Political / Government / Technology (PGT) Addition Mod

I've been fiddling around with some of the .xml files and finally decided to make a mod adding new technology to the tech tree. While not as fancy as some mods I do hope to bring some sort of fun and creative features to game play. The three main areas I'm focusing on (as stated in the the topic title) are revamping Political Parties, new Techs, and (hopefully) scrapping the old government systems and create five new ones each with their own sub group.

Political Parties' Tweaks
I personally believe that the political parties in GalCiv2 were put together with not too much thought than some of the other great features of the game. While I already made these changes in my regular game play, I decided to add this along with the other additions.

The only thing other than different ability bonuses is that each party also has their own penalties. I have tested each party and assure that each bonus/penalty has an effect even if it doesn't show up in the party screen. If there are balancing issues, please let me know.

If you should lose control of the Senate, you lose the Bonuses but the Penalties remain. I have toyed with the idea of doubling the penalties if it should occur as well.

<>Federalists
-Bonuses: Economics +20%, Loyalty +10%, Diplomacy +5%
-Penalties: Population Growth -10%, Influence -5%

<>Industrialists
-Bonuses: Soc. Production +20%, Mil. Production +10%, Repair +5%
-Penalties: Research -10%, Diplomacy -5%

<>Universalists
-Bonuses: Morale +20%, Economics +10%, Loyalty +5%
-Penalties: Influence -10%, Soldiering -5%

<>Populists
-Bonuses: Morale +20%, Planet Quality +10%, Loyalty +5%
-Penalties: Espionage -10%, Weapons -5%

<>War Party
-Bonuses: Soldiering +20%, Weapons +10%, Mil. Production +5%
-Penalties: Diplomacy -10%, Population Growth -5%

<>Pacifists
-Bonuses: Diplomacy +20%, Defense +10%, Soc. Production +5%
-Penalties: Soldiering -10%, Weapons -5%

<>Technologists
-Bonuses: Research +20%, Creativity +10%, Range +1
-Penalties: Soc. Production -10%, Mil. Production -5%

<>Mercantile
-Bonuses: Trade +20%, Economics +10%, Trade Routes +1
-Penalties: Influence -10%, Loyalty -5%

Technology and Achievements/Milestones
I have seen other games do this and wondered by GalCiv2 didn't share a similar system of having achievement techs once one has accomplished a certain amount in a given category. So here's my example of what I plan on implementing.

The new techs come first followed by the achievement at the end along with each of their bonuses. (All tech names pending, suggestions please) Achievements noted with "*". Each achievement gives an additional +10% Morale on top of bonuses. I haven't decided that each civ is limited to one achievement or all of them yet.

<>Education Achievement (Note: Libraries stem off from Schools.)
[Schools: +5% Creativity]-->[Colleges: +5% Research, +10% Creativity]-->[Universities:
+10% Research]-->*[Higher Learning: +25% Research, +10% Creativity]*
(From Schools)...[Libraries: +5% Research]

<>Industrial Achievement
[Internal Transportation: +5% Soc./Mil. Production]-->[Synchronized Assembly: +5% Soc./Mil. Production]-->[Craftsmanship: +10% Soc./Mil. Production]-->*[Artisans: +15% Soc./Mil. Production]*

<>Mercantile Achievement
[High-Capacity Trade Modules: +5% Trade]-->[Loading/Unloading Acceleration: +10% Trade]-->[Under the Table Dealings: +15% Trade, +3 Trade Routes]-->*[Special Connections: +25% Trade, +10% Economics]*

<>Civil Achievement
[Civilization History: +5% Loyalty]-->[Civics: +5 Loyalty, +10% Morale]-->[Health Care: +10% Influence, +15% Pop. Growth]-->*[Civil Projects: +25% Morale, +10% Influence]*

<>Ethical/Philosophical Achievement
(After final good/evil tech)-->*[Philosophical Understanding: +25% Espionage, +10% Influence]*

<>Political Achievement
(After Total Majesty tech)-->*[Political Domination: +25% Diplomacy, +10% Loyalty]*

<>Military Achievement
(After Massive Hull tech)-->*[Admiralty: +25% Hp, +10% Weapons]*

Governmental Systems
If possible, I would like to scrap the government system now available an replace them with five new ones. Start with TYRANNY in the Tree below. Note that once you choose either Republic or Oligarchy, you must stick with that path.

<>Democracy: Loyalty +20%, Morale +20%, Diplomacy +20%
(Ability Tech):[Capitalism: +25% Economics]
|
<>Republic: Loyalty +10%, Morale +10%, Diplomacy +10%
(Ability Tech):[Forum: +15% Influence]
|
<>Tyranny: Your starting government.
|
<>Oligarchy: Soc. Production +10%, Mil. Production +10%, Espionage +10%
(Ability Tech):[Special Police: +10% Loyalty, +5% Soldiering]
|
<>Socialism: Soc. Production +20%, Mil. Production +20%, Espionage +20%
(Ability Tech):[Max Industrial Capacity: +15% Soc./Mil. Production]

If you took the Republic/Democracy route, you would have to deal with Senate votes, but with the Oligarchy/Socialism route you would not. If possible, if you lost control of the Senate, I would also like to be able to have an Anarchist government take control with heavy negative bonuses.

The fifth government I would like to add is as follows. To start on this path, you must have the proper government tech (something like Interstellar Governments) and the have completed the final Good/Evil tech with your Ethical Alignment.

[Religious History: +5% Morale]-->[Religious Studies: +5% Morale, +10% Research]-->[Religious Prominence: +5% Influence, +15% Research]-->[Theocracy]

<>Theocracy: Loyalty +25%, Research +20%, Morale +20%
(Ability Tech):[Divine Rite: +15% Influence]

So there's my idea, thoughts?
5,768 views 6 replies
Reply #1 Top
Oh, and if anyone would like to help, I'll never say no to any form of assistance.
Reply #2 Top
(Double Post)
Reply #3 Top
Nice ideas, though I fear the government systems are hardcoded. I like the idea of milestones.


Reply #4 Top
Nice ideas, though I fear the government systems are hardcoded. I like the idea of milestones.


Well, I suppose that getting rid of the techs for the governments would eliminate the usage of the present governments... the trick is finding out just how to establish my own and make them work.

Reply #5 Top
Well, I suppose that getting rid of the techs for the governments would eliminate the usage of the present governments... the trick is finding out just how to establish my own and make them work.


You cannot make your own governmets . We are stuck with the default ones.


Reply #6 Top
Oh well. Maybe the Devs will hopefully change that one day.

But until then, the other changes will happen along with some other new Techs and changes. I may just go about changing the governments and give them new prerequisites.

Defensive Changes
I've decided that because of the easy exploits that making Defense ships now has, I'm going to change the module sizes for defensive modules by plus one for early techs and then possibly move up to two or three for the later ones. Upon making these changes I'll determine if this temporarily fixes the problem.

Additional Techs
And also to help the AI possibly fight against these defensive ships (and also something to add to make battles more interesting) are weapon ability techs. Nothing too fancy but something to help give an edge in certain situations.

<>[Advanced Targeting Computers: +5% Weapons]---[Human Reflex Chips: +5% Weapons]---[Artificial Intuition: +10% Weapons]

<>(Medium Hulls Completed)...[Combat Maneuvers]---[Offensive Maneuvers: +10% Weapons]---[Defensive Maneuvers: +5% Defense]---[Strategic Maneuvers: +15% HP]

Other techs are still in the works and I haven't decided to yet include them.