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Colonization Rebalanced v0.1

 
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Colonization Rebalanced v0.1 - 6/30/2014 6:53:08 PM   
Franky007


Posts: 133
Joined: 3/10/2005
Status: offline
Here is my first mod for DW: a Rebalance of the Colonization tech tree.

Now all Planet type are available to colonize at all time, but with varying cost depending on the race:

Also include:
- More (& rebalanced) wonders v0.4
- Energy Techtree Rebalanced v0.1
- Xenomorph Plague

Installation:
Just unzip in the Customization folder.

Attachment (1)

< Message edited by Francoy -- 7/1/2014 5:59:09 PM >
Post #: 1
RE: Colonization Rebalanced v0.1 - 6/30/2014 6:54:22 PM   
Franky007


Posts: 133
Joined: 3/10/2005
Status: offline
Here is a screenshot of the tech tree:





Attachment (1)

(in reply to Franky007)
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RE: Colonization Rebalanced v0.1 - 6/30/2014 7:16:13 PM   
RogalDorn

 

Posts: 17
Joined: 6/15/2014
Status: offline
This looks very interesting, and since the tech rebalance mod isn't current I will make sure to try this after I tire of my current game. What exactly does the last tech do?

(in reply to Franky007)
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RE: Colonization Rebalanced v0.1 - 6/30/2014 7:55:18 PM   
CyclopsSlayer


Posts: 583
Joined: 2/11/2012
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In the vanilla trees it would increase initial colony size from 30M to 100M iirc.

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RE: Colonization Rebalanced v0.1 - 6/30/2014 9:43:17 PM   
Tcby


Posts: 342
Joined: 12/16/2013
From: Australia
Status: offline
*From 60 million to 100 million. Thanks for the mod. Will play around with it soon :)

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RE: Colonization Rebalanced v0.1 - 7/1/2014 2:25:59 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
Thanks great idea makes much more sense to me and will really help the AI!

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RE: Colonization Rebalanced v0.1 - 7/1/2014 6:38:52 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
Possible to make this work with Extended as well?

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RE: Colonization Rebalanced v0.1 - 7/1/2014 6:57:20 PM   
Franky007


Posts: 133
Joined: 3/10/2005
Status: offline
I will wait a little for feedback on the mod, then i will look into compatibility with extended.

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Post #: 8
RE: Colonization Rebalanced v0.1 - 7/15/2014 2:45:03 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
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This mod looks really interesting. Do you use the ResearchColonizationCost-
Factor in the race.txt file? I ask because I'm working on a fan expansion and would like to include your mod, but need some colo cost leeway for a new race of doom.

(in reply to Franky007)
Post #: 9
RE: Colonization Rebalanced v0.1 - 7/15/2014 3:08:20 PM   
Franky007


Posts: 133
Joined: 3/10/2005
Status: offline
Yes i use the ResearchColonizationCostFactor...
You can use any part of the mod, as it was more like a proof of concept.

(in reply to lurchi)
Post #: 10
RE: Colonization Rebalanced v0.1 - 7/15/2014 5:40:34 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
Great. Thank you!

(in reply to Franky007)
Post #: 11
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