This mod is no longer actively supported and may not function on the latest version of the game. It has been replaced with my new mega mod: 5X - The Ultimate Balance Mod, which you can get here:
https://steamcommunity.com/sharedfiles/filedetails/?id=797954504
http://www.nexusmods.com/masteroforionconquerthestars/mods/6/?
Original Post:
I'm having a lot of fun with these yaml files. It's like I can fix almost all the balance I don't like in the game. I hope you all are enjoying my mods as well. Perhaps eventually I'll combine them into one big mod, but for now I'll keep them separate so you can pick and choose which ones you like. Anyway, here's another one for you: https://dl.dropboxusercontent.com/u/32174515/Tech%20Tree%20Mod%20v2.3.zip (version 2.3)
Instructions: Move the yaml files and the ShipData folder to C:\Program Files (x86)\Steam\SteamApps\common\Master of Orion\MasterOfOrion_Data\StreamingAssets\GameplayData, move the csv files to C:\Program Files (x86)\Steam\SteamApps\common\Master of Orion\MasterOfOrion_Data\StreamingAssets\Localization\Backend (make sure to make a backup copy of Backend.csv, ShipModule.csv and Technology.csv !). If you're not on Windows or using the GoG version, find the corresponding GameplayData and Backend folders in the StreamingAssets subfolder of the Master of Orion directory.
Instructions: Move TechTree.yaml and ColonyStructureTypes.yaml to C:\Program Files (x86)\Steam\SteamApps\common\Master of Orion\MasterOfOrion_Data\StreamingAssets\GameplayData. If you're not on Windows or using the GoG version, find the corresponding GameplayData folder in the Master of Orion directory.
Version 2.1 is available! It adds several new endgame technologies as well as the ability to terraform volcanic planets.
This mod addresses several issues with technology that I and others brought up in the last general gameplay balance thread as well as a couple others goodies I thought up.
- The colony base is now buildable and scrappable once you research it including on your home world. The maintenance cost has been reduced to 0, so lithovore races need not bother scrapping it.
- Removed the maintenance cost from the Geosynchronous Warehouse
- Spaceport now gives
+10 BC(+8 BC as of Version 1.1 to reflect the 2 BC savings on Colony Base maintenance) - Galactic Currency Exchange now only gives +50% empire credits.
- Swapped Planetary Supercomputer and Pleasure Dome in the tech tree so you get the Supercomputer sooner, lowered the benefit to 20 rp.
- Moved Advanced Colony Ship back two tiers to Galactic Trading since the colonization phase was basically over by the time you got to it previously.
- This made the Galactic Trading tier way too useful for a single tech node, so I moved Advanced Space Factory back to Macro Economics with the lonely Geosynchronous Warehouse.
- Moved Phasor Rifle back two tiers to Electromagnetic Refraction since previously there were 4 tiers between neutron and phasor rifle but 0 tiers between phasor and plasma rifle.
- Moved Hyperplanar Transfer Tracking Premises to Temporal Fields, Transponder Control plant to Planar Transcendence, and created a new tier between Planar Transcendence and Evolving Tech just for the Ultraplanar dimorphic prospector. You now have to research the entire tech tree to get the technological victory, and it takes slightly longer to finish the tech tree. Moved Phasing cloak back to transwarp fields as a choice tech for node balance.
- Version 1.1 update: Troop transports and Civil transports are now available once you research Space Travel.
- Version 1.2 update: Added new tech nodes after Planar Transcendence. You get a new bomb miniaturization with the UDP, after which you can research 4 new nodes: two of them contain miniaturization upgrades for missiles and torpedoes, and two of them contain miniaturization upgrades for beams and cannons. The research point costs jump significantly at that point, so hopefully that will give you something to research for the rest of your endgame!
- Version 1.2 update: You no longer have to choose between battle pods and fighter bays, since battle pods is clearly better. You now get both technologies.
- Version 2.0 update: You can now research Volcanic Cooling, a technology that lets you terraform volcanic planets into barrens! It's located in Trans Genetics alongside Gaia Transformation.
- Version 2.0 update: Races with uber planets can now transform terran planets into their uber planets. For example, Silicoids may now transform terrans into infernos.
- Version 2.0 update: Space academy now reduces the command point cost of cruisers, battleships, and titans instead of frigates and destroyers.
- Version 2.0 update: Added several new endgame technologies: Transdimensional Drive, Instantaneous Gaia Transformation (transforms any biome into Gaia directly with a very small industry cost), Unobtainium armor (Yes, that's an Avatar reference), and Class XII shields in addition to the already existing miniaturization techs.
- Version 2.1 update: I added two new building technologies and a third end game miniaturization. One building is the interdimensional energy harvester, an empire unique building that gives +300 production on the planet on which you build it, so you can turn one of your planets into a super industry colony able to produce titans extremely quickly. The other tech is called the Galactic Command Center, an empire unique which gives you 150 extra command points. This will be my last update before the next patch unless someone has a really good idea.
- Version 2.2 update: Reduced the maintenance cost for several buildings to make mid game money more plentiful.
- Version 2.2 update: Fixed a bug where the tech tree wouldn't appear if you started a game on very fast research speed.
- Version 2.3 update: Restored the maintenance costs to the default, changed space port to give +5 BC and +1 BC per population instead of the flat 8 BC. I hope this is balanced in terms of money generation.
- Version 2.3 update: Removed the +1 food bonus from the capitol since you can now build a colony base on your home world.
- Version 2.3 update: Changed the maintenance cost for gravity generators to 0 BC to work with my new galaxy setup mod.
- Version 2.3 update: Increased the build costs of the galactic command center, instant gaia transform, and interdimensional energy harvester. Reduced the bonus from interdimensional energy harvester to +200 production, increased the command point bonus from galactic command center to +200 command points.
Here is the new layout of the endgame tech tree, starting from Planar transcendence and ending with Evolving technologies:
Here's a closer look at the new end game techs as well as the volcanic cooling tech:
If there are any changes you don't like or you have some of your own you would like me to implement, feel free to say so! I can move techs around the tree, alter what bonuses particular techs give, make certain tech nodes into choices between techs, alter maintenance costs and build costs, etc. Any suggestions for other mods I might be able to do are welcome too.
Check out my other mods too:
Edited by Spud_Dastardly, 12 November 2016 - 11:11 AM.