Simple mod to display tech beaker costs in trade window.

Simple mod to display tech beaker costs in trade window.

http://veriotrainingjmalaspino.testgroup24.com/galciv2/beaker-costs.zip
I made a simple little mod that adjusts the tech tree so it displays the beaker costs of the various techs. It also will display if a given tech leads to a Trade Good, Super Project, Galactic Wonder, or Starbase Module. Just unzip the linked zipfile to C:\program files\Stardock\TotalGaming\GalCiv2\Data\English, adjust the path to fit where you installed to if need be. Mod was made with the GalCiv2_110_beta_032406-1, but should work with any version.
10,666 views 14 replies
Reply #1 Top
doesn't seem like this wants to post to the modding forum .
Reply #3 Top
FYI, I am running the v1.1 beta 1 and when I load a saved game I get a popup that says "invalid call". I click okay and the galciv terminates.

Reply #5 Top
You forgot to close out the Beaker Legend with /computing
Reply #6 Top
You forgot to close out the Beaker Legend with /computing

doh, should be fixed now if you want to download the zip again
Reply #7 Top
This looks really cool, I'll have to check it out.

Good Work!
Reply #8 Top
One question, since the tree is dynamic (the more you research the higher a tech can cost ) does this mod take that into account ?

Reply #9 Top
One question, since the tree is dynamic (the more you research the higher a tech can cost ) does this mod take that into account ?


No, it's just intended to give a rough estimate of the relative value of a tech. All it does is add the base research cost/value of a tech to the name and list if it provides any new toys like Galactic Projects, Starbase Modules, Trade Goods, or Super Projects. Making it update the tech costs on the fly and other fancy stuff would likely be far more than is allowed by the xml files and would be something probably only Stardock could do. Honestly I would much rather have the ability to have the ability put negative modifiers on new planetary improvements and put speed/damage/sensor range/lifesupport/etc affecting or harming stats on any weapons/armor/engines/sensors/etc instead of speed only engines missile damage only missiles etc first, would allow a lot more ReallyNeatStuff(tm) to be done .
Reply #11 Top
Looks good.
Yea people need to know what you spend on research is not a direct 1:1 relation to these values. There is atleast one other algorithm behind the tech's cost.
Reply #12 Top
Has anyone had this mod work on version 1.1 beta 1?

See my above post.
Reply #13 Top
Has anyone had this mod work on version 1.1 beta 1?

See my above post.


Try downloading it again the original file I uploaded had an error like syneris mentioned but it was quickly fixed . It works fine in 1.1-1 beta though.
Reply #14 Top
I am trying to add a tech to the tree branch and every time I add a tech by its self or add a tech under anything or after anything, it is all ready researched, is there anything that I can do to fix this? I would like to add a seperate tech tree branch in this game.