplemental Dilithium resources to the Sea.	8
 Map Script: Adding Omnicytes resources to the Sea.	9
 Map Script: Adding Supplemental Omnicytes resources to the Sea.	4

This is from the game I just started. Now, I'll translate from Spatzese to English:

Oil:
> Take the number of land-based Oil deposits, in UNITS, and divide by 8. Round this down, and then place N 4-unit sea deposits. That's the first 3.
> Take the number of civilizations, not including city-states and barbarians, divide by 3, and round UP, again placing N 4-unit sea deposits. That's the second 3 (I'm on a Standard map, 8 players).

Dilithium:
> Take 2/3rds the number of Whale deposits, 2/3rds the number of Pearls deposits, and 1/3 the number of Fish deposits. Add these and round down. Place that number of 5-unit Dilithium deposits (that's the first 8).
> Take the number of civilizations, not including city-states and barbs. Place that many 3-unit Dilithium deposits. (That's the second 8.)

Omnicytes:
> Take the number of land-based Omnicytes, IN UNITS, divide by 2, and round down. That's how many 2-unit deposits of Omnicytes to place in the sea. (That's the 9.)
> Take the number of civs, divide by 2, and place that many 1-unit sea Omnicytes. (That's the 4.)

The point is that for each of the three sea resources, there are two separate spawn methods; one depends on how many deposits of certain other resources were placed by the randomizer (and can therefore vary wildly based on your choice of maps), and the other depends solely on the number of civs and so won't vary with anything other than map size.

So in my current game, there'll be 16 Dilithium deposits for 8 players (half at 5 units, half at 3), although many of these will be in city-states' territories. If the CSs hooked up the resource correctly, this'd be plenty, since by the time you reach the late Digital at least four of the eight civs should be dead. Assuming four surviving civs, that'd average ~16 units per active player, which should be plenty to support your army but not enough to put Fusion Labs in anything beyond your core cities. By the time you hit units that require far more Dilithium (i.e., the Titans) you should be making Quantum Labs.

Comparing to other resources is hard. You should see a large number of Omnicyte deposits on the map, but they'll all be 1-3 units, because Omnicytes are a hybrid strategic/bonus resource, where the tile yields matter more than the strategic quantity. And Neutronium should be fairly scattered, since it counts as a luxury.

I can tweak the numbers a bit, like making the deposits 6s and 4s instead of 5 and 3. But that's the basic idea.
 
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