[Mods] [1.00] Avenger/Niedzielan's Mods

Posted on Thursday, April 23, 2015


ReEnable Specializations! (AKA, DeSpec-ify) (Experimental)

This made my head hurt.


Should work for 1.00. It might work with future versions, as long as techs don't change.

Note: The 3rd spec isn't listed in the Tech Tree, but it is in the normal Tech page. Sorry, not my fault.


I haven't tested this much, and I still need to look at getting it to play nice with tech trading. Hence experimental. Use at your own risk.


Destroyable Colony Capitals

This is something I've seen so many people complain about: They want the ability to place their own colony capital. Well, now you can!

This mod lets you destroy a colony capital, and it will appear in the build list, so you can place it yourself. It does take a turn for the build to be complete, but that's a small price to pay for re-locating.

When Workshop support comes out, I'll move it to there. Hence why I'm posting this in the Beta subforum.




Note for Devs:
Please, please, please let us change individual lines. As it is, to do so requires overwriting the entire file. This means:
Most updates break the mod.
Many mods will be incompatible

This mod only changes 2 lines, and yet I need to replace the whole file? It seems rather silly, for a game that claims to be mod-friendly.


Scaling Ship Repair

Larger hulls repair more.



Works on 1.00, should work on future versions as long as there are no major changes to ship hull stats.



Research Rate Ships

Pacing options in game creation settings only affect raw reseach as a +/-%. This mod adds in ship components that can affect total research for all factions. This lets you modify research rate to your pleasure, and change it mid-game

NOT WORKING - Currently only affects the player


Confirmed to work on 0.83, 0.90. May not work on other versions of the game, but it should do.

There's an icon for the research modules, but 0.90 changed/broke that.

They're listed under construction, because that was as good a place as any to put them that worked. I tried Cosmetic, but that stopped them affecting Research.


Map Colours

Just some extra map colours.

Important: If you make a race that uses these, if you then delete this mod, you might not be able to play with that race.

Download Resource Colours:

Download Standard Colours:

Download Custom Colours:

Confirmed to work on 0.83 - 0.95. May not work on other versions of the game, but it should do.

Note: You might not be able to use all of these together, as the list of colours becomes longer than the screen.



Extract to Documents\My Games\GalCiv3\Mods using WinRAR, 7Zip, or other extracting tool.

Make sure mods are enabled in Options.



Steam Discussions link:

Any mod requests welcome.