Crimson Concept Mod

CC Mod Info Ver 7.0

Info  ________________________________________________________________________ 

Designed to focus on new, revised, and interest concepts.  The following are the currently concepts:

  • Policies
Creation of the Power Emission Policy , which is a comp that can create a weak sector wide cloak.  But the comp also reduces the resources produce in the sector to account for the decrease in power level to hide from enemy sensors.  And the Tax policy increase resources produced on a planet, but causes the planet's happiness level to decrease due to the increase demand in taxes and work hours.
  • Police
Creates a police unit with a event to increase happiness for the happiness increase caused by the number of troop police add vs normal troops for the AI.  AI does not use police units.
  • Dome facility
Change the facility, cargo, and pop space of domed planet to show a unlivable planet conditions.  Added Dome facilities which increase the facility, cargo, and pop space of a planet.  AI does support this concept.
  • Asteroid Planets
Add Asteroid Planets by using a modified Colonizable Asteroids Mod.  Asteroid Planets can be mined even when the planet has a colony by the way of a event.  Also a special dome and SY facility were added for the planet.  The use of a new comp is required to make the planet and place a colony in it.  AI does support this concept.
  • Debris Fields
Add a modified Debris and Salvage script and graphics from the BSG Mod.  The Debris field now decrease in size over time and added a chance of damage to ship in the same sector. Resource amount available to be collected from the Debris fields are based on the amount of tonnage lost in the battle there.  The use of the salvage team
  • Trade Debt
Creates the economics of import and export trade imbalances by the use of new facilities and comps. The facilities and comps produces resource based on the resources amounts produced in trading.  Now while one empire increases in resources produce by trading, the other trading partner will see a decrease amount in resource available based on the percent of resource produced by trade facilities.  Also a raiding comp was added so players can directly reduce the amount of resource produced in a enemy system, but the ship with the comp must be in the system to do it.   AI does support this concept.
  • Pirate Event
Used to cause players, AI not effected, to spread their ships out to protect against pirate raids.  This effect if successfully can reduce the resource amounts in the system attacked.  Every system is check to see if an attack happens and the more war ships in the system the less likely the attack.  Now war ships are any ships that can do more than 50 points of weapon damage total.  This allow for q-ships to be use full and Mercenary comps now are counted as cargo comps.  Also a new tech called 'Privateer Policy' was add that increase the chance of a pirate attack on your enemies.
  • FTL
Adds a modified Jump Drive and SETI Evt Type 1 mini-mod by Edge1218.  Range was add for the jump drive and facility.  Also if the ship's target is outside the range of the drive then the ship will jump to a system in between. AI does support this concept.
  • Tug
Allows for ship to be move with the help of an event by another ship.  The ship being pulled has have either Lost of a Critical Component, Current supply amount is below 50, or Damage with tonnage structure less than half left on the ship.  Also the ship must have a tonnage structure equal to total pull strength of the ship, which come from the use of the new tug engine.  Ship and base can  be moved and AI does support this concept.
  • Stellar Gravity
Add a new set of facilities and comps to the game designed for late game action and based on Gravity.  The new facilities can add system wide movement bonus and penalties, do damage sector to system wide, affect shield and combat sensors, help produce resources and destroy a system from light years away.  And the new comp allow for a Strong sector cloak and the movement of planets with the help of a facility. AI does support this concept, except for the planet movement.
  • Setting changes
Change population modifiers to the BM amounts plus and Lower the Migration values
  • Ship design > basic

Add a ship design that only includes the basic comps of a ship for human player use.

  • Pod Missile
A missile component that is tolled outside the ship.  To create this effect the component has very a reload  time, zero tonnage size, and each missile slow down the ship more.
  • Plague Spreader

Spreads plague from planet to planet with the Ai understanding and reacting to the new event.

  • Facilities size changes

To make facilities more realistic in the game.  Note that nothing else was change because I did not want to slow down the pace any.

  • Commercial Mount       

Create a lower quality weapon for cheap of all direct fire and Point Defense components.  This represent the difference in military , ei standard, products and Commercial products.

  • Balance Missile/fighter to Point Defense Cannon: minor       
Wanting a better balance between missile/fighter vs Point defense cannon without messing up the balance of the rest of the game.
  • Add Mods

Romulus's Government, Social and Racial Trait Doctrines  V 1.02, Dvoongar's Doctrines Mod 0.94, BM pollution mod 1.01, Random Research Events Add-On 1.1

  • Counter Fighters : minor 
Counter fighter group combined fire power.  The ability to negate damage to all ship/base armors was added.  This armor will give the advantage in the early game to armor, but weaken that advantage as the game goes on.  This is similar to how IRM handle fighter combine fire power.
  • Improve the importance of home worlds and older worlds
This was done by increasing the amount of facilities that a planet could hold, which in turn increase the amount of resources produced.  The facilities production amount were not cut because of the preference of keep the pace of game going.  There are four tiers of facilities to achieve this goal.
      1. Arcology : This facility increases the amount of space and cargo area on a planet.
      2. World Shell : This facility increases the amount of space and cargo area on a planet by double.
    This concept has AI support.
  • Diminish Return System
To create the wastefulness of a large government by removing a percentage of resources including research from that empire every turn.  The effect of this is that that large empire advantages over small empires is equal out.  The percent is base on the number of planets a empire has.  This system can only be counter to by the Budget Bureau facility which only reduces the total number of planets counted.  The AI is not affected by this concept.
  • Harder to kill a population from space
People are small and a gun in space should have a problem killing millions with one shot.  So the hit points of a population were increase to 250.  This is about half the damage done by a planet bomb.  And all normal damage type weapons were reduce to .1 when attacking general population.
  • Diplomacy cultural victory
This system causes planet to leave one empire and join another.  The revolt is due to the first empire lack of or weak cultural ID when compare to another.  The new victory style is for players who want to try and win the game with min war effort.  Now the cultural point system is based on new facilities, ships levels, the relation between 2 empires, and happiness of planets.  The counter to this new system is the same elements that create it.
  • Soylent Modular
Help empires produce resources out of a great renewable source, It's people.  Plus it helps keep planets inline, a must for any dictator.  No AI support.
  • Limit Planet Ship Yards
    A ship yard facilities on planets are limited to building ships no greater 600.  Has AI support.
  • Equals out the ship yard
First the Ship Yard facility was increase to only 3 per a planet and SY comp were switched to being unlimited in number of.  Then the size of the facility and rate amounts were increased.  Next to show the general population displeasure with heavy industry in their neighbor a negative happiness value was added.
  • Slave facilities
Adds slave facilities to the game for evil dictators.  These facilities are smaller, on average, but produce resources at the same or slightly high rate.  Side effects of using the facilities include a general disloyalty to the empire by the Pop and increase chances of rioting, rebelling, Pop death, and STD (Plague).  This concept has AI support.
  • Equal out Large vs Small Ship : minor
Larger ships are cheaper to maintain, so I reduced the maintenance cost for ships larger than a cruiser class.  This should off set the swarm effect of the smaller ship.
  • Increase troop to Population ratio
Changed the number of Militia troop amount per Population to reflect a 10 to 1 value.  This I believe is a more realistic value and in line with the U.S. ratio, plus makes taking planets a lot more fun :)
  • Loan System
A system that allows empires to apply for loans to help with hard economic times.  The loan system uses a 30 yr fix term.  This system also adds a saving account setup so player with resources can gain interest off those resource.  But if an empire doesn't make their payments, watch out for the repo man.  The AI is supported.
  • Mercenary System 
Adds the ability for an empire to hire Mercenary ships by building them at a very low cost.  The plus side to Mercenary ships are that they have slight more powerful weapons and armor, Can be build faster, and more a slight increase in to hit.  The down sides are that all the ships in system with a Mercenary ship will take a hit on exp, the maintenance cost is the same as normal ships, if the Mercenary ship is out number by enemy ship in system some will run away, and if a system has to large a percent of Mercenary ship to normal ship the Mercenaries in system may take over that system.
  • Armor Adjustments
Believing that armor covers a ship, at least in the current game setup, armor comps on ship/drone/base should not take up space and cost a ship/drone/base speed and mobility.  Thus now armor slows a ship/drone/base down, decrease its change to hit and decrease its change to defend.  Sat/Weapon platforms and all other units still use the previous setup.  Has AI Support.

  • Thanato Technology
 A technology that increase normal weapon, shield, armor, and engine amounts.  However the side effects included increase cost, possible the destruction of colonies with Depots, but not the planet, and nearby star, and more importantly the development of a permanently birth rate decrease at high levels.  Now the empire can past tech regulation to control most of the effects,as well as banning tech to remove most of the effects. Has AI support.
 
  •  New Research Setup
Added "BM Random Research Events" script with a random function to the Base Research formula in the formula.txt.  The Random function is set to multiply the base value by .85 to 1.30 .  Has AI support.

  • Family Facilities
New resource facilities that are smaller versions of the normal facilities, but do not produce at much resource comparably to the larger ones.  Also facilities increase happiness and reproduction rate, people enjoy their job more.  Has AI support.

  • Racial Traits - Psychic
 Seeing that Psychic race can read minds keeping secrets will be a joke.  Intel facilities produces 50% more points for empire with this traits. Racial Trait cost increase to 1500. Has AI Support.
 
  • Racial Traits - Mechanoids
Mechaniod race bodies can take more stress than a normal beings body, which mean that their ships can going faster.  Also since the race is a computer base race a little version of the master computer is gain from at the begin of the game.  Lastly increase the cost of the Trait to 1000 points.

  • Dimensional Pocket Manipulation
Allows for a race to gain a Technology that increase the space of cargo like comps.  Has AI support.
   
  • Ship Diversity - Size
Wanting a little more diversity in ship sizes, a increase in all ships and base was done.  Has AI Support.   

  • Closed Warp Points
Warp points that are cloak with a unknown connecting systems.  Ships must be in range of seeing the warp point at the end of the turn for it to be seen next turn.  AI will search for Closed Warp points when ship have no other orders.

  • Terrorism and Insurgency
Added Training camps and new intel projects.  The Training camps provide intel points, decrease happiness, and if to many are located on a single planet they may rebel.  Also if planet is capture with pop on it still alive, it will cause the new owner to have Insurgency problem.  The planet in question will have bombing and a chance of rebel for a few turns after being capture.  Lastly the new intel projects are suicide bomber, Decrease Happiness with little damage, and cell , a lot of damage but takes time to set up. Has AI Support.
  • Space infrastructure
Allows players to build infrastructure in space around planets.  No AI support.
   
  • Research to Resource
Allow unused research point to turn into resource for the empire, Cost savings.  Exchange rate is 3 research point to 1 resource point of each resource.  No AI support and none plan.
        
  • Force Freedom
Forces a planet to rebel, start a empire, rename the planet, and move the planet to another system.  All this is done by simply renaming the planet to "Freedom".  No AI support and none plan.
   
  • New Comps/Techs
 Robo - Monoliths > No AI support
Advance Point defense Software > Decrease reload time of PD weapons. Has AI Support.

  • Setting Changes
Override InvConfiguration Slots set to TRUE 

This Mod is based off of the Balanced Mod 1.19 with minor fix.  I plan to release the Ai script code so others can use the concepts if they like.  Hope you like the Mod and any suggest will be welcome. 


Download ____________________________________________________________________

    See Download Section


History ______________________________________________________________________  

Version 0.7.0 (27 Oct 2009)
------------------------------

  • Add > Power Emission Policy comp
  • Add > AI support for Power Emission Policy
  • Add > Tax policy facility
  • Add > Police unit
  • Add > Police Cockpit
  • Add > Event to increase happiness of planet when troops on planet for the AI only.
  • Add > Sky Dome facility
  • Add > Asteroid Dome facility
  • Change > Planet facility, pop, and cargo space decrease if planet domed
  • Add > AI support for both new Domes and planet space changes
  • Add > asteroid planet with event to create it
  • Add > asteroid colony comp
  • Integer > modified Colonizable Asteroids Mod
  • Add > AI support for asteroid planet concept
  • Add > Debris Fields
  • Integrated > modified Debris and Salvage script and graphics from the BSG Mod
  • Add > Salvage Team
  • Add > AI support for Debris Fields concept
  • Add > Major Factory & Sweat Shop facility
  • Add > Shipping Route comp
  • Add > Event for trade debt concept
  • Add > AI support for trade debt concept
  • Add > Pirate Event
  • Add > Commerce Raider comp
  • Integrated > modified Jump Drive and SETI Evt Type 1 mini-mod by Edge1218
  • Add > AI support for Jump Drive and SETI Evt Type 1 concept
  • Add > Gravitational Engines comp
  • Add > Tug event
  • Add > AI support for Tug concept
  • Add > Planetary Tractor Facility,Gravity Network of Defense, Gravity Solar Mount, Black Hole Remote Resource and Supply Center facilities
  • Add > Black Hole Cannon, and Gravity Network of Transport facilities
  • Add > Solar Gravitational Engine & Planetary Gravity Mount Analogue Well comp
  • Add > Event for all stellar facilities and comps
  • Add > AI support for Tug concept
  • Add > Tech areas to support new concepts
  • Integrated > BM 1.19e
  • Add > The Cargo Ability to Mercenary Mounts
  • Change > Population modifiers to the BM amounts
  • Fix > Clean up some of the files and script.
  • Fix > Clean up the following files GovernmentTypes.txt, RacialTraits.txt. and SocietyTypes.txt
  • Change > Lower the Migration values thought out the game.
  • Add > Basic ship type to full in the basic comps needed for a ship.
  • Change > Decrease Missile damage amount to account for to hit penalty on beam weapons by 20%
  • Add > Mirco Space Yard Facility > For asteroid planets
  • Change > Remove to hit penalty from armor
  • Change > Base are allow to be build on planets SY of any size.
  • Change > AI Improvement general to build and choose designs
  • Add > several new ship design types
  • Add > Bonus to happiness after cultural planet switch to help slow down newly switched planets switching again to soon.
  • Change > Remove to hit penalty from armor
  • Change > Decrease Missile damage amount to account for to hit penalty on beam weapons by 20%
  • Add > New system names from honorverse
Version 0.6.0 (23 June 2009)
------------------------------
  • Change > Reduce Pod Reload time by half
  • Change > Increase cost to colony comps
  • Add > if "Psychic" increase intel points produce by "Intelligence Center" by times 1.5
  • Add > log warning for cultural system
  • Fix > minor problem with cultural script
  • Change > Increase Mechanoids cost to 1,000
  • Change > Increase Psychic cost to 1,500
  • Add > Master Computer gain +1 movement bonus
  • Add > Master Computer gain if empire has racial trait Mechanoids
  • Add > Thanato tech, cultural effect, Thanato effect
  • Add > Thanato effect to comps and facilities
  • Add > Advance pd software tech and changes to comps
  • Add > Terr Facility/Tech/Script event
  • Add > Family Facilities - 4
  • Add > Dimensional Pocket Manipulation Comps/Tech
  • Integrated > BM 1.19
  • Add > Robo-Monoliths
  • Change > Nomad comp to work now
  • Fix > Minor event script problem with open warp point message
  • Add > New Armor concept
  • Change > All other heavy, light, racial, and special armors to adjust for the new armor setup
  • Change > Override InvConfiguration Slots set to TRUE
  • Change > Diminish Return System now adjusted it's formula based on the total number of planets in the game.
  • Change > Sy numbers change to limited to 3 per planet and Ship are unlimited.
  • Integrated > BM Random Research Events Add-On
  • Change > Adjusted ship tonnage sizes

 Version 0.5.01 (12  March 2009)
------------------------------

  • Fix > PlanetSize.txt
  • Add > Max Loan Amount to Log message
  • Change > Lower term time, 10 yrs
  • Fix > AI script problem with Loan system causing hang ups and Index Errors
  • Add > Cultural value is now effected by each empires government, Ender should love this.
  • Change > Max Limit of Loan system to include Storage and The total Production of resource produced.
  • Fix > Comp Problems
  • Change > Slow down Research
  • Remove > Planetary Yard, Could not make it work the way I wanted to.
  • Add >  New Concept, Limit Planet SY to building ships no larger than 600, AI Supported
  • Add > Value for Mercenary to leave/rebel to Log message.
  • Change > Now only 2 facilities need to increase facilities on planets

 Version 0.5.0 (04 March 2009)
------------------------------

  • Add > Intel Shop, Research Lab - Nomad Comps
  • Add > Radioactives Resource Tank, Organic Resource Tank, Mineral Resource Tank - Nomad Comps
  • Add > Ordnance depot, Solar Resupply Center, Quantum Resupply Center - Nomad Comps
  • Add > Loan System with AI support
  • Add > Institute of Galactic Finance, IGF Credit Union - Loan Facilities
  • Add > Tech - Loan Economic
  • Add > Tech - Radioactives Loan, Organics Loan, Minerals Loan
  • Add > Mercenary System with AI support
  • Add > Mercenary Bridge Lvl 1, Mercenary Bridge Lvl 2 - Mercenary comps
  • Add > Mercenary Mounts
  • Add > Tech - Mercenary Systems
  • Integrated > Captain Kwok's Balance Mod 1.18 with minor fix
  • Integrated > BM pollution mod
  • Add > Mechaniod Medical Lab with AI support
  • Change > Medical Lab back to normal
  • Fix > Minor fixes to the comps, facilities, and events
  • Change > Adjust the research valve in the event script
  • Change > AI Global Functions to adjust for different size facilities
  • Change > Plague spread rate is divide by the number of Medical Facilities in system.
  • Change > Plague Now checks planets to see if pop > 1 million and if not clear the planet of plauge
  • Change > Increase all Colony comp cost
  • Change > Increase space station increase rate from 100 to 200

 Version 0.4.01 (01 Jan 2009)
------------------------------

  • Change > Formula for Cultural planet Victory
  • Add > Planetary Treasure Facility
  • Change > Adjust AI research setup
  • Change > Adjust AI research spending amount to account for AI category
  • Fix > Budget Bureau max level to one
  • Fix > added correct comp.txt
  • Change > Adjust Civil Planning Tech to 60,000
  • Change > Set starting level for Social Cultural to 1
  • Fix > Corrected the Cultural Points for the Cultural Facilities
  • Change > Adjusted Dimished return formula
  • Add > Micro Atmospheric Modification Plant at level 12 Planet Utilization
  • Change > Medical Lab now has a size 0 for Mechaniod Racial trait and cures all plagues

 

Version 0.4 (05 Dec 2008)
------------------------------

  • Integrated > Captain Kwok's Balance Mod 1.16
  • Integrated > "Random Research Mod" Research script with AI support.
  • Add > Soylent  Modular and tech
  • Add > Planetary Yards facility with AI support
  • Add > Slave Facilities with AI support
  • Change > Add maintenance ability to Battleships and larger
  • Change > Divide up "Militia troop" amount more and increase the troop to 10 to 1 per million Pop
  • Fix > Budget Bureau to allow one facility per planet
  • Fix > Culture Log so it goes to the player who losing the planet
  • Add > A Culture log to alert the player who is receiving the planet
  • Change > Remove the limit on the ship yard comp with a slightly increase in size
  • Change > Add the Diminish percent to the current Diminish log
  • Fix > Minor Problems of some of the concepts event code
  • Change > Reduced the amount to spread a plague
  • Change > Decrease cost Medical treatment by 1/3

Version 0.3.01 (24 Sept 2008)

  • Add > Description to the culture and diminished facilities to clear up their functions.
  • Change > Problem with diminished event.
  • Change > Diminished facility to one per planet.
  • Change > The equations for the culture point system to allow for more aggressive play.

Version 0.3 (15 Sept 2008)

  • Integrated > Captain Kwok's Balance Mod 1.14B
  • Add > Pod Missile and Pod Bomblet Missile
  • Add > Pod Weapon Tech
  • Add > AI Script to used and react to Pod Missile and Pod Bomblet Missile
  • Add > Plague Spreader Event
  • Add > AI Script to react to Plague more rapidly
  • Add > Commercial Mounts := 12 New Mounts
  • Add > AI Script to used the new Mounts
  • Change > Facilities Size
  • Add > AI Script to Adjust the Construction script to new facilities size.
  • Change > Decrease several Missiles Tonnage Structure by -2 per 10 pts
  • Change > Increase Point - Defense Cannons gain per level by 1
  • Integrated > Dvoongar's Doctrines Mod 0.94
  • Integrated > Romulus Doctrines v1.2

Version 0.2 (02 June 2008)

  • Integrated > Captain Kwok's Balance Mod 1.13a
  • Added > Diplomacy cultural victory: Creates a cultural point system that uses new facilities, ships, and happiness.  This system causes planet to leave one government and join another.
  • Added > "Points of interest" & "College" facility: Used in part to create the cultural point system.
  • Added > "Social Cultural" Tech to research "Points of interest" & "College" facility

Version 0.1 (16 March 2008)

  •  Integrated > Captain Kwok's Balance Mod 1.14
  • Integrated > Gritty Galaxy Mod population increments changes
  • Added > Fighter Basic sensor - No AI use
  • Added > Tri and Bi Colony Comp - No AI use
  • Added > Damage resistance to all armors, this allows all armors to negate a low amount of damage.
  • Changed > Removed limits on Ship Yard facilities and comp.
  • Changed > Increase the size of a ship Yard facility to 2000 and add a unhappiness value
  • Changed > Under setting.txt the Damage Points To Kill One Population increase to 250.
  • Changed > In DamageTypes.txt file Population Amount Killed Per Damage Point was changed from.05 to  0.01 for all, but Population only damage
  • Added > World Shell, Colony World Center, Arcology, and Metropolis that increase planet facility space plus helps the population a little similar to the Proportions Mod facilities setup only the facilities increase the planet facilities space. 
  • Added > "Home World Culture Center" facility to the homeworld setup to equal the new facilities list above.
  • Added > "Civil planning" tech to research World Shell, Colony World Center, Arcology, and     Metropolis
  • Added > "Budget Bureau" facility: Helps reduces Diminish Return system percent
  • Added > "Economic Analysis" Tech to research "Budget Bureau"
  • Integrated > Dvoongar's Doctrines Mod with Optimal Range strat values set TRUE for ship capture and dropping troops on planets.
  • Added > Diminish Return system to the event script: Effects Min, Rad, org, and research
  • Note > AI was not working with all the new added-on comps
  • Note > AI note effected by Diminish Return system, only human players.
  • Changed > Fix AI to use with Proportions Mod like facilities. done

 Thanks________________________________________________________________________ 

  • Captain Kwok's Balance Mod
  • Fyron For FQM
  • Old Proportions for SE4 by PvK.
  • Gritty Galaxy Mod maker
  • Dvoongar
  • IRM Mod maker
  • Romulus
  • Ed Kolis
  • ForesterSOF > Beta Tester
  • edge1218
  • jazz > Beta Tester
  • Iceclad > Beta Tester
  • All the other people I forget.