MOD: Slow Start 2.0 for Twilight

Joined
Dec 31, 2001
Messages
497
Location
Christchurch, New Zealand
Slow Start 2.0 for Galactic Civilizations 2 - Twilight of the Arnor

This Mod was written because I've always felt there has been a bit of a problem with too much too soon in this game.

Range - Range has always been too powerful at the start and throughtout the game to the point where it doesn't really mean much at all. Colonzie a planet or two and you can just about reach the whole universe. Life support modules on ships became unnecessary almost immediately.

Because of the above, inital range is now given at -100. I've also given -20 to starting speed. All the life support modules have had their range reduced to the bare minimum. They go 1 up to 6 instead of the rediculously high range numbers they are given in vanilla.

You may notice this limitation is particularly apparent on the smaller maps where you may only have up to a couple of planets for quite some time and you hit your range limitation (about one sector) very quickly. But this is deliberate. For strategy, you can build constructors at the edge of your range limit and thus extend your range that way in early stages of the game.

Stellar Cartography - I feel this technology is a bit of a cheat, being able to see the placement of all the planets relatively early on and therefore doing away with the need for seeing stars on the map. In the vanilla game, I've been inclined to switch the star indicator off because it is just clutter.

However, with this MOD, I have DISABLED this technolgy for all races completely! This means you need to know where all the stars are and actually go explore around them to find out if there are planets there. With the limitation in range, it's now possible you may never know throughout the entire game where everything is or get to fully explore everywhere. Personally, I think this makes things more interesting.

Where Stellar Cartography was on the tech tree, I have replaced with something called "Space Extender". This helps compensate for the starting loss of range and speed by giving half of both attributes back. However, it costs 10 times more than Stellar Cartography did. Furthermore, races that normally began with Stellar Cartography do NOT get this replacement tech instead.

Starting Ships - I really hoped Brad would give the option to switch off starting ships as they are another cheat IMO, especially the survey ship when you don't even have the technology for it yet. Whoever builds a second survey ship anyway? The anomalies are pretty much eaten up by then.

I had to do a workaround by some tricky ship name changing. The upshot of this is that you begin with three ships that are completely gutted and, in fact, you can't even see them. But they are there and the game will find them like any other ship. While you CAN use them to begin exploring, albeit at minimum speed, I suggest you disband them.

To further impede quick expansion early in the game, I have multiplied the cost of various ship modules by 10. This includes colony, constructor, and mining modules. I have also multiplied the cost of star ports by 10.

Universal Translator - This is another example of too much too soon. I think there should be a little bit more time or suspense before you can actually talk to other species. Therefore I have divided the translator into three levels, each level giving it bit more of what the vanilla tech gives all at once such as unlocking buildings and tech branches. Other races can only be directly communicated to after Universal Translator III is discovered.

Now, in an interesting thought concerning the above, I don't know if others races can declare war BEFORE you can talk to them. It would be interesting to see. It would probably mean that you simply can't make peace until Universal Translator III is discovered.

Any feedback is welcomed.
 

Attachments

Last edited:
I certainly like the idea of bringing back the starship range. For instance, in a gigantic map, I think the maximum range starships can travel is about half the length of the map, which is a very long way. However, it does make me wonder how a game on a large map would play like with what has been done with the limited range. True, it would mean a lot more starbases are needed, but I wonder if the realism would detract from the general gameplay, or, in other words, dragging it out. This is in no way meant to be considered criticism, I am very interested in this mod and just thinking about how it would work.

I certainly agree with what you did with stellar cartography. It does add a nice touch to the game.

Ultimately, the early planet rush is what breaks this game I believe, and so, thank you for doing something that addresses it.

As an aside, I think a more simpler thing should have been done in Gal Civ II, which can not be done with mods. The idea would be to have some planets that are uninhabited, but habitable (like most are currently), some planets with the minor races, and some planets which have a population on them, but you either fight them, or pay them/coerce them/culture them to join your empire. In fact, based on that idea, the minor races might as well not exist.
 
Actually, I meant the starbases should be used as a strategy for the smaller maps rather than the larger ones.

The problem with the way the range (and speed as I recall) is done is that it is scaled based on the map size. I used -100 as a compromise. On big maps you could easily have -200 or more, and you can still see the difference each time you get a +10 range. However, with tiny maps, you don't ontice any change until you have got more than +50 as I recall. If I had given a -250 for all map sizes, tiny maps would become very boring.

Actually, as regards to planet colonisation, I had my own idea which, unfortunately, probably wouldn't, or couldn't be implemented until GalCiv III. See http://forums.civfanatics.com/showthread.php?t=318636
 
This mod doesn't seem to work well at least in immense maps. I'm expanding as fast as I can, but the enemies are mostly limited to two planets still, like they didn't really bother expanding at all. It makes immense maps extremely easy to achieve obvious dominance if you bother to expand but still time consuming to stretch out to their actual locations in order to defeat them.
 
Yeah, it really slowed me down, but I would have won anyway at the rate I was going. Also, the AI never seems to build additional survey ships, so by removing their survey ships it leaves the player with the ability to get ALL of the anomalies which is ultimately unbalancing. I could be wrong, but in every game I've ever won, one of my strategies was to build half a dozen fast survey ships in order to automate them and zip around and collect massive stat bonuses while the AI was always many steps behind in their original, i.e. slow, flagships. The constant influx of morale and soldiering boosts really helps out in large empires that are expanding via conquest. edit: and helped cash flow with the stream of 500 and 1000 BC jackpots.
 
I have a problem with this mod. I can't see any ships! This is how it looks like:

galciv.jpg


How can I fix this?
 
My current version is 1.97 Twilight of the Arnor (English). Please, fix it because I think this mod is essential (unfortunately I have no idea how to mod GC myself).
 
There's nothing wrong with the Mod - the "invisible" ships are deliberate. I had forgotten I'd done this until I tried it just now. If you read the OP carefully you will see:

Starting Ships - I really hoped Brad would give the option to switch off starting ships as they are another cheat IMO, especially the survey ship when you don't even have the technology for it yet. Whoever builds a second survey ship anyway? The anomalies are pretty much eaten up by then.

I had to do a workaround by some tricky ship name changing. The upshot of this is that you begin with three ships that are completely gutted and, in fact, you can't even see them. But they are there and the game will find them like any other ship. While you CAN use them to begin exploring, albeit at minimum speed, I suggest you disband them.


BTW, the latest FREE patch is at 2.03.
 
Back
Top Bottom