Crimson Concept Mod (SEV)

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MOD INFO



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

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. Metropolis : This facility increases the amount of space on a planet.
   2. Arcology : Controls the number of M. and increases the amount of cargo space on a planet.
   3. Colony World Center : Control the number of A and increase the number of population total.
   4. World Shell : Allows the number of facilities to double.

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. This reduction value is 1 : .2 per planet. The AI is not affected by this concept.

Equals out the ship yard
First the limits on the facility were removed. Then the size of the facility was double. Then to show the general population displeasure with heavy industry in their neighbor a negative happiness value was added.

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 elemets that create it.



This Mod is based off of the Balanced Mod 1.14. 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. Mod available on its homepage



Thanks to the Following

   *  Captain Kwok's Balance Mod
   *  Fyron For FQM
   *  Old Proportions for SE4 by PvK.
   *  Gritty Galaxy Mod maker
   *  Dvoongar's Doctrines Mod
   *  IRM Mod maker
   *  All the other people I forget.
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