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GalCiv 2 Ultimate Edition Community Update

GalCiv 2 Ultimate Edition Community Update

is now on GOG and Steam! :)

https://www.dropbox.com/sh/x2y0vtszretrook/AADTKT6lhp0Qhns8B7LkfJvaa?lst=

Project origins

There was some discussion on the Steam forums as to how to get an update to GalCiv 2 out there.

Draginol popped in and suggested that an update incorporating the expertise of the fanbase would be the best way forward.  A bugfixing update would soon be on the way.

I sent a message to the other tech tree modders, and luckily secured the assistance of Gaunathor, and later MabusAltarn, as well as some dedicated members of the community who posted some valuable feedback.  They have been instrumental to the success of the community update, and I'm glad to have played a small part along the way.

 

Progress report

The community update has been released as part of a rollout of Stardock products on GOG.com and is also available as an opt-in beta on Steam!

 

Downloads and links

Issues which can't be fixed with XML manipulation.

The file archive folder, hosted by MabusAltarn.

The list of bugs which can't be fixed with XML manipulation.

The spreadsheet of data changes, hosted by MabusAltarn.

Initial discussion on Steam forums

 

Credits for community member and Stardock staff involvement

Gaunathor - Tech tree changes, descriptions and standardisation.  AI value adjustment.  Planetary improvement changes and fixes.  Keeper of the change logs, spreadsheet and file archive. :)

MarvinKosh - Typo and description changes (English.str, Techtree.xml). Additional spreadsheet analysis.

DARCA1213 - Tech descriptions.

MabusAltarn - UI changes, tech tree changes, AI value adjustment, keeper of the file archive, spreadsheet and change logs.

Maiden666 - Suggestions for improvement (technology victory bonuses).

OShee - tech descriptions.

SiliasOfBorg - tech descriptions.

Frogboy - executable code changes.

 

6,625,619 views 2,020 replies
Reply #2001 Top

I don't remember what the bug was... if I don't write it down there's little chance I'll remember. I'll write stuff down as I come across it.

Thanks for the update though, I won that last round easily and just barely started a new one.

Reply #2002 Top

Quoting Maiden666, reply 2000


About FW - the last version released is fully playable, well balanced via testgames & actual games, but I have not been able to fully implement all ideas concerning the further individuation of some races - mainly the ones which play with the standard lab & factory outlay.

I'm good thank you. I'm also playing a few old games to kill time.

I've installed FW 0.6.5. Starting a game you get a colony ship "prototype", unusable, not upgradable. You can only scrap it for cash. Is that on purpose? Cannot remember.

 
Reply #2003 Top

Quoting abelisari, reply 2002

I've installed FW 0.6.5. Starting a game you get a colony ship "prototype", unusable, not upgradable. You can only scrap it for cash. Is that on purpose? Cannot remember.

That's the latest, which had a few minor fixes and changes.

In FW you don't get a starting Colony Ship for many reasons (balance, gameplay, bug-avoiding) so I disabled it. This was one of the most intricate things to do so far with this mod because I had to touch ship-templates and such...

As of now, this ship only acts as a sensory platform so even a race which has bad sensors is still able to see their own system. I found it somehow justified to have this, esp. since starting sensors are nerfed in FW (makes exploring harder, and the research into ensors worthwhile..)

If you don't need it you can sell it - the AI will do so after a time, as well.

I see it's not a 100% neat solution because I cannot change some of the outlays or loading screen hints... and I value your feedback so I need to remember to integrate some hints or tooltips to do away with the initial confusion :D

But it was absolutely necessary for gameplay because in testgames the AI consistently broke his budget resulting in 0% production/research, and that is SOLELY because of the too fast aquisition of planets in the opening play.

Because of this you can also only have 1 starport initially.

The AI in FW doesn't run broke even on suicidal and has a much stronger overall gameplay, esp. when not abusing diplomacy etc. A typical game in FW also lasts longer and is more tactical esp. when techtrade is disabled under a sparse planet/star setup. Even with techtrade on its less of a risk of abusing because I've made alot of techs untradeable.

Also the Minors are much stronger and a valuable source of techs when befriended, or may get you a unique stolen tech when invaded. With lots of luck... and like this there are many small details hidden in this mod...

 

Reply #2005 Top

Quoting Maiden666, reply 1995

 

Oh Ye Mghty Maiden666! Hear my humble plea..! For I, a mere mortal, cannot download the community update patch. Look down kindly upon me and have mercy upon my plight!

 

I am trying to use the link you previously listed to download the 6.2.4 community update but either there is some pretty funky reason I keep getting a 1020 cloudflare server error or the link is dead (I don't seem to be the only one who has had issues downloading the update, according to 'nemisisuk' in this link ).  Is there any other way to get a hold of a copy of the update off of someone or access it anywhere besides the above link/steam ? (eg google, dropbox? an installer?)

 

Bit of Background:

Whilst sheltering from the wroth of the current winter snowstorm, I dusted off my old copy of Gal Civ 2. Last time I played must have been circa 2015-16 - so I'm a tad rusty/not up to date, not just with the basic game mechanics, but also latest changes. Whilst playing a custom civ with the Drath tech tree, I realised that even with the 2.20 update (which I had installed before) and my lack of "practice", that there was certain things that I thought were a tad... odd.  "The Way of the Drath" seemingly was  a completely pointless tech for one; I could not find stellar cartography as an option for custom civs, and most frustratingly, the Drath morale buildings all seemed to be orphan/separate improvements (which was a real pain in the butt to realise after I had already started a game pursuing a super breeder --> econ/pop boom strategy, since I'd kinda banked on having access to those sweet, sweet morale boosting buildings to help maintain that 800% pop growth bonus). 

Wondering if anyone else had noticed this, or if there was some explanation for these apparent quirk, I did a google search, which led me to this thread (where Gaunathor raised the same issue in this very first reply on this thread  way back in September 26, 2014!)

I was maybe a little (disproportionately) excited when I realised the community had continued to update the game after the 2.20 update. When I heard that there was also a 100 page manual to go with a slightly earlier version of the update I was even more hyped at the prospect of downloading a copy, Unfortunately, fast forward over an hour later, and despite using several different browsers and settings on different computers to try and access the download the link above (in case it was a local problem at my end and not a server issue); and even having used several search engines to attempt to find an alternative source to download from, I haven't been able to download the 6.2.4 update or the manual.

Any help or guidance here would be appreciated - thanks!

Reply #2006 Top

The link to the 6.2.4 version works, but the site's firewall is, for some reason, exceedingly strict. I don't know what its criteria are. It may simply be blocking visitors from non-German countries (I'm from the UK), as I was able to access it with a VPN.

Reply #2009 Top

In a recent game, I was playing as the Arceans. I had some significant problems researching beam weapons.

I researched particle weapons (tier 2 beam) and what I got didn't do anything for my ships. Upon inspection, particle beams took up a lot of room. For tiny hulls, they were more than twice the size of lasers 5. For small hulls, they were twice as large as lasers 5. Consequentially, my ships were not improved when I researched the tech. It was not until I got medium hulls that I got a size discount.

What seems to have happened was, particle beams was changed into a speed bump, not a destination to rest at. There were no levels 2 or 3 versions. Just particle beams. However, the price was increased to make up for the fact you got to skip a bunch of techs to get to phasors. I don't think the trade was worth it. I thought that particle beams was going to improve my ships. Instead, I researched a worthless tech. Its only useful if you have the time and research to skip it and go to phasors.

Reply #2010 Top

I think I figured out a roundabout way to deal with the upgrading, 1 per planet, planet improvements bug. Advanced navigation center and quantum power plant. You design a new planet improvement for each that they could upgrade to, but then don't provide the required techs to build them. Because none of the new planet improvements get used, you should be able to destroy and rebuild the normal top tier versions without problem.

Reply #2011 Top

Quoting DivineWrath, reply 2010

I think I figured out a roundabout way to deal with the upgrading, 1 per planet, planet improvements bug. Advanced navigation center and quantum power plant. You design a new planet improvement for each that they could upgrade to, but then don't provide the required techs to build them. Because none of the new planet improvements get used, you should be able to destroy and rebuild the normal top tier versions without problem.

Hello, long time no see :)

have you tried that out and does it work? Care to post the code I could swiftly integrate it and see by myself... sounds promising got to say :))

Reply #2012 Top

No. I have not tried it myself. When I got the idea, I was playing other games in my free time, so I never got around to it. Something to maybe do later. I figured that someone else would want to try it themself, so I posted it.

I think it would be simple to implement. I'm doing it now.

Reply #2013 Top

*Sigh* Its not working. I first tried the mod without the filler tech available for research, but  when it wasn't working, I made it available for research. I was doing most of my tests as the Arceans since they get both the navigation centers and power plants. After all my tests, I don't think its the top tier planet improvement thats the problem; its when you upgrade a lower tier one per planet PI to a higher tier version.

I'll do more tests later, but I think this is a dead end. Sorry for not testing it sooner, and letting your hopes get up.

Edit: I did some intensive testing. Definitely a problem with upgrading. If you simply build or buy the planet improvement, from an empty tile or unrelated planet improvement, then there is no problem. However, upgrading a related PI to another PI seems to flip the switch that causes the related PIs to become unbuildable should you destroy whatever you currently have built.

Reply #2014 Top

Quoting Gaunathor, reply 22

I'm finished with the TechTree.xml (for now). Here is the changelog:

Standardised the tech-entries based on this order:

<Culture ID="NewTech">
<DisplayName>NewTech</DisplayName>
<Description>A short description of what NewTech does.</Description>
<Details>The flavour-text of NewTech</Details>
<Category>Culture</Category>
<Cost>10</Cost>
<Group>NewTechs</Group>
<AIValue>10</AIValue>
<Model>instantcom0</Model>
<Alignment>Neutral</Alignment> (only where applicable)
<Requires>None</Requires>
<CultureAbility>10</CultureAbility> (only where applicable)
<CanBeTraded>0</CanBeTraded> (only where applicable)
<CanBeStolen>0</CanBeStolen> (only where applicable)
<WillingnessToTrade>50</WillingnessToTrade>
<CanUseCreativeAbility>0</CanUseCreativeAbility> (only where applicable)
</Culture>


Moved all techs from the racial tech trees, and rearranged all entries to make them easier to work with. They are now sorted in the order they appear within this changelog.

Industrial Revolution:
-changed Category from Economics to Manufacturing
-set AIValue and WillingnessToTrade to 0
-added the following tags: CanBeTraded and CanBeStolen

Traditional Research:
-added the following tags: Group, WillingnessToTrade, CanBeTraded, and CanBeStolen
-set AIValue to 0

A history of benevolence:
-removed the following tags: Alignment and CanUseCreativeAbility
-added the following tags: AIValue and Model
-changed Requires from Adamantium Armor to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0

A Glorious History:
-changed Cost from 1 to 10
-added the following tags: AIValue and Model
-changed Requires from None to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0

Way Of The Drath:
-changed Category from Research to Culture
-removed Alignment tag
-added the following tags: AIValue and Model
-changed Requires from None to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0

A Ruthless History:
-added the following tags: Cost, AIValue, and Model
-set Cost to 10
-changed Requires from None to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0

Specialized Research:
-added the following tags: Group, WillingnessToTrade, CanBeTraded, and CanBeStolen
-set AIValue to 0

Precursor Legacy:
-changed Branch from Computing to Culture
-changed Category from Economics to Culture
-added the following tags: Cost, AIValue, and Model
-set Cost to 10
-removed Alignment tag
-changed Requires from None to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0

Advanced Robotics:
-changed Branch from Computing to Industry
-added Details tag (it didn't have Details at all so I used part of this Dev Journal)
-changed Category from Culture to Manufacturing
-removed Alignment tag
-added the following tags: AIValue and Model
-changed Requires from None to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0

A history of Mercantilism:
-changed Category from Ethics to Culture
-removed Alignment tag
-added the following tags: AIValue and Model
-changed Requires from None to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0

The Path:
-changed Category from Biological Warfare to Culture
-changed Cost from 5 to 10
-removed Alignment tag
-added the following tags: AIValue and Model
-changed Requires from None to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0
An important part in a kitchen remodel is getting custom cabinets.
Innovative History:
-changed Branch from Industry to Computing
-changed Category from Research to Pure Research
-changed Cost from 50 to 10
-changed AIValue from 5 to 0
-removed Alignment tag
-added Model tag
-changed Requires from None to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0

A History of Extremes:
-changed Category from Biology to Culture
-added the following tags: Cost, AIValue, and Model
-set Cost to 10
-changed Requires from None to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0

Temporal Mechanics:
-changed Branch from Industry to Culture
-changed Category from Manufacturing to Culture
-changed AIValue from 5 to 0
-removed Alignment tag
-changed Requires from None to ImpossibleTech

Hyperion Matrix:
-changed Cost from 50 to 10
-changed AIValue from 5 to 0
-removed Alignment tag
-changed Requires from None to ImpossibleTech

Inherited Technology:
-changed Branch from Defenses to Industry
-changed Category from Armor to Manufacturing
-added the following tags: Cost, AIValue, and Model
-set Cost to 10
-changed Requires from None to ImpossibleTech
-changed WillingsnessToTrade from 50 to 0

Cybernetic History:
-changed Branch from Industry to Culture
-changed Category from Manufacturing to Culture
-removed Alignment tag
-added the following tags: Cost, AIValue, and Model
-set Cost to 10
-changed WillingsnessToTrade from 50 to 0

Xeno Communications: added the following tags: Group and WillingnessToTrade

Universal Translator: added the following tags: Group and WillingnessToTrade

Diplomatic Relations: added the tag WillingnessToTrade

Advanced Diplomacy: added the tag WillingnessToTrade

Expert Diplomacy: added the tag WillingnessToTrade

Majesty: added the following tags: Group and WillingnessToTrade

Total Majesty: added the following tags: Group and WillingnessToTrade

Counter Espionage: added the following tags: Group, CanBeStolen, WillingnessToTrade

Xeno Intimidation:
-changed Cost from 500 to 2500
-added DiplomacyAbility tag
-set DiplomacyAbility to 25 (same as in the Drengin tech tree)

Greater Tolerance:
-changed Category from Manufacturing to Diplomacy
-removed Alignment tag
-added CanBeStolen tag
-changed WillingsnessToTrade from 50 to 0

Trade: added the tag WillingnessToTrade

Advanced Trade: added the tag WillingnessToTrade

Neutral Shipping:

Master Trade: added the tag WillingnessToTrade

Xeno Mercantilism:
-changed Branch from Industry to Culture
-changed Category from Economics to Trade
-removed Alignment tag

Fortified Freighters: removed Alignment tag

Interstellar Governments:
-added the following tags: Group and WillingnessToTrade
-removed <CultureAbility>0</CultureAbility>

Alliances: added the following tags: Group and WillingnessToTrade

Interstellar Republic: added the following tags: Group and WillingnessToTrade

Star Democracy: added the following tags: Group and WillingnessToTrade

Star Federation: added the following tags: Group and WillingnessToTrade

Xeno Entertainment:
-added the following tags: Group and WillingnessToTrade
-changed Requires from UniversalTranslator to PlanetaryImprovements

Extreme Entertainment: added the following tags: Group and WillingnessToTrade

Zero G Sports Arenas:
-renamed DisplayName from "Zero G Sports Arenas" to "Zero-G Sports Arenas"
-added the following tags: Group and WillingnessToTrade

Virtual Reality Centers: added the following tags: Group and WillingnessToTrade

Temples:
-changed Category from Culture to Entertainment
-removed Alignment tag

Shrine of the Mithrilar:
-changed Category from Culture to Entertainment
-removed Alignment tag
-added CanBeTraded tag
-set WillingnessToTrade from 60 to 0

Shrine of Tandis:
-changed Branch from Industry to Culture
-changed Category from Culture to Entertainment

Arena of Agony:

Slaughterthoriums:

Healing Pools:
-changed Branch from Biology to Culture
-replaced Description with the one from the Torian tech tree
-replaced Details with the one from the Torian tech tree
-changed Category from Medical to Entertainment
-changed Cost from 300 to 60
-changed Model from regen0 to event30
-removed Alignment tag
-changed Requires from DivergentEvolution to CulturalEnlightenment
-added the following tags: CanBeTraded and CanBeStolen
-changed WillingsnessToTrade from 66 to 0

Wellness Falls:
-added CanBeTraded tag
-changed WillingsnessToTrade from 6 to 0

Tides of Cleansing:
-added CanBeTraded tag
-changed WillingsnessToTrade from 2 to 0

Hot Springs:
-added CanBeTraded tag
-changed WillingsnessToTrade from 1 to 0

Xeno Business:
-added the following tags: Group and WillingnessToTrade
-changed Requires from Xeno Entertainment to UniversalTranslator

Cultural Domination: added the following tags: Group and WillingnessToTrade

Historical Assimilation: changed Category from Ethics to Culture

Xeno Cultural Trends: added the following tags: Group and WillingnessToTrade

Cultural Insurrection: added the following tags: Group and WillingnessToTrade

Cultural Conquest: added the following tags: Group and WillingnessToTrade

Xeno Mysticism:
-fixed the formatting of the Details
-changed Category from Research to Culture
-removed Alignment tag

Precursor History:
-changed Category from Pure Research to Culture
-removed Alignment tag

Xeno Propaganda:
-changed Cost from 1000 to 3000 (same as in the Drengin tech tree)
-changed Requires from Xeno Communications to UniversalTranslator (how can you influence others, if you aren't yet able to communicate with them?)

Xeno Brain Washing:
-changed Cost from 1000 to 4000
-changed CultureAbility from 5 to 20 (same as in the Drengin tech tree)

Xeno Persuasion: removed Alignment tag

Dark Influence:
-removed Alignment tag
-changed WillingsnessToTrade from 50 to 0

Jihad of Krynn:
-changed Category from Logistics to Culture
-removed Alignment tag
-changed WillingsnessToTrade from 50 to 0

Laws of Krynn:
-changed Category from Economics to Culture
-removed Alignment tag
-changed WillingsnessToTrade from 50 to 0

Order of Krynn:
-changed Category from Economics to Culture
-removed Alignment tag
-changed WillingsnessToTrade from 50 to 0

The Way:
-changed Category from Logistics to Culture
-removed Alignment tag
-changed WillingsnessToTrade from 50 to 0

Superior Espionage:
-changed Branch from Industry to Culture
-added Model tag
-removed Alignment tag

Master Spies
-changed Branch from Industry to Culture
-changed Category from Biology to Culture
-added Model tag
-removed Alignment tag

Xeno Anthropology: removed Alignment tag

Xeno Public Relations:
-changed Category from Communications to Culture
-added the following tags: Model and CanBeStolen
-removed Alignment tag
-changed WillingsnessToTrade from 50 to 0

Xeno Influence:

Xeno Brainwashing:
-changed Branch from Weapons to Culture
-changed Category from Military to Culture
-added CanBeTraded tag
-changed WillingsnessToTrade from 20 to 0

Cultural Enlightenment:

Xeno Ethics: added the following tags: Group and WillingnessToTrade

Good and Evil: added the following tags: Group and WillingnessToTrade

Concepts of Malice:

Balanced Vision: added the following tags: Group and WillingnessToTrade

Concepts of Righteousness:

Fusion Reactors:
-changed DisplayName from "Fusion Reactors" to "Hyper Fusion Reactors" (it's called that way in almost all of the racial tech trees)
-changed "star gates" to "stargates", "Hyper Drive" to "Hyperdrive", and "home world" to "homeworld"
-added the following tags: Group and WillingnessToTrade

HyperDrive:
-added the following tags: Group, Category, and WillingnessToTrade
-changed DisplayName from HyperDrive to Hyperdrive (consistency)
-changes to the Details: "light years" to "light-years", "star gate(s)" to "stargate(s)", "Human" to "human"
-changed Requires from None to FusionReactors
-set Category to Propulsion

New Propulsion Techniques: changed "to make a 10 million mile trip seem the same as taking a one light year trip." to "to make a one light-year trip seem the same as taking a 10 million mile trip." (the comparison didn't make sense as written)

Ion Drive:
-added the following tags: Group and WillingnessToTrade
-changed Description "Provide" to "Provides"

Impulse Drive: added WillingnessToTrade tag

Impulse Drive Mark II: added WillingnessToTrade tag

Impulse Drive Mark III: added WillingnessToTrade tag

Warp Drive: added WillingnessToTrade tag

Warp Drive II: added WillingnessToTrade tag

Warp Drive III: added WillingnessToTrade tag

Warp Drive IV: added WillingnessToTrade tag

Warp Drive V: added WillingnessToTrade tag

HyperWarp:

HyperWarp II: added WillingnessToTrade tag

HyperWarp III: added WillingnessToTrade tag

Interstellar Navigation: changed Cost from 200 to 250 (same as in the Arcean tech tree)

Sub-Space Drive:

Advanced Navigation Centers: changed Cost from 2500 to 3500 (same as in the Arcean tech tree)

Stellar Folding:

Expert Gravity Channeling:
-changed Branch from Industry to Propulsion
-changed Category from Biology to Propulsion
-removed Alignment tag
-added CanBeTraded tag
-changed Willingness to Trade from 10 to 0

Hyperion Propulsion:

Stellar Streams:
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Artificial Gravity:
-added the following tags: Group, PopulationGrowthAbility, and WillingnessToTrade
-set PopulationGrowthAbility to 5

Planetary Improvements:
-added the following tags: Group and WillingnessToTrade
-changed Requires from Xeno Engineering to ArtificialGravity

Xeno Industrial Theory: changed Category from Economics to Manufacturing

Xeno Factory Construction: added the following tags: Group and WillingnessToTrade

Manufacturing Centers: added the following tags: Group and WillingnessToTrade

Industrial Sector: added the following tags: Group and WillingnessToTrade

Fusion Power Plants: added the following tags: Group and WillingnessToTrade

Anti-Matter Power Plants: added the following tags: Group and WillingnessToTrade

Quantum Power Plants: added the following tags: Group and WillingnessToTrade

Way of the Arnor:
-changed Category from Research to Manufacturing
-removed Alignment tag

Way of the Dread Lord:
-changed Category from Research to Manufacturing
-removed Alignment tag

Xeno Geology:
-changed Category from Research to Manufacturing
-added PopulationGrowthAbility tag
-set PopulationGrowthAbility to 5 (same as in the Arcean tech tree)

Xeno Slavery:
-added SocialProductionAbility tag
-set SocialProductionAbility to 5 (same as in the Drengin tech tree)

Slave Pits:

Slave Canyons:

Devil's Forge:

Enhanced Slavelings:
-changed Cost from 2000 to 3500 (same as in the Drengin tech tree)
-added the following tags: MilitaryProductionAbility, CanBeTraded, and CanBeStolen
-set MilitaryProductionAbility to 10 (same as in the Drengin tech tree)
-changed WillingnessToTrade from 50 to 0

Death Furnaces:
-added CanBeStolen tag
-changed WillingnessToTrade from 50 to 0

Artificial Slavelings:
-changed Category from MilManufacturingitary to Manufacturing
-changed Cost from 4000 to 7500 (same as in the Drengin tech tree)
-added the following tags: MilitaryProductionAbility, CanBeTraded, and CanBeStolen
-set MilitaryProductionAbility to 10 (same as in the Drengin tech tree)
-changed WillingnessToTrade from 50 to 0

Interstellar Refining:
-changed Category from PD to Manufacturing
-removed Alignment tag

Molecular Fabrication:
-changed Category from Missile to Manufacturing
-removed Alignment tag

Industrial Replication I:
-changed Category from Missile to Manufacturing
-removed Alignment tag

Industrial Replication II:
-changed Category from Missile to Manufacturing
-removed Alignment tag

Industrial Replication III:
-changed Category from Missile to Manufacturing
-removed Alignment tag

Wretched Cloning: removed Alignment tag

Aul Incineration:
-changed "wreteched clones to power it as well as..well significant parts of the biosphere." to "wretched clones to power it, as well as significant parts of the biosphere."
-removed Alignment tag

Planetary Adaptation: removed Alignment tag

Industrial Adaptation I: removed Alignment tag

Industrial Adaptation II: removed Alignment tag

Industrial Adaptation III: removed Alignment tag

Basic Gravitronics: removed Alignment tag

Collective Manufacturing I: removed Alignment tag

Collective Manufacturing II: removed Alignment tag

Collective Manufacturing III: removed Alignment tag

Collective Manufacturing IV: removed Alignment tag

Manufacturing Vortex:
-removed Alignment tag
-changed WillingnessToTrade from 11 to 0

Distributed Energy Matrix: removed Alignment tag

Xeno Engineering:
-changed Category from Economics to Manufacturing
-changed Requires from None to InterstellarConstruction
-added the following tags: Group and WillingnessToTrade

Space Mining:
-changed Branch from Logistics to Industry
-changed Requires from Basic Logistics to Xeno Engineering
-added WillingnessToTrade tag

Space Mining II:
-changed Branch from Logistics to Industry
-added WillingnessToTrade tag

Space Mining III:
-changed Branch from Logistics to Industry
-added WillingnessToTrade tag

Xeno Research:
-changed Requires from Xeno Engineering to PlanetaryImprovements
-added the following tags: Group and WillingnessToTrade

Research Centers: added the following tags: Group and WillingnessToTrade

Research Academies: added the following tags: Group and WillingnessToTrade

Invention Matrix: added the following tags: Group and WillingnessToTrade

Discovery Sphere:
-changed Category from Medical to Pure Research
-added the following tags: Group and WillingnessToTrade

Neutrality Learning Centers: added WillingnessToTrade tag

Advanced Computing:
-changed Category from Miniaturization to Pure Research
-added the following tags: Group and WillingnessToTrade

Creative Good:

Diabolical Research:
-changed Requires from SpecializedResearch to XenoSlavery
-added the following tags: Group, CanBeTraded, CanBeStolen, and WillingnessToTrade (same as in the Drengin tech tree)

Imaginative Research: added the following tags: Group, CanBeTraded, CanBeStolen, and WillingnessToTrade

Ultimate Diabolical Research:
-changed DisplayName from "Imaginative Research" to "Ultimate Diabolical Research" (it had the same DisplayName as the previous tech)
-added the following tags: added the following tags: Group, CanBeTraded, CanBeStolen, and WillingnessToTrade

Pain Amplification:
-changed Cost from 800 to 2500
-added ResearchAbility tag
-set ResearchAbility to 5 (same as in the Drengin tech tree)

Agony Coordination Grid:
-added ResearchAbility tag
-set ResearchAbility to 5 (same as in the Drengin tech tree)

Precursor Studies:
-changed Category from Culture to Pure Research
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Technology Adaptation I:
-changed Category from Research to Pure Research
-removed Alignment tag

Technology Adaptation II:
-changed Category from Research to Pure Research
-removed Alignment tag

Technology Adaptation III:
-changed Category from Research to Pure Research
-removed Alignment tag

Remedial Engineering:
-changed Category from Miniaturization to Pure Research
-added Model tag
-removed Alignment tag

Ultimate Creativity:

Scientific Method Implementation: added Model tag

Universities: added Model tag

Cities of Learning: added Model tag

Technology Communes: added Model tag

Computational Matrix:
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Synthetic Ingenuity:
-added the following tags: AIValue and Model
-removed Alignment tag

Creative Insight:
-added Model tag
-removed Alignment tag

Deeper Knowledge: added the following tags: Group and WillingnessToTrade

Galactic Understanding: added the following tags: Group and WillingnessToTrade

Near Omniscience: added the following tags: Group and WillingnessToTrade

Beyond Mortality: added the following tags: Group and WillingnessToTrade

Technology Victory: added the following tags: Group and WillingnessToTrade

Visions Of Agony:
-changed Category from Pure Research to Research
-changed Cost from 3000 to 10000
-added ResearchAbility tag
-set ResearchAbility to 10 (same as in the Drengin tech tree)

Technology Thresholds:
-changed Category from Pure Research to Research
-changed Cost from 6000 to 20000
-added ResearchAbility tag
-set ResearchAbility to 10 (same as in the Drengin tech tree)

4D Phasing:
-changed Category from Pure Research to Research
-removed Alignment tag

Dimensional Exploitation:
-changed Category from Pure Research to Research
-removed Alignment tag

Dimensional Weaponry:
-changed Category from Pure Research to Research
-removed Alignment tag

Near Omnipotence:
-changed Category from Pure Research to Research
-removed Alignment tag

Advanced Philosophy:
-changed Category from Pure Research to Research
-added Model tag

Greater Enlightenment:
-changed Category from Pure Research to Research
-added Model tag

Deep Level Trances:
-changed Category from Pure Research to Research
-added Model tag

Exceptional Consciousness:
-changed Category from Pure Research to Research
-added Model tag

Basic Miniaturization:
-changed Requires from Advanced Computing to InterstellarConstruction
-added WillingnessToTrade tag

Enhanced Miniaturization: added WillingnessToTrade tag

Advanced Miniaturization: added WillingnessToTrade tag

Expert Miniaturization: added WillingnessToTrade tag

Ultimate Miniaturization: added WillingnessToTrade tag

Supreme Miniaturization: added WillingnessToTrade tag

Organic Materials:
-changed Category from Research to Miniaturization
-removed Alignment tag

Stellar Cartography: added the following tags: Group and WillingnessToTrade

Sensors: added WillingnessToTrade tag

Sensors Mark II: added WillingnessToTrade tag

Sensors Mark III: added WillingnessToTrade tag

Sensors Mark IV: added WillingnessToTrade tag

Sensor Array: added the following tags: Group and WillingnessToTrade

Xeno Economics: added the following tags: Group and WillingnessToTrade

Xeno Trade Centers: added the following tags: Group and WillingnessToTrade

Xeno Bank Construction: added the following tags: Group and WillingnessToTrade

Galactic Stock Exchanges: added the following tags: Group and WillingnessToTrade

Invisible Hand: removed Alignment tag

War Profiteering: removed Alignment tag

Interstellar Bartering:
-changed Category from Logistics to Economics
-removed Alignment tag

Merchant Emporiums:
-changed Category from Logistics to Economics
-removed Alignment tag

Merchant Trade Complexes:
-changed Category from Logistics to Economics
-removed Alignment tag

Cut Throat Trading: removed Alignment tag

Malicious Bargaining: removed Alignment tag

Graft of Ages: removed Alignment tag

Mercenaries:
-changed Category from Trade to Economics
-removed Alignment tag

Cut-Throat Competition:
-changed Branch from Culture to Industry
-changed Category from Trade to Economics
-removed Alignment tag

Stellar Production:
-changed Category from Manufacturing to Economics
-removed Alignment tag

Hyperion Fabrication:
-changed Branch from Propulsion to Industry
-changed Category from Propulsion to Economics

Efficiency Studies I: removed Alignment tag

Efficiency Studies II: removed Alignment tag

Efficiency Studies III: removed Alignment tag

Efficiency Studies IV: removed Alignment tag

Efficiency Studies V: removed Alignment tag

Xeno Farm Construction: added WillingnessToTrade tag

Xeno Farm Construction II: added WillingnessToTrade tag

Xeno Farm Construction III: added WillingnessToTrade tag

Charging Stalks:
-changed "cybnertic species" to "cybernetic species"
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Advanced Charging Stalks:
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Xeno Biology:
-changed Requires from None to XenoResearch
-added the following tags: Group and WillingnessToTrade

Xeno Medicine: added the following tags: Group and WillingnessToTrade

Fertility Acceleration: added the following tags: Group and WillingnessToTrade

Corrupted Genetics:
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Xeno Colonization:
-changed Category from Colonization to Biology
-removed Alignment tag

Alien Soil Studies:
-changed Category from Terraforming to Biology
-removed Alignment tag

Advanced Population Acceleration:
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Spark of Life Enhancement:
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Extended Lifetime:
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Extreme Colonization: added the following tags: Group and WillingnessToTrade

Biological Studies:
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Soil Enhancement: added WillingnessToTrade tag

Habitat Improvement: added WillingnessToTrade tag

Terraforming: added the following tags: AIValue and WillingnessToTrade

Paradise Worlds:
-changed Category from Biology to Terraforming
-added CanBeTraded tag
-changed WillingnessToTrade from 4 to 0

Divergent Evolution:
-changed Category from Biology to Terraforming
-changed Cost from 500 to 300
-removed Alignment tag
-added LuckAbility tag
-set LuckAbility to 10 (same as in the Altarian tech tree)

Weather Control:
-changed Category from Biology to Terraforming
-added the following tags: Cost, CanBeTraded, and CanBeStolen
-set Cost to 500
-changed Requires from None to XenoGeology
-changed WillingnessToTrade from 50 to 0

Enhanced Adaptation:
-changed Category from Biology to Terraforming
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Gaia Theory:

Aquatic World Colonization:
-added CourageAbility tag
-set CourageAbility to 2 (like in all racial tech trees)
-added WillingnessToTrade tag

Advanced Aquatic World Colonization: added WillingnessToTrade tag

Barren World Colonization: added WillingnessToTrade tag

Advanced Barren World Colonization: added WillingnessToTrade tag

Heavy Gravity Colonization: added WillingnessToTrade tag

Advanced Heavy Gravity Colonization: added WillingnessToTrade tag

Radioactive World Colonization: added WillingnessToTrade tag

Advanced Radioactive World Colonization: added WillingnessToTrade tag

Toxic Atmosphere Reductor: added WillingnessToTrade tag

Advanced Toxic Atmosphere Reductor: added WillingnessToTrade tag

Interstellar Construction:
-changed Category from HULL to Hull
-added the following tags: Group and WillingnessToTrade

Advanced Hulls:
-added the following tags: Group and WillingnessToTrade
-changed Requires from Basic Logistics to InterstellarConstruction

Medium Scale Building: added WillingnessToTrade tag

Superior Hulls: added the following tags: Group and WillingnessToTrade

Large Scale Building: added the following tags: Group and WillingnessToTrade

Master Hull Building:

Massive Scale Building: added the following tags: Group and WillingnessToTrade

Reinforced Hull Design: added the following tags: Group and WillingnessToTrade

Hardened Hull Design: added the following tags: Group and WillingnessToTrade

Advanced Materials: added the following tags: Group and WillingnessToTrade

Robust Hull Construction: added the following tags: AIValue and Model

Hull Strengthening:

Expert Engineering:
-changed Category from Colonization to Hull
-removed Alignment tag

Organic Hulls:
-changed Branch from Industry to Logistics
-changed Category from Ethics to Hull
-removed Alignment tag
-changed Requires from ImpossibleTech to OrganicMaterials

Self-Healing Hulls:
-changed Branch from Industry to Logistics
-changed Category from Colonization to Hull
-removed Alignment tag

Robust Hulls:
-changed Branch from Industry to Logistics
-changed Category from Ethics to Hull
-removed Alignment tag

Integrity Grid:
-added the following tags: Group, Requires, and WillingnessToTrade
-set Requires to Advanced Materials

Hyperion Hull Design:
-changed Branch from Industry to Logistics
-removed Alignment tag

Hyperion Domination:
-changed Branch from Weapons to Logistics
-changed Category from Military to Hull

Nano Materials:
-changed Branch from Computing to Logistics
-changed Category from Research to Hull

Basic Logistics:
-changed Require from Xeno Engineering to ArtificialGravity
-added WillingnessToTrade tag

Enhanced Logistics: added WillingnessToTrade tag

Advanced Logistics: added WillingnessToTrade tag

Expert Logistics: added WillingnessToTrade tag

Ultimate Logistics: added WillingnessToTrade tag

General Life Support: added WillingnessToTrade tag

Extended Life Support: added WillingnessToTrade tag

Advanced Life Support: added WillingnessToTrade tag

Ultra Life Support: added WillingnessToTrade tag

Galactic Warfare:

Space Militarization:

Space Weapons:
-added MilitaryProductionAbility tag
-set MilitaryProductionAbility to 5 (same as in all racial tech trees)

Starship Defenses:

Enhanced Defenses:
-changed Category from Armor to Military
-removed Alignment tag
-changed WilllingnessToTrade from 50 to 0

Dark Energy Research:
-changed Branch from Industry to Weapons
-changed Category from Pure Research to Military
-removed Alignment tag

Unimaginable Destruction: removed Alignment tag

War Rooms:
-added CreativityAbility tag
-set CreativityAbility to 10 (same as in the Arcean tech tree)

Unconventional Warfare:
-added WeaponsAbility tag
-set WeaponsAbility to 5 (same as in the Drengin tech tree)

Interstellar War Colleges: added the following tags: AIValue and Models

Defense Industries:
-changed Branch from Defenses to Weapons
-removed Alignment tag
-added CanBeTraded tag
-changed WillingnessToTrade from 14 to 0

Space Superiority:

Weapon Magnifier:

Defensive Trance:
-added CanBeTraded tag
-changed WillingnessToTrade from 5 to 0

Beam Weapon Theory: added the following tags: Group and WillingnessToTrade

Laser:

Laser II: added WillingnessToTrade tag

Laser III: added WillingnessToTrade tag

Laser IV: added WillingnessToTrade tag

Laser V: added WillingnessToTrade tag

Particle Beams: added WillingnessToTrade tag

Particle Beams II: added WillingnessToTrade tag

Particle Beams III: added WillingnessToTrade tag

Plasma Weapons: changed Requires from Laser V to ParticleBeams3

Plasma Weapons II:

Plasma Weapons III:

Phasors:

Phasors II: added WillingnessToTrade tag

Psionic Beam: added the following tags: Group and WillingnessToTrade

Phasors III: added WillingnessToTrade tag

Phasors IV: added WillingnessToTrade tag

Phasors V: added WillingnessToTrade tag

Phasors VI: added WillingnessToTrade tag

Phasors VII: added WillingnessToTrade tag

Doom Ray: changed Requires from Subspace Annihilator to Phasors VII

Disruptors: changed Requires from Phasors VII to Plasma Weapons III

Disruptors II: added WillingnessToTrade tag

Disruptors III: added WillingnessToTrade tag

Disruptors IV: removed Alignment tag

Ion Beams:

Ion Beams II:

Ion Beams III:

Advanced Beam Weapons:
-changed Category from Trade to Beam
-removed Alignment tag

Kinetic Streams I: removed Alignment tag

Kinetic Streams II: removed Alignment tag

Kinetic Streams III: removed Alignment tag

Missile Weapon Theory: added the following tags: Group and WillingnessToTrade

Stinger:

Stinger II: added WillingnessToTrade tag

Stinger III:

Stinger IV: added WillingnessToTrade tag

Harpoon:

Harpoon II: added WillingnessToTrade tag

Harpoon III: added WillingnessToTrade tag

Photonic Torpedo: added WillingnessToTrade tag

Psionic Missile: added the following tags: Group and WillingnessToTrade

Photonic Torpedo II: added WillingnessToTrade tag

Photonic Torpedo III: removed Alignment tag

Photon Torpedo: added WillingnessToTrade tag

Photon Torpedo II: added WillingnessToTrade tag

Photon Torpedo III: added WillingnessToTrade tag

Nightmare Torpedo: added Group tag

Advanced Missile Weapons:
-changed Category from PD to Missile
-removed Alignment tag

Seeker I: removed the following tags: Alignment, CanBeTraded, and CanBeStolen

Seeker II: removed the following tags: Alignment, CanBeTraded, and CanBeStolen

Seeker III: removed the following tags: Alignment, CanBeTraded, and CanBeStolen

Mass Driver Theory: added the following tags: Group and WillingnessToTrade

Basic Rail Guns:

Enhanced Rail Guns:

Mass Drivers:

Mass Drivers II: added WillingnessToTrade tag

Mass Drivers III:

Pulse Cannons: added WillingnessToTrade tag

Pulse Cannons II: added WillingnessToTrade tag

Pulse Cannons III: added WillingnessToTrade tag

Graviton Driver: changed Requires from Singularity Driver IV to PulseCannons3

Graviton Driver II: added WillingnessToTrade tag

Graviton Driver III: added WillingnessToTrade tag

Graviton Driver IV: added WillingnessToTrade tag

Psionic Shredder:

Quantum Driver: added WillingnessToTrade tag

Quantum Driver II: added WillingnessToTrade tag

Quantum Driver III:

Black Hole Gun: changed Requires from Neutrino Bullets to Quantum Driver III

Singularity Driver: changed Requires from Mass Drivers III to PulseCannons3

Singularity Driver II: added WillingnessToTrade tag

Singularity Driver III: added WillingnessToTrade tag

Singularity Driver IV: added WillingnessToTrade tag

Neutron Driver:

Neutron Driver II:

Neutron Driver III:

Ion Cannons:

Ion Cannons II: added the following tags: Description and Details (used the the entries from Ion Cannons for the text)

Ion Cannons III: added the following tags: Description and Details (used the the entries from Ion Cannons for the text)

Advanced Mass Drivers:
-changed Category from Beam to MD
-removed Alignment tag

Scatter Blaster I: removed the following tags: Alignment and CanBeStolen

Scatter Blaster II: removed the following tags: Alignment and CanBeStolen

Scatter Blaster III: removed the following tags: Alignment, CanBeTraded, and CanBeStolen

Shield Defense Theory: added the following tags: Group and WillingnessToTrade

Deflectors: added WillingnessToTrade tag

Enhanced Deflectors: added WillingnessToTrade tag

Advanced Deflectors: added WillingnessToTrade tag

Superior Deflectors: added WillingnessToTrade tag

Shields: added WillingnessToTrade tag

Shields II: added WillingnessToTrade tag

Shields III: added WillingnessToTrade tag

Barriers: added WillingnessToTrade tag

Subspace Rebounder:

Barriers II: added WillingnessToTrade tag

Barriers III: added WillingnessToTrade tag

Force Fields: added WillingnessToTrade tag

Dynamic Shielding: added the following tags: Group and WillingnessToTrade

Advanced Force Fields: added WillingnessToTrade tag

Superior Force Fields: added WillingnessToTrade tag

Invulnerability Field: added WillingnessToTrade tag

Invulnerability Field II: added WillingnessToTrade tag

Ultimate Invulnerability: added WillingnessToTrade tag

Missile Defense Theory: added the following tags: Group and WillingnessToTrade

Chaff: added WillingnessToTrade tag

Smart Chaff: added WillingnessToTrade tag

ECM: added WillingnessToTrade tag

ECM II: added WillingnessToTrade tag

ECM III: added WillingnessToTrade tag

Point Defense: added WillingnessToTrade tag

Telepathic Defense:

Point Defense II: added WillingnessToTrade tag

Point Defense III: added WillingnessToTrade tag

PD Combo: added WillingnessToTrade tag

PD Combo II: added WillingnessToTrade tag

PD Combo III: added WillingnessToTrade tag

Droid Sentries: added WillingnessToTrade tag

Droid Sentries II: added WillingnessToTrade tag

Droid Sentries III: added WillingnessToTrade tag

Aereon Missile Defense: added the following tags: Group and WillingnessToTrade

Armor Theory: added the following tags: Group and WillingnessToTrade

Titanium Armor:

Titanium Armor II: added WillingnessToTrade tag

Titanium Armor III: added WillingnessToTrade tag

Duranthium: added WillingnessToTrade tag

Duranthium II: added WillingnessToTrade tag

Duranthium III: added WillingnessToTrade tag

Tri-Strontium:

Enhanced Tri-Strontium: added WillingnessToTrade tag

Arnorian Battle Armor:

Superior Tri-Strontium: added WillingnessToTrade tag

Kanvium:

Kanvium II: added WillingnessToTrade tag

Kanvium III: added WillingnessToTrade tag

Duralthene Armor:

Adamantium Armor:

Adamantium II: added WillingnessToTrade tag

Ultimate Adamantium: added WillingnessToTrade tag

Zero-Point Armor:

Fleet Battle Tactics:
-changed Category from Communications to Military
-added the following tags: Group and WillingnessToTrade

Tulon Weapon Focus:
-changed Category from Communications to Military
-added the following tags: Group and WillingnessToTrade

Vengeance Scanner:

Fleet Defense:

Xalax Defense Coordination:

Zalon Defense Mainframe:

Righteous Might:
-changed Branch from Defenses to Weapons
-changed Category from Armor to Military

Righteous Justice: changed Branch from Weapons to Defenses

Defensive Meditation:
-changed Category from Pure Research to Military
-removed Alignment tag

Offensive Meditation:
-changed Category from Pure Research to Military
-removed Alignment tag
-added CanBeTraded tag
-changed WillingnessToTrade from 7 to 0

Advanced Fire Control:

Advanced Battle Stations:

Amplified Weaponry:

Kill Zone Computers:
-changed Category from Communications to Military
-added WeaponsAbility tag
-set WeaponsAbility to 5 (same as in the Drengin tech tree)

Righteous Fleets:
-changed Category from Biological Warfare to Military
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Hasty Fleets:
-changed Branch from Defenses to Propulsion
-changed Category from Biological Warfare to Military
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Vengeful Fleets:
-changed Branch from Defenses to Weapons
-changed Category from Biological Warfare to Military
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Fleet Warp Bubbles:
-changed Branch from Defenses to Propulsion
-added the following tags: AIValue and Models

Fleet Warp Bubbles II:
-changed Branch from Defenses to Propulsion
-added the following tags: AIValue and Models

Fleet Warp Bubbles III:
-changed Branch from Defenses to Propulsion
-added the following tags: AIValue and Models

Space Superiority: added the following tags: AIValue and Models

Advanced Defensive Techniques: added the following tags: AIValue and Models

Hyperion Defense:

Planetary Invasion: added the following tags: Group and WillingnessToTrade

Planetary Bombardment: added the following tags: Group and WillingnessToTrade

Tidal Disruption: added the following tags: Group and WillingnessToTrade

Stellar Marines: added the following tags: Group and WillingnessToTrade

Advanced Troop Mod: added the following tags: Group and WillingnessToTrade

Planetary Defense: changed Category from Invasion to Planetary Defense

Adv. Planetary Defense: added WillingnessToTrade tag

Supreme Planetary Defense: added WillingnessToTrade tag

Inherent Magic:
-changed Branch from Industry to Weapons
-changed Category from Pure Research to Invasion

PlanetaryFortification:

Cathedral of Valor: changed Category from Military to Invasion

Shock Troops:
-changed DisplayName from Shock Troops to Ultimate Shock Troops
-added the following tags: Group and WillingnessToTrade
-changed Requires from Advanced Troop Mods to Planetary Invasion

Mechanized Warriors:
-changed "There simply are enough of us to spare as canon fodder." to "There simply are not enough of us to spare as cannon fodder."
-removed Alignment tag

Fanatics:

Extreme Soldiers:

Terror Drones I:
-removed Alignment tag
-added CanBeTraded tag
-changed WillingnessToTrade from 12 to 0

Terror Drones II:
-removed Alignment tag
-added CanBeTraded tag
-changed WillingnessToTrade from 8 to 0

Terror Drones III:
-removed Alignment tag
-added CanBeTraded tag
-changed WillingnessToTrade from 9 to 0

Advanced Starbase Construction:

Starbase Fortification:
-changed Requires from StarshipDefenses to AdvancedStarbaseConstruction
-added WillingnessToTrade tag

Starbase Fortification Mark II: added WillingnessToTrade tag

Starbase Fortification Mark III: added WillingnessToTrade tag

Starbase Defenses:
-changed Requires from Space Weapons to Starbase Fortification Mark III
-added the following tags: Group and WillingnessToTrade

Starbase Mobilization: added the following tags: Group and WillingnessToTrade

Starbase Projection: added the following tags: Group and WillingnessToTrade

Superior Starbase Defense Systems: added the following tags: Group and WillingnessToTrade

Starbase Conquest Strategy: added the following tags: Group and WillingnessToTrade

Terror Star Development:
-added the following tags: Reguires and WillingnessToTrade
-set Requires to StarbaseConquestStrategy

Terror Star II: added WillingnessToTrade tag

Terror Star III: added WillingnessToTrade tag

Terror Star IV: added WillingnessToTrade tag

Terror Star V: added WillingnessToTrade tag

Industrial Starbase Construction:
-changed Category from Industry to Starbase
-removed Alignment tag
-added Model tag

Advanced Industrial Starbases:
-changed Category from Industry to Starbase
-removed Alignment tag
-added Model tag

Super Trade Starbases:
-changed Branch from Industry to Culture
-changed Category from Trade to Starbase
-removed Alignment tag

Xeno Refining:
-changed Category from Economics to Starbase
-removed Alignment tag

Expert Refining:
-changed Category from Economics to Starbase
-removed Alignment tag

Starbase Victory Strategy: removed Alignment tag

Starbase Supremacy:
-removed the following tags: Alignment and CanBeStolen

Interstellar Missionaries:
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Krynniac Conversion:
-removed Alignment tag
-added the following tags: CanBeTraded and CanBeStolen
-changed WillingnessToTrade from 50 to 0

Krynniac Disciples:
-removed Alignment tag
-changed WillingnessToTrade from 50 to 0

Hyperion Starbases: removed Alignment tag

Plague Cure: added the following tags: Group and WillingnessToTrade

Disease Cure: added the following tags: Group and WillingnessToTrade

Germ Warfare: added the following tags: Group, CanBeStolen, and WillingnessToTrade

Spore Weapons: added the following tags: Group and WillingnessToTrade

Subspace Blaster: disabled

Subspace Annihilator: disabled

HD Spike Driver: disabled

HD Spike Driver II: disabled

HD Spike Driver III: disabled

HD Spike Driver IV: disabled

Neutrino Bullets: disabled

Anti-Matter Torp: disabled

Anti-Matter Torp II: disabled

Anti-Matter Torp III: disabled

Quantum Torp: disabled

Quantum Torp II: disabled

Quantum Torp III: disabled

Positronic Torp: disabled

Positronic Torp II: disabled

Black Hole Eruptor: disabled

Hardened Armor: disabled

Evasive Action: disabled

Invulnerable Shipping: disabled

 

marks still the best changes in game!

Reply #2015 Top

I don't want anyone stealing my seeds! Make the AI unable to steal farm techs! Please don't alter other stuff on preference I like trading.

Reply #2016 Top

Is it possible to purchase planets from the AI again? I've found this quite unfair in GalCiv2 v2.20 (based off an earlier Community Update version). I recall that the intent was to prevent abusing this ability, but I also remember myself not succeeding in GalCiv3 at buying a worse planet from a friendly faction in exchange for a much better world I had conquered from a minor faction. I wonder if GalCiv2 allows to fine-tune the trade value of planets...

Reply #2017 Top

No, there's nothing what a modder could do about this as most is hardcoded. We could only finetune the diplo-bonuses but once there's too much difference trading can become difficult/frustrating. The game's weakness in that regard are several thresholds that either cause the AI refusing all trades (even good ones for himself…) or offering far too good stuff.

The AI evaluates planets also by their generated income. If good large planets that are freshly colonized show a red economic balance during the first year this can be heavily exploited in some map setups.

But the worst is trading for IPs.

Reply #2018 Top

Quoting Maiden666, reply 2017

But the worst is trading for IPs.

Seriously. I found I can get several terraforming techs, then sell them to the minor races for tons of IPs and I get my way with voting for the rest of the game.

Does buying IPs increase your chance to 'flip' other planets? Or is that just based off of IP production?

+1 Loading…
Reply #2019 Top

Quoting Fulano5321, reply 2018


Quoting Maiden666,

But the worst is trading for IPs.



Seriously. I found I can get several terraforming techs, then sell them to the minor races for tons of IPs and I get my way with voting for the rest of the game.

Does buying IPs increase your chance to 'flip' other planets? Or is that just based off of IP production?

The IPs just increase your annual voting power, I personally just sold them for credits (when playing for score), but the game is actually best when all these bugs aren't in use... :)

Flipping planets is based on your Influence base stats, your opponents loyality, and ofc all those 2 abilities local power (like, Influence from an Embassy). But the actual flip also luck-based / random.

 

Personally I find many United Planets decision too weak, considering a game is usually over after a few years. Some are "ok"

Reply #2020 Top

I've once tried playing the Dread Lords scenario with the Community Update mod v6.2.4. For some reason ALL other factions, including the Dread Lords themselves, did not build any ships, allowing me to cheese that game. Using some espionage, I've found that all forms of output on their planets are zero, as if the AI was not spending on production at all. Below is the screenshot of such a planet (click to maximize, 1080p). For some reason the starport is halfway done, so maybe the bug didn't trigger immediately?

A planet spied upon by the player with zero production capacity. Build Queue: Starport - Never (halfway finished), Basic Slave Pit - Never, Slaveling Imagination Lab - Never