A mod to make the economy and morale more like 1.2

This probably wouldn't involve a lot of work.

A lot of people are complaining about the economics
and morale of 1.3.

I'm not much of an expert but I suppose one or more
.xml files could be changed.
5,827 views 14 replies
Reply #1 Top
Just use the Techtree.xml from 1.2 Thats where the economy and morale bonus are applied from the stats they have in the tech tree when they are in invented. However modding population is hardcoded. (even though the buildings are in the Techtree.xml) the cap for population is hardcoded.
Reply #2 Top
Yes, and building values are in planetimprovements.xml (i think that's it's name). Both files should be in the \Data\English\ subdirectory of the main game install directory.

Only problem is, you won't be able to play metaverse games if you mod these - if metaverse is at all important to you.
Reply #3 Top
Yes, and building values are in planetimprovements.xml (i think that's it's name). Both files should be in the \Data\English\ subdirectory of the main game install directory.

Only problem is, you won't be able to play metaverse games if you mod these - if metaverse is at all important to you.


Oh yes forgot about that one thank you.
Reply #4 Top
If you keep the old file and change it to a mod, how
do you start a mod game?
Reply #5 Top
1.Try and find a 1.2 Final patch. Apply patch. Goto:
C:\Program Files\Stardock\TotalGaming\GalCiv2\Data\English
copy paste your Techtree.xml & Planetimprovements.xml to desktop (from 1.2)

2.Apply 1.3 final
Load Stardock Central and update to 1.30A.044

3.copy paste Techtree.xml & Planetimprovements.xml to
C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods\Default\Data

4.Select use Mods.

5.Select Default directory. "This is a generic mods folder for casual mods."

6.Reload GalCiv2 (important!)

7.Play game: Tada.
Reply #6 Top
I assume you have to put it in the right subdirectory
under the subdirectory mods/default/data. There
are 19 subdirectories there. Can you use only some
of them?

Thanks...
Reply #7 Top
I tried it. Reinstalled 1.2. Copied the two xml files to the mod/default/data subdirectory. I put the two xml files in the appropriate subdirectory.

Reinstalled 1.3.

I checked use mod and default in the options area.

When I started the planet had double planet improvements to be built--i.e., two basic factories, etc.

So I did something wrong.
Reply #8 Top
Put them in the Data folder, not a subfolder of Data.
I'm pretty sure the subfolders are for adding things, while the Data folder replaces.

I do a similar thing using Kryo's Hull System Mod.
My own changes get added to his mod folder structure so I can combine them.
The files in the subfolders of Data add to the current structure, while the files in the Data folder itself replace the main game files in Data\English.

So the process seems to be:
Look in Mods(\Mod name - i.e. KHSM)\Data and replace main game files such as GC2Types.xml, PlanetImprovements.xml, etc.
Then look in the subfolders and add those entries to the current file structure.

So, I have a different TechTree.xml file, which is a modified but otherwise complete original, in the Data folder. This replaces the games original file.
Then, I also have the TechTree.xml file from the Star Trek mod in the Data\Techs folder, which get added to my own.

It allows a much greater level of control and flexibility.

But, if you (for example) add a modified but otherwise complete PlanetImprovements.xml file to the Data\PlanetImprovements folder, you will end up with two of each.
Reply #9 Top
Yes, your way appears to work.

The way I verified it is that I changed the name of "Entertainment Network" in the 1.2 mod. Then when I ran the mod, the new name showed up.

Under 1.2 an Entertainment Network increases morale by 25%. That showed up when I quick bought it.

Under 1.3 it increases morale by only 5%.

That's a huge difference.

I wish in the change report from Stardock, they gave more numbers instead of just telling us they rebalanced some things.

Now I want to check some of the other changes.
Reply #10 Top
Yes, your way appears to work.

The way I verified it is that I changed the name of "Entertainment Network" in the 1.2 mod. Then when I ran the mod, the new name showed up.

Under 1.2 an Entertainment Network increases morale by 25%. That showed up when I quick bought it.

Under 1.3 it increases morale by only 5%.

That's a huge difference.

I wish in the change report from Stardock, they gave more numbers instead of just telling us they rebalanced some things.

Now I want to check some of the other changes.


We are hoping for a 1.3 poll even though it will be tainted.

Personally I agree I do not like ANY of the gameplay changes they made in 1.3 final.

Fixing bugs good. Making massive gameplay changes without asking the community first bad.
Reply #11 Top
I read the 1.3 change log, but I've been busy modding and haven't played a normal game in a while or checked the official XML. What exactly did they do? From reading posts it looks like they lowered entertainment building effectiveness on morale, and may have also done something with population and taxes?
Reply #12 Top
They also nailed the resource starbases, making them about half as effective.
Reply #13 Top
From reading posts it looks like they lowered entertainment building effectiveness on morale, and may have also done something with population and taxes?


Populations are lower and approval buildings aren't as effective. For example, an advanced farm provides a 7MT population bonus instead of 10MT. Virtual reality centers provide a 25% morale bonus versus 60%. Mining modules are not as effective. In general, you have to run much lower taxes to keep approval out of the red. It has a huge impact on how much money comes in and how long it takes to "get over the hump".

I totally agree with post #10. I know some people like the changes, but the game is longer and more tedious now. I got more enjoyment out of 1.2.

Reply #14 Top
I've been looking at 1.3 and 1.2 xml file for plantet improvements.

For morale buildings, first the 1.3 bonus, then 1.2 bonus:
Entertainment Network 5, 25
Multimedia Center 10, 30
Extreme Stadium 15, 45
Zero G 20,50
Virtual Reality 25, 60

Costs are the same apparently.

Economic improvements for 1.3 and 1.2
Market Center 8, 10 Costs: 30, 35
Adv Market Center 10, 15 Costs: 40, 60
Trade Center 15, 20 Costs: 50, 90
Bank 20, 24 Costs 250, 100
Stock 25, 30 (morale improves 10,10) Costs 120, 150

I hope I have these right. I have a copy of the 1.2 planetimprovement.xml if
anyone would like to have it sent to them.

I also want to look at the tech tree costs. Also what are the maintenance costs per planet and per ship?