Finally bored of testing my mod myself: check it out send me some feedback if you have it. Thanks in advance for responses.
Get it at:
And select MithyksModmix from the list.
Details:
DevelopmentPlans.txt
Corrected Planetary Defense and infrastructure lines
Governmodifiers.txt
Changed GovChange modifiers to triple the unrest modifiers for a government change. This allows players to change within their government series with some serious unrest, but makes changes outside the series the probable source of a civil war. When your HFofGov gets completely out of hand, this tool is available, but better use it sparingly.
Changed difficulty settings, giving greater advantage to the AI
Added MilSpFlr +=20 and MilSpCap +=20 to the diffuculty levels - hopefully changing the min and max the AIs planets will be spending on ships. Will this effect the size of projects they engage in?
MilitaryAI.txt
Used Colin the Greys Mod
Removed SR taskforce option for the AI
Racemodifiers.txt
Added Aptitude back into the racepicks
Adjusted cunning to give spies more life
Randomevents.txt
Multiplied the effect of HFOG events by 2, so that they now have a real effect on the flow of the game
SpyBuilding.txt
Raised queue for building spies from 4 to 12
Reduced base time to produce spies from 3 turns to 1 turn
Reduced base cost of spies from 100 to 30 and Increased cost of spies in the field (since the cost of spies is applied immdeiately when selected and I tripled the queue, I cut the recruitment cost to 1/3 and tripled the cost of using the spies after they're built)
Increased reserve spies per oppressometer point from 5 to 8 (since spybuild times have been reduced about 30%-50%, adds about 50% to defensive spies as well)
SpyMissions.txt
Added several spy missions including a diplomatic (improve CB) and moved all destroy building strikes to the military circle.
StarLane.txt
Reduced the offroad multiplier from 20 to 5 - it now takes 8 times as long to travel offroad as it does the starlanes
StartShips.txt
Removed the Troop Transport design, seems to stop the massive Transport buildup when I remove this cheap transport
Added a starting orbital to give the AI some defense against a player rush in the early game - would rather add a missile or beam base if I can figure out how
Techtables.txt
Slowed down all research.
Doubled the effect of all HfogGovt unrest modifiers
Used Modified tech descriptions Mod
Altered Monuments, Media Outlets, Academies, and Capitals to reduce unrest and (for some) reduce HFofGov
TaskForceRules.txt
Cut ship speed for If and Carrier ships to 33% - should result in more powerful AI ships
Unrest.txt
Use of Colin Grey's
Increased Planetary Spending Level
Reversed original Reserve Size so that the AI will not maintain a large reserve during a Holy War but will during peace
Includes the spyops mod
Get it at:
And select MithyksModmix from the list.
Details:
DevelopmentPlans.txt
Corrected Planetary Defense and infrastructure lines
Governmodifiers.txt
Changed GovChange modifiers to triple the unrest modifiers for a government change. This allows players to change within their government series with some serious unrest, but makes changes outside the series the probable source of a civil war. When your HFofGov gets completely out of hand, this tool is available, but better use it sparingly.
Changed difficulty settings, giving greater advantage to the AI
Added MilSpFlr +=20 and MilSpCap +=20 to the diffuculty levels - hopefully changing the min and max the AIs planets will be spending on ships. Will this effect the size of projects they engage in?
MilitaryAI.txt
Used Colin the Greys Mod
Removed SR taskforce option for the AI
Racemodifiers.txt
Added Aptitude back into the racepicks
Adjusted cunning to give spies more life
Randomevents.txt
Multiplied the effect of HFOG events by 2, so that they now have a real effect on the flow of the game
SpyBuilding.txt
Raised queue for building spies from 4 to 12
Reduced base time to produce spies from 3 turns to 1 turn
Reduced base cost of spies from 100 to 30 and Increased cost of spies in the field (since the cost of spies is applied immdeiately when selected and I tripled the queue, I cut the recruitment cost to 1/3 and tripled the cost of using the spies after they're built)
Increased reserve spies per oppressometer point from 5 to 8 (since spybuild times have been reduced about 30%-50%, adds about 50% to defensive spies as well)
SpyMissions.txt
Added several spy missions including a diplomatic (improve CB) and moved all destroy building strikes to the military circle.
StarLane.txt
Reduced the offroad multiplier from 20 to 5 - it now takes 8 times as long to travel offroad as it does the starlanes
StartShips.txt
Removed the Troop Transport design, seems to stop the massive Transport buildup when I remove this cheap transport
Added a starting orbital to give the AI some defense against a player rush in the early game - would rather add a missile or beam base if I can figure out how
Techtables.txt
Slowed down all research.
Doubled the effect of all HfogGovt unrest modifiers
Used Modified tech descriptions Mod
Altered Monuments, Media Outlets, Academies, and Capitals to reduce unrest and (for some) reduce HFofGov
TaskForceRules.txt
Cut ship speed for If and Carrier ships to 33% - should result in more powerful AI ships
Unrest.txt
Use of Colin Grey's
Increased Planetary Spending Level
Reversed original Reserve Size so that the AI will not maintain a large reserve during a Holy War but will during peace
Includes the spyops mod
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