[MOD] Improved/Usable Governors 1.3

http://www.nexusmods.com/galacticcivilizations3/mods/28/?
  •  T1 governors are now tied to TechTree rather than InterstellarGovernance. 
  •  T2 governors that were tied to InterstellarGovernance rather than GalacticGovernance 
  •  T3 governors are now tied to GalacticGovernance rather than InterstellarDemocracyTech
    • This has the side effect of giving them to pirates who would not have had them before (but probably used them as an ai faction anyways) while moving them down a step. The logic here was simply that I wanted them to be useful enough that a player might use them & they take too much research for that by default. I did not however change any text that references them, so the old techs still probably mention the wrong tiers.
  •  All Governors now give the equivalent bonus of a building of whatever class/tier (manufacturing/research/econ) governor they were before. 
    • This was done because they were soo unusably bad before. 
    •  All Governors now ALSO grant the bonus of a factory one tier up from the governor level (ie. xeno factory, mega factory, manufacturing center) so they can -actually- build stuff without you babysitting.
  •  <PlanetGovernLockTech> has been set to TranslatorTech (universal translator), I tried just TechTree, but it only unlocks them after researching the gateway tech, see https://forums.galciv3.com/470848 for more details on the bug

you can download it here!

 

8,284 views 7 replies
Reply #1 Top

as a side note, this was barely tested beyond "yep it unlocks" & "yep it works".  Using the original default ones were so bad that I haven't tried seeing how it  affects AI balance in the long run... post feedback away.

Reply #2 Top

I will install this and give it a run tonight and this weekend. 

Reply #3 Top

Quoting Larsenex, reply 2

I will install this and give it a run tonight and this weekend. 

They still seem to like running at 28/28/44, but at least it's somewhat usable.  Barring some way of setting the planet sliders by governor in the xml , it's the best I can do :(

 

Reply #4 Top

Didn't opt-in so can't view the XML's myself. Is it possible to mod the governors to use wheel distributions that actually make sense for specialized worlds i.e. 100-0-0? If the governor can be modded to give a factory's worth of manufacturing you could actually have a setup that would also work for the AI...

Reply #5 Top

Quoting Petri, reply 4

Didn't opt-in so can't view the XML's myself. Is it possible to mod the governors to use wheel distributions that actually make sense for specialized worlds i.e. 100-0-0? If the governor can be modded to give a factory's worth of manufacturing you could actually have a setup that would also work for the AI...

They look like this:

<GovernorBonus>

<InternalName>WealthBonusGov</InternalName>
<DisplayName>WealthGovernor_Name</DisplayName>
<Icon>GC3_Wealth_Token_5.png</Icon>
<Slider>WealthSlider</Slider>
<SliderOffset>0.70</SliderOffset>
<!-- ShoppingCenter bonus -->
<Stat>
<EffectType>ColonyGrossIncome</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.35</Value>
</Stat>
<!-- End Bonus-->
<!-- Freebie XenoFactory Bonus-->
<Stat>
<EffectType>MaxManufacturing</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.3</Value>
</Stat>
<!-- End Bonus-->
<Prerequ>
<Techs>
<Option>TranslatorTech</Option>
</Techs>
</Prerequ>
</GovernorBonus>

<GovernorBonus>
<InternalName>ResearchBonusGov3</InternalName>
<DisplayName>ResearchGovernor3_Name</DisplayName>
<Icon>GC3_Research_Token_5.png</Icon>
<Slider>ResearchSlider</Slider>
<SliderOffset>0.90</SliderOffset>

<!-- ResearchInstitute -->
<Stat>
<EffectType>Research</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.4</Value>
</Stat>
<!-- End Bonus-->
<!-- Freebie IndustrialSector Bonus-->
<Stat>
<EffectType>MaxManufacturing</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.75</Value>
</Stat>
<!-- End Bonus-->
<Stat>
<EffectType>Research</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.20</Value>
</Stat>
<Prerequ>
<Techs>
<Option>GalacticGovernance</Option>
</Techs>
</Prerequ>
</GovernorBonus>

Notice how the tier0/1 didn't have a bonus at all beyond what I added between the comments the offset  is strange and based on your global setting somehow.  10 from 33/33/33 = 28/28/44, 

with  it set to 100x/0y/0z  you get 70x/0y/30z or 100x/0y/0z

They should look like this:


<GovernorBonus>
<InternalName>WealthBonusGov</InternalName>
<DisplayName>WealthGovernor_Name</DisplayName>
<Icon>GC3_Wealth_Token_5.png</Icon>

<WealthSlider>0.99</WealthSlider>
<ManufacturingSlider>0.01</ManufacturingSlider>
<ResearchSlider>0.0</ResearchSlider>
<MilitarySlider>0.40</MilitarySlider>

<!-- ShoppingCenter bonus -->
<Stat>
<EffectType>ColonyGrossIncome</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.35</Value>
</Stat>
<!-- End Bonus-->
<!-- Freebie XenoFactory Bonus-->
<Stat>
<EffectType>MaxManufacturing</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.3</Value>
</Stat>
<!-- End Bonus-->
<Prerequ>
<Techs>
<Option>TranslatorTech</Option>
</Techs>
</Prerequ>
</GovernorBonus>

 

Reply #6 Top

Quoting Tetrasodium, reply 3


Quoting Larsenex,

I will install this and give it a run tonight and this weekend. 



They still seem to like running at 28/28/44, but at least it's somewhat usable.  Barring some way of setting the planet sliders by governor in the xml , it's the best I can do :(

 

 

Yeah worthless if you ask me!!................. >:(

Reply #7 Top

Quoting Nastytang, reply 6


Quoting Tetrasodium,






Quoting Larsenex,



I will install this and give it a run tonight and this weekend. 



They still seem to like running at 28/28/44, but at least it's somewhat usable.  Barring some way of setting the planet sliders by governor in the xml , it's the best I can do :(

 



 

Yeah worthless if you ask me!!................. >:(

 

Pretty much yea.  Paul confirmed that they are already changing to be different in the devstream yesterday... But without any sort of info on how, or when (i.e. 1.3.x, 1.4? the difference is important), I'm almost afraid to do any modding or lay any groundwork for updating ILO to 1.3