News

Crusade 2.13 User Made Fix and Balance Changes

Posted on Tuesday, May 9, 2017

I got kind of tired of a lot of the silly bugs that were simple XML changes so i decided to make some changes for myself. Figured out I could share my files with you guys in case someone else wanted the same changes as well. Below is a link to the file, and the changelog as well. Simply drag the zipped folder into your mods directory and enable mods ingame to use the fix.

I will probably keep updating this mod as i discover new bugs or for balance reasons etc. Also, I am very open to changes from the community so dont hesitate to reply to this thread if you have any bugs i have not weeded out yet, og balance suggestions.

Crusade 2.13 Sainon Bug Fix and Balance Changes v1.0

ChangeLog v0.1

-General Rearrangement of Tech Tree to be more similar to pre 2.13. Made Choices matter again and generally made tree more logical in its structure.

-Fixed Morale Buildings for Amphibious Ability, i. e. Healing Waters improvement and upgrades. Lowered morale bonus of buildings to 3, 4 and 5. 

Removed adjacency bonus to affect pop and morale only

-Added Hive Buildings for Knowledgeable/Intuitive Races and added Precursor Nanite Cost to buildings. Rebalanced Raw Production to give 1, 2, and 3 per level.

-Gravitonics chain given to TimeTravellers only

-Moved Inherent Talent require Sensor Optimization instead of Energy Field Sensors

-High Capacity Hulls Require the same amount of research as the other techs in Zero-G Optimization

-Carriers not locked behind Hull Repair anymore

-Xeno Archeology chain now Requires Xeno Research

-Consulate Gives +10% Influence

-Scaling for levels on Influence Buildings changed to 5%

-Interstellar Embasy Starbase Module removed from Interstellar Finance Tech

-Trade Techs Changed around and fixed

-Synthetics Power Matrix buildings added again - now significantly increase pop cap. Pop Cap from tech reduced accordingly

-Production Center for Synthetics no longer colony Unique, but production bonus reduced from 25% to 5%. Poduction Center upgrades changed to 10%, 15% and 20%.

-Removed Xeno Manufacturing tech chain for Synthetics

-Synthetics Planetary Extractor now gives and recieves All Construction Neighbour bonuses

-Research modifier on Slave Factory improvements changed to 12.5% from 12%

-Research Collective moved to Xeno Research from Manufacturing tech for Synthetics

 

ChangeLog v0.2

-Colonial Bank No longer colony unique

-Banking Sector moved to Interstellar Banking Tech

-Banking Sector bonus changed from 50% to 25% and acjacency bonus changed from +3 to +2

-Financial Sector acjacency bonus changed from +4 to +2. Added Maintenance of 1

-Extreme Precursor Worlds now only produce +1 Raw Production instead of +10

 

 ChangeLog v1.0

-Changed planet features giving bonus to Resistance to give the bonus to Ship Production instead - now it works for all military buildings such as 

Military Academy and Planetary Defense System as well

-Changed planet features giving bonus to Social Construction to give bonus to both All Construction instead

-Changed planet features giving bonus to tourism to give bonus to Research instead as tourism is nonexistent in game

-Changed the Race Trait Popular to give bonus to social manufacturing instead of tourism, as tourism is pretty much nonexistent in game - it was 2 free points

-Chanaged description of Productive race trait to specify it gives bonus to both production types

-Banking Sector made available again. 

-Financial Sector now upgrades from Banking Sector

-Changed adjacency bonus for research/manufacturing buildings for synthetics to 2.5% like it is for the xeno factories/labs

-Quantum Power Plant and the wonder Singularity Power Plant buildable for Synthetics

-Rare Minerals Extractor gives both research and manufacturing neighbour bonus

-Power matrix building and upgrades give adjacency bonus to All Manufacturing instead of just Social Manufacturing as Synthetics have no building providing 

Social Manufacturing only

-Power Matrix building level scaling buffed from 1% to 2.5%

-Research Matrix building moved to Research Matrix tech from Integrated Research tech

-Research Array for Synthetics research bonus reduced from 12.5% to 10% - same as same tier manufacturing building

-Research Collective research bonus reduced from 10% to 7.5% - 5 research buildings instead of 4 require this, and Synthetics already get 2 flat bonus 

research buildings per planet. Higher bonus earlier gives an even bigger edge

-Information Processor for Synthetics bonus reduced from 5% to 2.5% - same reasoning as above

-Removed Banking and Financial Sector for Synthetics. They have massive production and research bonuses already. Nerfing Eco power seems appropriate

-Removed Xeno Entertainment chain for Synthetics

-Interstellar Banking and Trade Focus techs moved to Age of War

-Moved Morale duilding techs to be available for for all races instead of requiring tourism/diplomatic trait

-Stadium moved to Popular Diversion

-Entertainment Network now requires Harmony Crystals instead of Arnor Spice

-Added 2 Harmony Crystal cost to Stadium

-Entertainment Capital now requires 3 Harmony Crystals instead of 1

-Financial Capital Aurorus Arboretum cost increased to 3 from 1

-Due to removal of tourism bonuses from traits/Planet features, buffed income from tourism modifiers from tech from +5%, +10, +15%, to +10%, +15%, +20%

-Buffed +tourism income from buildings after Port of Call to +25% and +50%

-Increase bonus per level for tourism buildings from 1% to 2.5%

-Increased bonus from Restaurant of Eternity to 75% from 10%, and bonus from level to 5% from 1%

-Removed unavailable tag from Amusement park

-Adjacency bonus for financial buildings reduced from 5% to 2.5%. Finance is REALLY strong with +5% adjacency bonus - easy +150 per turn on 15+ tile planets

-Moved Shadow Enforcers and Shadow Trade techs for Devouts to Age of War from Age of Expansion

-Removed upgrade requirement for quantum power plant to make it buildable. Reduced neighbour bonus from +4 to +2

-Research Coordination gives Space Laboratories. Tech chain for orbital space labs require Research Coordination now

-Innovation Complex gives +50% research from 20% considering it is an upgrade from Coordination Center which gives 25% bonus

-Manufacturing Starbase Modules added Xeno Industrialization chain for normal and synthetics

-Changed precursor Extreme world Raw Production bonus to +2, as the design intent from Stardoc seems to be +5 after checking official 2.13 patch files. 

However, they forgot to change the bonus given after researching precursor studies techs. I changed it to +2 for all levels.

 

Enjoy! Any comments or critique is welcome I am by no means a game developer so my balance opinions may be waaay off!

 

Edit: Added some more changes, and uploaded new version. 

Edit 2: Changed link to v1.0 and added the updated changelog