Crimson Concept Mod

Notes on Concepts, Short version

 [ Cultural Victory ] [ Diminish Return ] [ Plague Spreader ] [ Pod Missiles ] [ Commercial Mount ] [ Soylent Modular ]  [ Slave facilities ] [ Mercenary System ] [ Loan System ] [ Ship Diversity - Size ] [ Thanato Technology ] [ Terrorism and Insurgency ] [ Research to Resource ] [ Armor Adjustments ]

Mercenary System

Tech
    Mercenary Systems / At the start of game.
    
Comp
    Mercenary Bridge Lvl 1 := Level 1
    Mercenary Bridge Lvl 2 =: Level 2
    
Mount

    Mercenary Mounts := Used on all Comps
    Large Mercenary Ship Mount
    Heavy Mercenary Ship Mount
    Massive Mercenary Ship Mount
    
Mercenary Ship Rebel
If your empire ships are out number by enemy ships in a system then there  is a chance that the Mercenary Ship in that system will leave your empire.  Mercenary Ship will be leaving your empire by means of being destroy by the event script.
    Values
  • Empire ships to Enemy Ship in system, chance of Rebel := 4
  • Empire ships to Enemy Ship in system, Will Rebel := 6    
Mercenary Ship take over system
A successful system takeover means that the number of Mercenary ships to empire ships are high enought in both the empire as a whole and in the taken system that all planets and Mercenary ships form a new empire. A Random value is also used for the final decision to take over a system, the value must 1.
    Values
  • Number of Mercenary ships to empire ships in the empire := 35
  • Number of Mercenary ships to empire ships in a system := 70
  • Must have more than 2 ships in system
  • Random Value := 1 - 3 increase to 6 if Mercenary Bridge Lvl 2 used
    
Loan System -> How to Use

Tech
    Loan Economic
    Radioactives Loan > Used to apply for Loans
    Organics Loan > Used to apply for Loans
    Minerals Loan > Used to apply for Loans
    
Facilities
    Institute of Galactic Finance := Level 1,  Give access to the Loan System
    IGF Credit Union := Level 1, A Saving account Facility
    
Note: Does not work in Max Tech games
Note: Research Points are used to apply for Loans

To apply for a loan a empire first must have a "Institute of Galactic Finance" in their empire.  Next the empire moves one of the loan resource techs to the wanted percent number, this is the way to apply for the loan.  The these loan Tech areas should not be research like the other tech areas are.  And the event script should remove any points applied to it.  Then the number is times by 10000 and applied to that resource.  The Loan is a 30 yr fixed rate compound interest loan.  The rate value is based on the following:

    - Society (1 - 5) Highest for war like ones
    - Total number of Loan by Empire Divide by 2
    - 5 - Total number of Planet(max 50) / 10
    - Random 1 - 5

Now the payments are taken automatically from the empire.  If a empire's debt increases to a certain amount the following could happen( Time values by 5 for AI):


    - 10,000> Decrease in happiness on all planets, 2 for planet for Loan Facilities on them and 1 for the rest per turn
    - 40,000 > Clear 1 trade treaty for every 10,000 pts of debt above 40,000
    - 75,000 > Repo ships, A random ship is destroy
    - 175,000> Repo planet, All things on a planet is destroy and planet lose some resource values.  The tiny planet are chosen first randomly and Loan is cleared mostly.

Final the "IGF Credit Union" allow an empire to produce resources based on the amount of resource storage by that empire up to the "IGF Credit Union"s
storage amount.  The resources a based on a random rate between 1 - 5, which changes from turn to turn.

Cultural victory

A way of taking a colony from another empire by non-combat means.
 
Facilities >
 Values := Def / Att > Multiplier 
 Points of interest > 1/.25
 Planetary Treasure > 1/1
 College            > 1/1 plus research

Variables

Attacking Empire
    Per Facility in system > 6
    Per Facility in nearby system > 2   
    Relation with Defending empire > Multiplier
        - UNKNOWN := .75
        - KNOWN := .50
        - WAR := .25
        - TREATY( any type) := 1.00
     Number of Ships in system > Multiplier := 100 - (sqr(Defending - Attacking / 2) )
  
 
Defending Empire
    Per Facility in system > 5
    Per Facility in nearby system > 3
    per Facility on planet > 10
    Happiness in system > 0 - 100 = 0 - 1.0 Multiplier
    Happiness in nearby system  > 0 - 100 = 0 - 1.0 Multiplier 
    Happiness in planet > 0 - 100 = 0 - 1.0 Multiplier
    Happiness in planet  > 0 - 100 , Not Multiplier
 
Range
The Cultural System effects all planets in systems connected to another system, where a known empire is.  This includes planets without cultural facilities in either system.  It should be noted that while
Cultural Facilities on border colonies help spread your Cultural more, the Cultural Facilities in the core system help with the base Cultural and defending your empire against Cultural of other empires.

Formulas

Base Protection > Total Cultural Facilities / Total number of Planets

Base Attack > (Total Cultural Facilities / Total number of Planets) * .25
 
Equation Def > Base Protection + (Cultural Facility in nearby system * Happiness in nearby system) + (Cultural Facility in system * Happiness in system) + (Cultural Facility on planet +
                     Happiness in planet) + Happiness in planet
 
Equation Attacking > (Relation with Defending empire Percent * (Base Attack + Cultural Facility in nearby system + Cultural Facility in system)) * Number of Ships in system Percent
 
Random Number is used with the max number being Att + Def.  If the random number is below the attacking empire's number then the defending empire just loss a planet.  Both Empires will then receive a log telling them that they just gain or loss a planet.

 

 
Design to help equal out large empires power base vs small empire efficiency. Now design to adjust base on the total number of planets in the game
 
Facilities
    Budget Bureau
Formulas
Diminish Value := Square( ( (Number of Colonies - Number of Budget Bureau) + (Half of Number of Budget Bureau) ) * Base Value)
Base Value := Square Root(300) / Total number of planets in the Game


 
     Works simple by taking a base percent and using the random function to see if the planet get a plague.  If so the function calls on the existing plague function in the event script to spread the plague.  The exist function only assigns plague level 1-3 to planet randomly.  The base percent is decided by the highest following available value:
  • A planet with plague of the same empire in the system.  Default := 8
  • Connected system has a planet with plague of the same empire in it. Default := 6
  • A ally with one the following treaties has a planet with plague in the same system or connected system
    • MIGRATION Default := 4
    • TRADE Default := 2
  • A planet with plague of the same empire in the empire somewhere. Default:= 1
  • The Spread value is also divide by the number of Med centers in system, Min:=1

 

Pod Missiles

     A missile comp that is tolled outside the ship with a very slow reload time.  These missiles have zero size due to being carry outside the ship.  So while there are no limits to the number of missiles a ship can have.  The more a ship has of the Pod missiles on toll the slower the ship will until it reach zero.  As a counter to the pod missiles swamp factor, Pod bomblet are available.  They have the same setup as the pod missiles, but with half the movement penalties due to smaller size .  Only capital missiles and bomblets are currently setup to be used as pod missile.

    Also the AI as designed to use both pod types on its ships.  The AI will also know if a enemy is using pod missiles and increase it's armor amount or mix its missile load with bomblet pod.


Level Requirements

  • Pod Weapon Tech :=  Missile weapons, 3
  • Pod Missile := Pod Weapon Tech, 1
  • Pod Bomblet Missile := Pod Weapon Tech, 1 & Point - Defense Weapons, 6

 

 Commercial Mount

    Creates two product lines for players to used.  One is the standard, Military, line that is the latest generation, more expensive, and high quality product.  The other is the commercial line that is more about quantity then quality.  I'm talking about the everyday weapon that is not the cutting edge, but is smaller and cheaper.  This allow for a quality vs quantitydebate, as well as helps out the dictator on a budget.  the commercial mount is available for point defense and direct fire weapons only.  Plus there are commercial version of all the normal mount as well.  The new mount are 40% cheaper and use 50% least space.  But the damage is only 65% of normal, 50% structurally weaker, and is has a -5 to hit.  Now the AI is design to use the new mounts, but a value must be add to get the AI to use them.  The value is "" set to true added to the function "" under the ..._main_script.txt 

Level Requirements 

  • Commercial Mount := Weapon Mounts, 1 
A non-mothballed ship that is over a planet with a soylent Modular on board will remove Pop from that planet and increase that empires resource.  One million in Pop are removed per comp.
 
Using a event script to stop ships over destoryer size from being build on a planet between turns.
 
The facilities side effects are listed below:
* Slave Yard Facility > Kill 1-2 Pop per facility, 2% of Rioting per facility, 2% of Rebel per facility
* Whore House >  1% of creating a Plague per facility, 1% of Rioting per facility, 1% of Rebel per facility, +4 to planet happiness
* Slave Arena > +4 to ground combat, 3% of Rioting per facility, 3% of Rebel per facility, +4 to planet happiness
* Slave Pit, Slave Mine, Slave Farm > 1% of Rioting per facility, 1% of Rebel per facility, -2 to planet happiness
 
The counter to these effects are the following:
6 Troop = 1 Facility, 
6 Ship = 1 Facility
 
The AI support for slave facilities is setup so no peaceful race or race with "bool_Race_Uses_Slave" value set to FALSE is chosen.  Also the ratio of normal to slave facilities must be less than a set number in the script.

Ship Diversity - Size
Frigate
Destroyer
Light Cruiser
Cruiser
Battleship
Dreadnought
Baseship
-------------------
Light Carrier
Carrier
Heavy Carrier
-------------------
Space Station
Starbase
-------------------
Small Freighter
Medium Freighter
Large Freighter
250 + 40 per level ( Max 330)
400 + 75 per level ( Max 550)
750 + 100 per level ( Max 950)
1000 + 100 per level ( Max 1500)
1500 + 125 per level ( Max 2125)
2000 + 125 per level ( Max 2625)
2500 + 150 per level ( Max 3250)
-------------------
1000 + 100 per level ( Max 1200)
1700 + 125 per level ( Max 1950)
2200 + 150 per level ( Max 2500)
-------------------
500 + 200 per level ( Max 1500)
2500 + 200 per level ( Max 3500)
-------------------
350 + 100 per level ( Max 550)
1000 + 120 per level ( Max 1240)
1700 + 130 per level ( Max 1960)

   All the following weapon comps are effected by this concept:
  • Acid Globle
  • Anti-Matter Torp
  • Anti-Proton Bean
  • Bomblet Missile
  • Cap ship Missile
  • Depleted Uranium Cannon
  • Enveloping Acid Globle
  • Flak Cannon
  • Graviton Hellbore
  • High Energy Magnifier
  • Mental Singularity Generator
  • Meson Blaster
  • Planetary Napalm
  • Plasma Charge
  • Plasma Missile
  • POD Missile
  • POD Bomblet
  • PD Beam
  • PD Blaster
  • PD Cannon
  • Quantum Torp
  • Subspace Rupture Beam
  • Temporal Tachyon Cannon
  • Ripper Beam
  • Wave-Motion Gun
  • Seeking Parasite
  • Telekinetic Projector
  • Incinerator Beam
  • All Shield Types for ship/base/drone
  • All Engines Types for ship/base/drone
  • All Armor  Types for ship/base/drone

Terrorism and Insurgency


Research to Resource

Armor Adjustments
 
   Creates the concept that armor is on the outside of a ship and does not take up size inside.  The downside to this concept is now armor slows downs a ship and add a penalty to dodge incoming attacks.  This concept is for ships and bases only and does not effect units.