Miniaturized Guide to Miniaturization

The miniaturized guide to miniaturization

Doing some research of my own, found a few questions about miniaturization and not many answers (none that I could find), so a couple of hours of research and testing later …. Here it is.

Each of your miniaturization tecks adds to a total pool of a miniaturization bonus. This bonus is applied to your hulls space i.e. A "medium" hull ship has a base size of 38. With 25% miniaturization (Enhanced miniaturization) it will have a new hull size of 47 (38x1.25=47.5)

I think that was pretty basic, let’s go on

Where some peoples problem comes from is that sometimes the space your components (engines, weapons ect) takes up, is more than before you got your miniaturization tecks. Well they do. The space your hull components take up is a multiplier of your hull size, so if you increase your hull size your components may take up more room (but you will have heaps of extra room from the miniaturization process, so whatever)

Using the same case as the one above
When equipping an Ion drive to a Medium hull, with zero miniaturization, the ion drive will take up 7 spaces but with 25% miniaturization the same ion drive will take up 8 spaces, so much for making things smaller eh?
The math

The base size of an Ion drive is 4+9% of hull size, so when your hull gets bigger …. So does the stuff
Base size of component = c
Final component size = C
Hull size = H
Hull size modifier = h

h x H + c = C

9% x 47 +c = C
4.23 + 4 = C
8.23 = C

If you replace the 47 (hull size with 25% miniaturization) with 38 then you will come up with 7.42 (seems to round down always)

Well I hope that helps some of you out their that are tweaking there warships to the nth degree (that is what was looking into myself)

my info comes from https://www.galciv.wikia.com/wiki/Miniaturization
and the Galactopedia https://forums.galciv2.com/?ForumID=162&AID=105605
8,498 views 12 replies
Reply #3 Top
thanks, that really clears up how sizemod works
Reply #4 Top
Very nice, thanks for your effort!
Reply #5 Top
Me Thanks you!
Reply #6 Top
thanks a lot, very helpful

now the next question:
anyone beside me thinking "hey, that sucks" ?
impulse drive is always taking at least 9% of the hull, no matter how big? i dont really like that ...
why not make a fixed size for any component and a fixed base hull size
then let miniaturization work as a multiplier to that hull size
its so much easier and intuitive
it would make bigger hulls stronger so they would have to be made smaller of cause, but thats just a cosmetic change
Reply #7 Top
anyone beside me thinking "hey, that sucks" ?
impulse drive is always taking at least 9% of the hull, no matter how big? i dont really like that ...


If you think about it though, that would actually make the most logical sense. Just because we shrink down lasers, mass drivers, shields, sensors, or whatever, that doesn't mean that the engines would get smaller with relation to the size of the ship. Fitting more stuff into the same amount of space isn't the same thing as making a ship lighter (and ergo easier to move).
Reply #8 Top
take lasers
i have a badass laser gun that takes 8 space
now i remove it and plant it on a bigger ship and it takes 10 space ?
no way
same laser, same size please
Reply #9 Top
First of all, I thought this fact was very obvious. It was probably the first thing that came into my mind when I looked through "GCTypes.xml". Actually I had suspected that this was the case from testing in the game before I even went in there. So I'm not sure why you guys are so surprised, but...

anyone beside me thinking "hey, that sucks" ?
impulse drive is always taking at least 9% of the hull, no matter how big? i dont really like that ...
why not make a fixed size for any component and a fixed base hull size
then let miniaturization work as a multiplier to that hull size
its so much easier and intuitive
it would make bigger hulls stronger so they would have to be made smaller of cause, but thats just a cosmetic change


and...

take lasers
i have a badass laser gun that takes 8 space
now i remove it and plant it on a bigger ship and it takes 10 space ?
no way
same laser, same size please


This is totally do able with a mod. Simply go into GCTypes.xml and set the size mod for your lasers or whatever else you don't want to grow bigger to zero, and it'll act like the construction/colony/trade module (which doesn't grow in size).

Honestly though, I don't think you should. Simply because this is the only thing that makes missile weapons worthy. Size mod is a balancing factor that is used between beams and missiles. Beams are clearly better than missiles on smaller ships, but gets massive on bigger ones. Guns is somewhere in the middle. So before going all crazy about it, you might want to take a closer look. If you go about removing sizemod from your weapons, you will probably have to make the beam/missile/gun tech tree and component exactly identical to balance them. Also completely possible, but I kind of like the flavor...

If you want a rational explanation, think of the size mod as generator size. The basic laser might only be 4 space, but the generator that is needed to power it takes 4 more... etc. Essentially the generator is huge on a huge ship, and is accounted for in pieces by making your engines, weapons, and defenses grow bigger...

This is just my view of course, so you may disagree. In which case, mod away... it's not that hard.
Reply #10 Top
ake lasers
i have a badass laser gun that takes 8 space
now i remove it and plant it on a bigger ship and it takes 10 space ?
no way
same laser, same size please


Yes but it also does more damage besides taking up more room.
Reply #11 Top
Yes but it also does more damage besides taking up more room.


no it doesnt

1 damage laser in a small ship stays a 1 damage laser in a large ship (at least i think so ... never checked but large ships would be insanely overpowered if not)
Reply #12 Top
To put it a little more precisely,

ComponentEffectiveSize = INT(BaseComponentSize + (SizeMod / 100) * EffectiveHullSize)

Where

EffectiveHullSize = INT( BaseHullSize * (1 + TotalMiniaturizationBonus))


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