Heavy Nova v2
Silvermane’s Balancing Mod for Sins of a Solar Empier 1.04

Introduction

Heavy Nova is a balancing mod that doesn’t add or remove anything from the game.  It simply balances the existing game elements to provide a long, enjoyable game that flows smoothly.  A secondary goal is to provide the best visual experience while watching massive fleet battles.  A third goal is to make the AI as competent as possible. 

 

HeavyNova104.zip

 

 

 

Resources

 

The three basic resources of credits, metal, and crystal can be spent on planetary development, orbital construction, research, and shipbuilding.   Some things require more metal, others require more crystal.  This gives the player more options for managing their empire.

 

I made the cost of things proportional to their value.  This makes it harder for the player to gain an advantage over the AI by focusing on 'bargains'.

 

The relative resource costs are displayed in the table below.

 

 

Credits

Metal

Crystal

Fleet

3

2

1

Modules

3

2

1

Planets

3

1

2

Research

3

1

2

 

 Planets

 

The seven colonizable planet types are listed below.  Each colony can be developed to a maximum of six stages.  A given stage of development is the same across all planet types.  This makes it easier develop colonies consistently.  Terran worlds are the most suitable for colonization and can be fully developed.  The other planet types can be developed to a lesser extent.  The mining and refining rates are consistent across planet and mineral types.  All hyper radiuses have been increased a little.  The jump angle has been reduced from 45 to 25 degrees to aid in planning defenses.    The starting home planets have been increased to three metal and three crystal asteroids to balance the high credit income of the large starting population.

 

Planets

Stages

Metal

Crystal

Hyper Radius

Terran

6

Low

Low

55000

Desert

5

Medium

Medium

49500

Ice

4

None

High

44500

Volcanic

4

High

None

44500

Asteroid

3

High

High

40095

Dead Asteroid

2

None

None

36086

Pirate Base

?

None

None

36086

 

Population Infrastructure

 

Developing population infrastructure increases the maximum population of the planet, the population growth rate, and the tax rate.  This is the most valulable and expensive planet upgrade.  Increasing the growth rate prevents the Economic AI from being placed at a disadvantage for developing it's colonies at a higher priority.  It also helps developed colonies recover from bombing that would otherwise cripple them for a long time. 

 

Stage

Population

Growth

Tax

6

300

3.75%

-.07

5

250

3.5%

-.13

4

200

3.25%

-.25

3

150

3%

-.5

2

100

2.75%

-1

1

50

2.5%

-2

 

 I generally develop the population infrastructure of my colonies ahead of everything else because I want the tax credits that large populations provide.  I don't wait for them to fill up before upgrading because I want the growth rate bonus.

Logistics Capacity

 

Developing logistics capacity increases the number of civilian orbital structures that can be built around the planet.  All civilian modules require four slots except for extractors which don’t require any.  Limiting the logistics structures forces the player to make hard choices and  provides more incentive for expansion.  It also makes it a little harder to build multiple labs early in the game unlocking higher level research too soon.

 

Stage

Slots

6

28

5

24

4

20

3

16

2

12

1

8

 

I generally build one of each structure in every colony.

 

Tactical Capacity

 

Developing tactical capacity increases the number of military orbital structures that can be built around the planet.  All military modules require four slots except for defense platforms which require one and cannons which require eighteen.

 

Stage

Slots

6

36

5

30

4

24

3

18

2

12

1

6

 

I generally defend my colonies with 4 hangers, 8 defense platforms, and a jump blocker.  I build repair platforms to support my fleet, not defend my colonies.  Defense platforms in Heavy Nova are tough, have a fast rate of fire, and do a lot of damage.  Fixed defenses cannot stop a major invading fleet unsupported.  They will however buy time and soften them up until my home fleet can get their.

Explore Planet

 

All planets can be explored three times.  Each time, there is a chance of discovering something useful.  This is the cheapest planet upgrade because the chance of discovery is small.  This also prevents the Research AI from wasting resources on exploration, which would put it at a disadvantage.

 

Emergency Facilities

 

Developing emergency facilities provides bomb shelters and other infrastructure to protect the colony against bombing.

  

Stage

Health

6

6000

5

5000

4

4000

3

3000

2

2000

1

1000

 
The build times for this and other colony improvements have been increased to reward planning ahead.  The player shouldn't be able to ignore bomb shelters until the colony is attacked, then quickly build them up to full capacity.

Modules

 

In general, the modules are ranked by tech level with their cost and hull increasing.  The defense platforms are in the middle because they need to be affordable in the beginning of the game yet strong enough to be useful late in the game.  Military structures have twice the armor and repair rate of civillian ones.  The range of defense platforms is high enough to prevent invaders from attacking them beyond their range.

 

 

Hull

Armor

Repair

Range

Damage

Cooldown

Metal Extractor

1500

6

0.6

 

 

 

Crystal Extractor

1750

6

0.6

 

 

 

Civilian Lab

2000

6

0.6

 

 

 

Military Lab

2250

6

0.6

 

 

 

Frigate Factory

2500

6

0.6

 

 

 

Capital Factory

2750

6

0.6

 

 

 

Defense Platform

3000

12

1.2

8000

120

6

Hanger Defense

3250

12

1.2

 

 

 

Repair Platform

3500

12

1.2

 

 

 

Trade Port

3750

6

0.6

 

 

 

Cultural Center

4000

6

0.6

 

 

 

Refinery

4250

6

0.6

 

 

 

Shield Generator

4500

12

1.2

 

 

 

Jump Blocker

4750

12

1.2

 

 

 

Phase Gate

5000

12

1.2

 

 

 

Orbital Cannon

5250

12

1.2

 

 

 

 

Research

 

The vanilla game provides fewer capital ships and slots early and more later.  I smoothed this out so I can develop my fleet steadily as I progress through the game.  The effect of extraction technology has been doubled.  This balances the increased cost of most items and makes research more useful.  The number of levels of population increase technology has been increased.  The number of levels of cargo technology has been increased.  This makes it possible to develope a powerful economy, makes research more useful, and lengthens the research tree for longer games.

 

Level

Capital Ships

Fleet

8

16

2000

7

14

1750

6

12

1500

5

10

1250

4

8

1000

3

6

750

2

4

500

1

2

250

0

1

100

 

I generally research everything in one tier before starting the next.  Sometimes I have to jump ahead to get volcanic colony tech or unlock a new ship.  The research tree could some reorganization and the mere 5% bonuses are not really cost effective in my opinion.

Targeting

 

Weapons have been given an improved chance to hit ships of a different size than the weapon was designed for.  Regardless of the percentages, only the following ships can target fighters and bombers:  fighters, scouts, light frigates, anti-fighter frigates, and one weapon on battleships. 

 

Weapon Class

Interceptor

Bomber

Capital Ship

Anti-Very Light

70%

85%

70%

Anti-Light

60%

75%

75%

Anti-Medium

50%

65%

80%

Anti-Heavy

40%

55%

85%

Anti-Very Heavy

30%

45%

90%

Anti-Composite

20%

40%

95%

Anti-Capital

10%

35%

100%

 

The weapon classes influence who the ship targets.  I disabled focus fire for all ships because it makes for a better battle when they mix it up.

Damage

 

Weapons have been given improved damage against ships of different size than the weapon was designed for.  The ‘rock/paper/scissors’ dynamic still exists, it just been reduced.  Lighter weapons are more effective against the next smaller size ship than the next larger size.  Heavier weapons are more effective against the next larger ship size than the next smaller one.  Composite weapons are only used on orbital defense platforms and are effective against all sized ships.

 

The rate of fire and burst size of all weapons has been calculated to match the damage the weapon does.  If a laser looks like it is firing twice as fast then it is because it is doing twice as much damage.  This goes for orbital bombardment as well.  I also slowed the speed of the projectiles to produce a better visual effect in combat.

 

Weapon Class

Very Light

Light

Medium

Heavy

Very Heavy

Capital

Anti-Very Light

150%

125%

100%

75%

50%

25%

Anti-Light

125%

150%

100%

75%

50%

25%

Anti-Medium

75%

125%

150%

100%

50%

25%

Anti-Heavy

25%

50%

100%

150%

125%

75%

Anti-Very Heavy

25%

50%

75%

100%

150%

125%

Composite

100%

100%

100%

100%

100%

100%

Anti-Capital

25%

50%

75%

100%

125%

150%

 

In general, this results in increased lethality.  Ships give and take more damage making battles faster and more intense.  I increased the size/ranking of the light frigates to give them better survivability in these kind of fleet engagements.

Basic Ship Classes

 

The construction costs, hull, and damage are proportional to the slot count of the ship.  Siege ships do two thirds and the colony ship does half damage due to their specialty.  Light carriers now support two squads of fighters instead of just one and they gain a weapon that does half normal damage.  Capital ships cost twice the normal amount of credits and cost an extra 8 slots due to their power and capabilities.  This prevents cruisers from being useless compared to capital ships.  One cruiser for each race gained the ability to bomb.  I wanted one ship of each size class to be able to bomb.

 

The repair rate (damage control) and shield restore rate increases with the size of the ship.  This reduces the amount of time the fleet must wait for some ships to repair or recharge.

 

Class

Armor Type

Range

Attack Type

Slot

Bombing

Base

Hull

Base

Damage

Fighter

Very Light

1300

Anti-Very Light

 

 

50

80

Bomber

Very Light

1600

 

 

 

75

100

Trade Ship

Light

 

 

 

 

125

 

Refinery

Light

 

 

 

 

150

 

Constructor

Light

 

 

 

 

175

 

Scout

Light

1900

Anti-Light

4

 

200

40

Siege

Light

3400

Anti-Medium

6

Light

300

40

Light

Medium

2500

Anti-Light

8

 

400

80

Long Range

Medium

5200

Anti-Medium

10

 

500

100

Anti-Fighter

Medium

3700

Anti-Very Light

12

 

600

120

Colony

Medium

2200

Anti-Medium

16

 

800

80

Utility 1

Heavy

4000

Anti-Heavy

20

 

1000

200

Carrier

Heavy

5500

Anti-Heavy

22

 

1100

110

Utility 0

Heavy

4300

Anti-Heavy

24

Medium

1200

160

Heavy

Very Heavy

2800

Anti-Very Heavy

26

 

1300

260

Support

Capital

4600

Anti-Capital

40

Light

1600

320

Colony

Capital

4900

Anti-Capital

42

Light

1700

340

Carrier

Capital

5800

Anti-Capital

44

Light

1800

240

Siege

Capital

6100

Anti-Capital

46

Heavy

1900

253

Battleship

Capital

3100

Anti-Capital

48

Light

2000

400

 

My first fleet generaly consists of 8 of each frigate, 4 of each cruiser, and 1 of each capital.

The base value for the hull is adjusted by a percentage to determine the hull and shield values for each race.  Each race has the same amount of protection.  Advent have more shields and TEC have more hull.  Shields have the advantage of recharging at twice the rate that hulls repair.  Hulls benefit from repair bots.

 

Race

Hull

Shield

Pirate

150%

0%

TEC

100%

50%

Vasari

87.5%

62.5%

Advent

75%

75%

 

Each weapon can be mounted in up to four banks:  front, back, right, and left.  The damage is not simply divided among the banks or multiplied by the banks because that would be too much of a penalty or bonus.  Instead, I split the difference according to the following table.

 

Banks

Damage

1

100%

2

75%

3

66%

4

50%

 

I try to manauver my battleships to the center of the fray so they can fire in all directions at once.

Pirates

 

Pirate ships have been strengthened and their fleet composition starts out with primarily light units, but gradually becomes an effectively balanced force.

 

Class

Armor Type

Range

Attack Type

Slots

Bombing

Hull

Base

Damage

Scout

Light

4000

Anti-Light

5

 

375

50

Siege

Medium

2500

Anti-Medium

10

Light

750

66

Medium

Medium

2200

Anti-Medium

15

 

1125

150

Anti-Fighter

Heavy

4900

Anti-Very Light

20

 

1500

200

Heavy

Very Heavy

2800

Anti-Very Heavy

25

 

1875

250

 

 

Game Speed

 

I adjusted the time required to build and research and changed the strength of slow, medium,and fast settings.  Previously, the settings didn't make much of a difference.

 

Speed

Research

Hanger Defense

Build

Light Frigate

Build

Metal Extractor

Ship

Movement

Slow

30 sec

60 sec

120 sec

.75

Medium

15 sec

30 sec

60 sec

1.5

Fast

7.5 sec

15 sec

30 sec

3

 

Allegiance

 

I changed the base allegiance to the range of 80% down to 30% and doubled the cultural centers effect to 20%.  This makes the cultural centers more important and allows larger empires.

  

  

 

 

 

Cheers,

Silvermane

 

 

  

 

Source Code for Modders

Silvermane104.zip

 

What's New

Fixed a bug with Trade Ship Capacity not going to 3 levels making the next tech unatainable.