[MOD] Expanded Cities for GC3 Crusade

Expanded Cities V1.0 for GC3 Crusade.

In Galactic Civilizations 3: Crusade, the only way for carbon and silicon based life forms to raise the population cap on your planets is to build one or more cities.

Have you ever wanted more variation in city sizes, so that you could control your population cap in smaller steps?

This mod provides four new planetary improvements, the Settlement, Town, Metropolis, and Megalopolis.  The Settlement upgrades to the Town, the Town to Metropolis, and the Metropolis
to the Megalopolis.

Each costs food to build.  Or Durantium, for the silicon based.

In GC3 Crusade v2.2, a City improvement costs two food and raises the population cap by 16.  According to a comment by Brad there's a planned 2.2.1 patch that will probably change this to 3 food and a cap of 9, but add additional adjacency bonuses.  So for V1.0 of this mod, I've tried to set the costs and benefits of the new improvements in line with the planned patch.

In version 1.0 of this mod the new improvements raise the population cap as follows:

Settlement: +4
Town: +4
Metropolis: +8
Megalopolis: +8

So a fully upgraded settlement will raise your population cap by 24, but if you have auto-upgrade improvements turned off you have control over what your cap is, and, if you wish, can raise it in steps keep your approval from dropping (which happens when your population exceeds your planet's morale).

Install: Unzip the file into your Documents\My Game\GC3Crusade\Mods folder and start a new game.
Uninstall: Delete the ExpandedCities folder from your Mods folder.

Find the mod here: http://www.nexusmods.com/galacticcivilizations3/mods/113/?

Change log:

V1.11 Fixed Silicon life form upgrade paths, settlement will now upgrade to town correctly
V1.1 Added tech pre-reqs for each of the 4 new improvement types, tech pre-reqs now apply to silicon based life as well as carbon based.

55,550 views 28 replies
Reply #1 Top

 Sounds good, will check it out.  Are these in addition to, or do they replace, the standard City?  Also, what are the food/durantium costs for each?

Reply #2 Top

 I should point out that these new city types are unlocked at the same points as Cities, which for Carbon based life is the Planetology tech, and Silicon life gets them from the beginning.

They are in addition to the standard City.  I didn't want to have to update the whole ImprovementDefs.xml file every time a new patch came out, so I couldn't change the City.  I wish there was a way to replace an individual improvement, but I don't think there's a way to do that.

Reply #3 Top

with a quick test-game, I like it - balances approval with max pop

Reply #4 Top

Quoting GrimmAG, reply 3

with a quick test-game, I like it - balances approval with max pop
End of GrimmAG's quote

Thanks!  Feedback appreciated.  I've had a suggestion that not all city types should be enabled at the same technology, do you have any thoughts on that?

Reply #5 Top

How well does the AI manage them?

Reply #6 Top

Quoting leiavoia, reply 5

How well does the AI manage them?
End of leiavoia's quote

Don't know yet.  I've seen the AI frequently builds the Administration Training Institute from my other mod, but I haven't invaded any AI planets yet with this mod to tell.

Reply #7 Top

Quoting Publius, reply 4

Thanks! Feedback appreciated. I've had a suggestion that not all city types should be enabled at the same technology, do you have any thoughts on that?
End of Publius's quote

I think its a good idea to do so

Reply #8 Top

Quoting a0152570, reply 7

I think its a good idea to do so
End of a0152570's quote

So should they be enabled down the food tree?  Or someplace else?

Reply #9 Top

Quoting Publius, reply 8

So should they be enabled down the food tree? Or someplace else?
End of Publius's quote

Food tree would work well and has some logic to it.  Is too hard to add a separate branch off the food chain?

Reply #10 Top

No, I could add new techs but using existing food techs just seems more logical.  Especially when the City tech doesn't require advanced techs.  I don't want to discourage people from using these improvements instead of the City.

Reply #11 Top

down the food tree makes sense, having a separate tech line really doesn't make sense for this one to me

Reply #12 Top

I put V1.1 up on Nexus.  This simply adds tech pre-reqs to the various city types:

Settlement: Planetology
Town: Interstellar Governance
Metropolis: Galactic Governance
Megalopolis: Interstellar Democracy

These pre-reqs now apply to silicon based life forms as well as carbon.

I'm going to try to see if I can add new types of Megalopolis that give specialized bonuses, like an Entertainment Megalopolis that has increased approval bonuses, a Wealth City that has increased wealth bonuses, etc.

Reply #13 Top

 Pub, I love the mod. I just downloaded 1.1. When I opened it it still said 1.0. Did I mess up?

Reply #14 Top

Where did it say 1.0?  The readme should say 1.1.

Reply #15 Top

It was the exact same read me I already had.

Reply #16 Top

 I apologize Pub, I must have downloaded the old file. Its a new read me and says 1.1. Thanks!

Reply #17 Top

How did you download?  I left the old version in the downloads section, if you click on the download tab and select the "Expanded Cities 1.1 for GC3 Crusade" file you should get the new version.  I just downloaded it and verified the readme file says 1.1.

Reply #18 Top

 When you click on "Download," the Old version is below the new 1.1 Version. I must have skipped to the bottom.

Reply #19 Top

Ah, ok, glad you found the new version.

Reply #20 Top

I have used the mod for a couple of games now and I like it. It feels right to gradually upgrade your communities.

I don't see the need to require additional tech to upgrade. You have to pay credits and resources and imo that is sufficient. The tech tree is plenty full for me and the need to venture down another path in then tech tree does not appeal to me. The regular city comes to you with one tech, and there would be less incentive to use the mod if more research is required to upgrade.

For example, I installed the mod that offers expanded resource hunting from the shipyard, but I have been disinclined to use it because of all the branches that must be researched. There are too many thing on the tech tree that I feel are urgent, for me to spend time on research for what I consider to be nice bells and whistles, but not urgent.

LOL, I see you added the tech requirements in a new version. It is not so bad since you added them on to techs that you would research anyway. Anyway, I will keep using ver. 1.0 for awhile I guess.

Reply #21 Top

I'm glad you are enjoying the mod.  I have no plans to remove version 1.0 from the Nexus, so please feel free to continue using it.

Reply #22 Top

thank you Publius.  I think adding unlock-techs is a great idea, and will be testing it alongside cities in my next game.

Reply #23 Top

I thought I'd tested it, but while playing as the Slyne I noticed that the settlement would not upgrade to the town, the town to the metropolis, etc.  So the whole silicon life form line of upgrades were broken.

I've uploaded version 1.11 to Nexus to fix this.

Reply #24 Top

 Publius, I downloaded 1.1 and its a "7z" file. I can't open it. Is something different?

Reply #25 Top

7z is a different form of compression.

You can get an UN-ziper for it free by googling 7z

I use a plugin on Total Commander for mine.