Final Frontier: Problems & Issues (Post-3.13 Update Available)

Solver's patch should apply to Final Frontier as well, although I'm not 100% sure on that.

Here's the list of changes with 3.17:

The Forge now gets +2 Production in its capital and +1 in all other Systems
Fixed bug where very advanced Pirate ships could spawn early in the game
Fix for clicking the subtract population button too quickly could cause a Planet's population be negative
Reduced interception chance for Destroyers
Halved amount of points gained from territory
Red Syndicate only gets 1 free trade route instead of 2
Fixing bug in map script with star system density
Double-clicking Star Systems now gives system info, instead of single click (thanks Nemesis Rex)
Older Starbases now have cultural border preference over newer ones as intended (thanks Nemesis Rex)
Starbases no longer create missiles
AI City population distribution no longer calculated every turn for every city...
- improves performance but may make the AI dumber
Bumped Forge back to no default production bonus in any Systems (undoing previous change)
Red Syndicate now only gets 1 free Trade Route in newly colonized Systems
Red Syndicate now gets Trade Route bonus in captured Systems
Paradise now gets free MagLevs in captured Systems
System Health and Happiness penalty for New Earth reduced from 2 to 1
Fixed minor text error in Top Civs screen ("Most Influence")

I don't think it includes everything, but it should be pretty close.

Jon
 
Just finished my first game of Final Frontier (after a looong pause, I always wanted to play FF, but held back until the patch). It was a fun game - I was re-learning the rules while playing, and made lots of mistakes. When I finally got a grip on the game and emerged as the dominant power, the Red Syndicate built the Astral Gates. Perhaps I shouldn't have started on Monarch, but as I said, it was fun. :)

Some oddities I noticed:

- The AI never attacked my ships with missiles. They didn't even *have* missiles on the planets or starbases I attacked. The only time I ever saw an AI using missiles was an odd spot where I tried to build an extraction facility in the vicinity of an enemy starbase. Every time the facility was completed, the enemy destroyed it with a missile. My construction ship never got hurt though, so I could just build another facility on the same spot. Does the AI use missiles as intended?

- I somehow managed to build two starbases on the same spot, although I thin kI only paid for one. I'm not exactly sure what I did - it was a pirate-infested area, and I kept moving construction ships in and out depending on whether the area was clear or not. I might have had a group of constructors building the starbase, and I also switched/changed orders a lot. Is it intended to allow two starbases on the same spot?

- The Red Syndicate managed to build the Astrl Gates pretty quickly - I didn't have the time to react. Perhaps this was due to the circumstances (my military was on the other side of the map, I was fighting a war, and the Syndicate apparently had a pretty strong economy going on), but i wonder whether the gates aren't a bit too cheap. Of course, one game is hardly enough data for an evaluation ...

- Near the end of the game, I conquered an enemy colony. While the colony was in disorder, all (or most?) of my starbases lost their influence sphere, which seriously affected my economy. The starbase influence came back when the disorder period ended. What happened there?

Thanks again for an excellent mod! That certainly wasn't my last game of FF. :)
 
Oddities:

1 -- the AI doesn't use missiles much in the regular game either. The AI can shoot them from starbases, and may move them to planets, but even then may not fire them much.

2 -- I'm not sure exactly how an interrupted (by enemy threat) worker can end up building two starbases, but I'm pretty sure that the 2nd one still has to be paid for. I don't think it is intended, but it isn't likely to have a major effect, unless someone can figure out how to reproduce it and do it at will.

3 -- The Red Syndicate is one of the best economically, with Paradise close. Whoever gets the tech first has an excellent shot at building the astral gate first, as it isn't that expensive. Take their capital, that should stop it from completion.

4 -- getting a vassal - voluntary or by capitulation - will remove the starbase influence for both parties. I don't know why just capturing a system would do so. In any case, it is just part of the game, an effect of how starbase influence works. You can't avoid this disruption, though it doesn't last long.
 
Thanks for your replies. :)

1 -- I just wonder where the missiles go ... the AI I was fighting (Colombo) had at least 5 starbases, so it received (on average) a free missile every 3 turns. I was at war with Colombo for 66 turns, this means 22 free missiles for him. Of those 22 missiles, I've seen it using 3 (all against the extraction facility I mentioned). None of the planets or starbases I encountered had missiles on them, and by the end of the war I saw all his star systems. So, 19 missiles are unaccounted for. For most of the time, I was the only enemy of Colombo, only at the very end Pritchard joined in. So there *is* a possibility that these 19 missiles were used against Pritchard, but why would Colombo store more than a dozen missiles while being at war with me, without ever using them against me, only to release them against Pritchard once he entered the war? Doesn't make much sense. So I guess that the missiles got wasted against pirates - which isn't terribly smart, I think, especially when you're at war ... hmmm.

2 -- I'll see if I find the time to run some tests on this.

3 -- Thanks, I'll have an eye on it in the future. Interestingly, the Syndicate was my tech trading partner for the first part of the game, and I also spread my value (Wealth) to the Syndicate in order to make them an ally. Then I got bogged down in two wars, and the Syndicate pulled ahead. I guess my tech trades with them in the early game formed the basis for their victory in the end ... something to look out for in my nect game. :)

4 -- Ah, I have to make a correction: Yes, the influence vanished after I acquired a vassal. I vassalized Colombo right after taking one of his worlds, so I attributed the vanishing starbase influence to the conquest of this system, when it actually was the vassalization that caused it. Thanks for clearing that up. (Also, I'm content that this wasn't a bug that put me at a disadvantage, as the AI - I guess - experiences the same effects in such a situation.)
 
Missile issue: Okay, I loaded two save games from during the war in the worldbuilder to check for the missiles. Deanej is correct, the missiles are there. In one case, Colombo had 20 missiles distributed over two planets, in the other save he had 27 missiles distributed over 4 space stations. (Deanej, thanks for mentioning that I can't see the enemy missiles in-game when they are onboard a space station, I hadn't thought about that.)

However, this means that the AI doesn't really use the missiles. I placed two battleships next to a station (which had 6 missiles on board). The AI neither used the missiles nor sent them away. In the next turn, my battleships destroyed the station and all its missiles along with it.

I then placed a destroyer and a scout next to the battleships. Now, the AI killed the scout (with two missiles), but didn't use the other missiles. Again, my battleships destroyed the station along with all missiles it still had.

Apparently, the AI only uses missiles if it sees a chance to destroy the enemy. On one hand, this is a smart move, because hurting an enemy that can simply heal itself is just a waste of missiles. On the other hand, it's a bad move because if it threw all missiles against my battleships, it might hurt them enough to prevent them from destroying the space station in the next turn. Afterwards, the space station doesn't even need help to defeat the battleships because it can hurt them more per turn than the ships can heal. In any case, even if the AI does not use the missiles against my battleships, it *should* be smart enough to send them to some safer place.

So, I think there are two possible problems:

1. The AI seems reluctant to use missiles if it can't kill the opponent, even if doing so would save its space station.

2. The AI does not seem to retreat unused missiles from places where their destruction is imminent.

Is this assessment correct, and if yes, how can the situation be improved? Are the relevant AI routines part of Final Frontier or part of the BtS dll?

Edit: I attached a savegame which shows the problem. You should be able to reproduce my findings by following these steps:
  • load savegame
  • enter worldbuilder, confirm that there are 7 missiles on the space station
  • skip turn
  • enter worldbuilder, confirm that the missiles are still on the station
  • destroy the station with the battleship (note: due to combat luck, the station gets killed by the first battleship. Usually you would have needed the second one.)

(To see the AI use two missiles to destroy a scout, place a scout near the space station in step 2.)

(Edit2: Also, you can add dozens of missiles to the space station - if you add ebough, the AI will use them to attack the battleships.)
 

Attachments

Yes, I had it active. Actually I'm just in the process of redoing my tests without Solver's patch, due to the reason you mentioned. I'll report my results in a couple of minutes.
 
No change in AI behavior after removing the unofficial patch. I'll attach a savegame to post #307 (and instructions how to reproduce the results) so that interested folks can check for themselves.

Edit: Post #307 updated with a savegame. A check of my findings by someone else would be much appreciated. In the meantime, I'll see whether I can reproduce the "double space station" bug I mentioned further above.
 
Okay, this bug is a bit ugly. Here's a report:

Description:By using several construction ships to build a starbase in a certain way (see below), it is possible to build up to seven starbases on the same tile, for the cost of only one. This can be exploited into a systematical and very fast construction of lots of starbases for little money.

Version: BtS 3.17 (unmodded)

Severity: minor in single player (the bug opens up an exploit that the AI won't use), major in multiplayer and in competitive single-player (septupling the firepower and missile production of a starbase is a definite advantage)

How to reproduce:
(Note: The following applies to a every game at normal speed. Load the save I attached if you want to reproduce the bug with minimal effort.)
  1. Gather 8 construction ships in one tile
  2. Select the first construction ship
  3. Order it to build a starbase
  4. The selector will move to the next unit. Go *back* to the unit you just ordered to build a starbase (select it again)
  5. Cancel the order (either with "skip turn" or with "cancel order", both will work)
  6. Select the next construction ship
  7. Repeat steps 3-6 for all ships.
When you give the "build starbase" order for the eighth time, seven starbases will be built immediately, and only one construction ship will be removed. Note that you only paid the fee for the first starbase, so you get six starbases (and six missiles every 15 turns) for free.

Further analysis:
  • The exploit also works (though to a lesser degree) with just two construction ships: Start building a starbase with the first constructor, then cancel the order, then continue to build the starbase with the second constructor, without moving the first one away. Once it's finished, you'll have two starbases for the price of one.
  • The maximum number of starbases you can get for free on one tile is (n-2), where n = number of turns for one constructor to build a starbase (which depends on game speed). On Marathon, you can get 22 free starbases on a single tile, but you need 23 constructors to pull it off.
  • If you build another constructor and let it build a starbase, then you only need to have the constructors you used above present on the tile at the time when the starbase is completed, and you'll get one additional starbase for each of these constructors.
  • Saving and reloading the game does not remove this effect from the constructor.

Conclusion:
A constructor that was ever tasked with building a starbase, but had this order cancelled, will remain buggy for the rest of the game. Whenever it is present at a spot where another constructor is just completing a starbase, it will give the player an additional starbase at the same spot without any additional cost. The additional constructor will not be destroyed in the process, hence can be reused for further exploits.

I suspect that (a) the code which turns constructors into starbases needs to be checked, and probably (b) the code that runs on cancelling a "build starbase" order as well. The bug is probably caused by the code in (b) leaving the worker in a state it shouldn't have, and the code in (a) checking for that state when building a starbase. Fixing (b) sounds like a cleaner solution, but fixing (a) might be a good workaround if it's easier to do.
 

Attachments

The code for when the starbase is completed is OK. However, there isn't ANY code for cancelling the starbase. This doesn't matter when building improvements, but the starbase code is done in python with no improvement built, and the game does not know that the other builds are not completed.
 
However, there isn't ANY code for cancelling the starbase.
Well, perhaps that's the problem - no code for removing the "thing" (script? variable?) that got set / added to tho the constructor when it started building the starbase.

If it's not possible to sneak such a piece of code in (I don't know whether a usable entry point exists), then it might be possible to add a check to the "add starbase to tile" code, and let it only add a starbase if no other starbase is present on the tile? This wouldn't remove the bug itself (i.e., the constructors will still have the buggy variable / script / whatever set), but it would remove all *effects* of the bug. Not a very elegant solution, but perhaps worth a try if the first one isn't possible.
 
I've been doing some tinkering with the FF mod and wanted to change the Barbarians/Pirates to Aliens. I've added the following ship units, Alien Scout, Destroyer, Cruiser, Frigate, Battleship, Invasion ship and Frigate(PDF). I've located the section of Python that governs the appearance of the Barbs and amended the ship types generated. (i'm at work so can't paste in the section changed but will do so this evening when i get home.) Unfortunately a test game resulted in no Barbs spawning at all. I used world builder to add some alien ships and they worked as they should when added. They just don't generate. Other than change the ship that was generated by the Barb spawn i touched nothing. Any ideas on what i might try to correct this problem.
 
Okay, here is what i did in CVFinalFrontierEvents.py
Code:
# Pick random unit
					
					iDestroyerI = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_SCOUT')
					iInvasionShipI = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_FRIGATE')
					iPlanetaryDefenseI = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_INVASION_SHIP')
					iBattleshipI = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_DESTROYER')
					
					iInvasionShipII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_FRIGATE')
					iPlanetaryDefenseII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_INVASION_SHIP')
					iDestroyerII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_DESTROYER')
					iBattleshipII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_CRUISER')
					
					iInvasionShipIII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_INVASION_SHIP')
					iPlanetaryDefenseIII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_DESTROYER')
					iDestroyerIII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_CRUISER')
					iBattleshipIII = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_ALIEN_BATTLESHIP')
And here is an example of one of the ships i amended for the job of being an alien ship.
Code:
<UnitInfo>
			<Class>UNITCLASS_ALIEN_DESTROYER</Class>
			<Type>UNIT_ALIEN_DESTROYER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_LIGHT_SHIP</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_RESERVE</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_ALIEN_DESTROYER</Description>
			<Civilopedia>TXT_KEY_UNIT_ALIEN_DESTROYER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALIEN_DESTROYER_STRATEGY</Strategy>
			<Help/>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>50</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>45</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>3</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>6</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>50</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SQUADRON</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MISSILE</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>16</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>2.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DESTROYER_I</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENSORS_I</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
As can be seen i also amended the pedia and strategy texts and these all work fine in the civilopedia. As previously stated i just need to know if there is anything that needs to be changed anywhere else to make these changes work correctly.:confused:
 
As Anti-ship missile's are very simple in design, parts, crew and the like compared with other ships, would it be possible to stop their needing upkeep? As it is, every time my s'stations pop a new one I delete it to prevent the extra upkeep.

On the same subject, maybe the upkeep for battleships (and possible cruisers and carriers) could be increased? They would need a lot more fuel than a simply scout ship or destroyer.

Why do stealth ships become available before synthetic composites- the magic 'stealth' fabric? Especially as in the background text it says they use 'sophisticated synthetic materials and polymers'

Finally, could trade routes be made a little more important? Perhaps give 'simple economy' +1 trade route, as it is meant to be a free market civ. Commerce theory and space elevator both seem idea techs for a +1 trade route.

Edit: Oh, another idea! I understand that with only 8 civ's, 5 is (presumably) the optimal number of values; but if more civ's are added, could 'Freedom' become a value? I'm not sure what it's tech or building would be. Perhaps spawning with domestic development (while that side of the tech tree is value-heavy, this is no different from normal civilisation, where I quite often get none of the religions- or occasionally all!). No idea as to the building though, all the most obvious are covered. Ha, perhaps the building could increase trade! (like a harbour). This would be nice, because it would give it synergy with 'simple economy', changed for the +1 trade route, and also the knowledge and wealth values; two values you expect of free peoples, as opposed to power and religion (although arguably religion, or at least the conservative attitude, promote freedom, see Hayek).

Edit: Lots of ideas today! I think the upkeep costs for soem of the civics should be increased. All of the basic civics mention as their advantage that their incur none of the specific penalties of the advanced options- but appart from the economics civics, very few of the advanced ones do have disadvantages! I certainly think running a technocratic state would be expensive, as would a slave state (all that admin, and security) or a planned economy. In the main game, Environmentalism has a high upkeep cost- but green and utopia don't seem to have this. Raising all the aforementioned to medium would be beneficial I think.

Finally (again) The 'light ship doctrine' says it boosts the construction of destroyers and cruisers: aren't PD ships and invasion ships also light?
 
Ok, I've done my first bit of modding. I've given +1 trade route to domestic developement, commerce theory and simple economy. Then I realised thi would overpower the Red sydicate even nmore, so reduced all their building bonuses significantly, as I couldn't work out how to knock off their +1 trade route.

Finally I raised the upkeep of Slave State and Planned Economy to medium.
 
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