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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Custom Empires Mod

BlueTemplar's picture
Submitted by BlueTemplar on Fri, 2008-05-09 09:38. SE:V MODs

Hi. I'm back. (Well actually, just passing by...)

I just want to trow the idea here, so that if anyone else is interested, he could develop it (I'm not sure I'll have the time to do it, maybe at the end of the next month...)

The goal is to rebalance cultural traits, and allow for the creation of more diverse empires, with even more diversity than in SE4.

Look at these numbers : -5 +10 -20 +40 -80 +160
Using the combination of the 6 numbers above, you can get any % bonus number (multiple of 5) in the ranges from -105 to +210. You can also set up a non-proportionnal increase in the point cost, with the only setback that the cost will progress by jumps.

Governement and society types would be removed, since they would only complicate the balancing.

An additionnal goal is to add bonuses not present in the stock game, like the rate at which the ships take damage, or to allow a whole range for the advanced storage techniques and advanced power conservation racial traits.

‹ Unnamed's AI vs Devnull mod Need non-weapon componet ideas-- Edited for easer reading ›
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BlueTemplar's picture

Re: Custom Empires Mod

Submitted by BlueTemplar on Fri, 2008-05-16 08:40.

I have a problem.
It's due to the way how percentages work and my bonus system.

I consider that since an empire A with -50% in minerals will get minerals /2, and an empire B with +100% in minerals will get minerals x 2, A should receive the same number of points +N that will be taken from B : -N.

But I can't seem to do that with my system:
1 - If the point cost is linear and grows as fast as the bonus, taking a negative bonus becomes not worth it very fast (after -20/-25%)
2 - If the point cost is linear and grows faster than the bonus, taking a small negative bonus or a big positive one becomes not worth it.
3 - If the point cost is non linear, you have large jumps in the bonus points cost. (for instance +10%:-650, +15%:-1500)

All things considered, I'll stick with the second option, but I'd like to know what do you think.
Excel File

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BlueTemplar's picture

Re: Custom Empires Mod

Submitted by BlueTemplar on Fri, 2008-05-16 10:19.

I've made a crude rebalance of all the modifiers (on page 2). A finer rebalance is needed.
Excel file v2

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BlueTemplar's picture

Re: Custom Empires Mod

Submitted by BlueTemplar on Fri, 2008-05-16 11:29.

Excel file V3

Comments added:

Base for rebalancing : Minerals : +10% 500 points cost (800 because of the modifier)

All the following rebalances will be done compared to this cost (in %).

Organics 10% Used on average 10x less than Minerals
Important:
In the early game 50-100
When Ressource Converters come up conversion rate
for Organic Races 50-100

Set the cost to 20 and augment the organic manipulation cost?

Radioactives: 30 Used less than the minerals
Important:
In the late game 30-75
When Ressource Converters come up conversion rate
for Crystalline Races 50-100

Set the cost to 40 and augment the crystallurgy cost?

NB: Most of the races will tend to take large penalties to these 2 racial traits

Research: 100
Very important, but more or less than minerals?

Intel: 100
Important, leaky intel! More or less important than research?

Construction: 90
Important, but less so in balance mod, since you can build base space yards right from the start

Ground Combat Damage: 10
Not important, ground combat rarely takes place, a planet can always be softened up from orbit
What about players that try to go the "D-day way" anyway? Militia importance? Weapon Platforms Importance? Fighter Importance?
Weapon damage reduction?
Ground Combat Damage Modifier Percent := 30

Crew Combat Strenght: 20
Is it in %? How to balance it?

Storage: 200
Affects the planet and ship cargo, and facilities available - all purpose tech 150-250?

Pop Loyalty
What does it? Relation with happiness?
Foreign Population Assim
Migration rates, loyalty and happiness?
War Tolerance


Intel Defense: 50
Not as polyvalent as simple Intel 50-75?
There is an inherent 20% defense in the intel formula, how the two of them combine?

Trade: 150
Very Important in large games, how to balance it? 100-300?

Weapon Damage Percent: 100
effect of Weapon damage reduction? Rare hits types

Repair: 20
Can be useful

Supply Generation: 40
Solar panels, quantum generators, weapons, fuel

Ordnance generation: 20
Weapons, organic races

Supply Usage: -75
Ship fuel AND weapons consumption, free fighter weapons

Lucky: -10

Ship Maintenance Cost: -100
Facilities Maintenance Cost -50
Unit Maintenance Cost -25
Important for production intensive empires (except those that recklessly throw their ships at the enemies)
Colony ships cost can get quite large in the early game

Combat to hit Offense 200
Weapon to Hit Percent 200
How those two are different?
Interaction hard to predict with ranges and defense values interfering - balance very carefully
Doesn't work on seekers

Environmental Resistance
Combines reproduction, happiness following a planet conditions modifier?

Reproduction
Race Starting Percent Reproduction := 8
Race Starting Percent Migration := 5
Race Migration Added 1 Percent Per Population Amount := 1000
So +8% is +100%, planet conditions influence?

Happiness 25
Starting Population Anger Percent := 20
Natural Decrease := -2.0
Natural Decrease for Other Races := 2.0
Real %, or like reproduction?

Propulsion: "+n"
Decreases in usefulness with faster ships, can make slower ships overpowered?

To rebalance?
Ancient Race 125 1000
Natural Merchants 125 1000
Mechanoids 50 400
Emotionless 0 remove - population happiness points whoring? , or greatly increase cost?
Crystallurgy 300 2400
Organic Manipulation 325 2600
Psychic 200 1600
Deeply Religious 200 1600
Temporal Knowledge 200 1600

If you could please give your opinion... Thank you.

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BlueTemplar's picture

Re: Custom Empires Mod

Submitted by BlueTemplar on Sat, 2008-05-17 04:35.

Excel file v4
Changed the cost curve to be slightly bumpy - increased rate of cost was not an option, I was wrong, I looked at the cost values, when I should have been looking at the cost/bonus.
Now it's (for 100%, i.e minerals):
-5 -265
10 520
-20 -1075
40 2085
-80 -5250
160 9300

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