A while ago I asked about how to remove tech and starting ships to allow for a true prewarp game, as was possible in moo3. Since then I've looked into the xml's and so far managed to do what I had originally intended, though now I find other things that need changing to fit.
So far Here's what it does:
1.Removes all free techs from civilizations forcing even the hyperdrive to be discovered.
2.Removes all predesigned ships with the exceptions of the survey and colony ships you start with. (it was impossible to kill these without crashing at the start, so instead I've stripped them of everything, they still can move at 1 per turn and the AI still tries to use them as their name but nothing more, I may design a component for the colony that can colonize but cost something dafe like 3 millon so it will aloow the class 4 planet to be done but then never be able to be built, as the tech for normal modules obsoletes it.)
With these done, it still seemed a little too fast for a game to progress even with the very slow tech setting. So I will be ajusting other things also. Next on the list is to be the both moving and reecosting/resizing of colony modules and survey modules. They are going to be VERY expensive and large, I see enough sci-fi to be baffled how easy it is to populate the galaxy in GC2, when it's meant to be a major undertaking.
Second to do it a change of the way drives are handled, I will make them also much larger, probable 2-3 times the size and cost. The idea being you cannot then just have 3 shipyard planets to build 20,000 star destroyers with 16 drives each, zip accross the galaxy and rain death on a homeworld. I want to make it so your larger craft are now much more time consuming and therefore too valuble to risk, thus giving an element of strategy to warfare. (by making espionage useful again, I felt it was never any good if you had a fast big fleet who cares what they are doing.)
Other things, include shifting the techs required for colony/survey modules to be more advanced. Things like advanced lifesupport and a certain size of engine needed to viably shift all those folk in time before they die. Also I'm looking into the possiblility of moe planet improvement, the big part being planet creation by means of regenisis. It's cheesy but think star trek, this would work something like a device that is used like a constructor but instead it gives a 0 PQ a bonus to maybe a 2, which can then be increased with ever more very expensive methods.
At this point all that has been completed is the removal of free techs, and the removal of predesigns and stripping of the free survey and colony ships. Though if anyone knows what files sets the starting ships you get I'd be very grateful to know about it?
Check here for how it was to start [url]https://forums.galciv2.com/?aid=124537[/url]