OK, for the super-adventurous, here's a playable build.
Balance is probably absolutely horrible. AI performance is completely unknown. Pacing is likely to be close to non-existent. It is completely incompatible with other gameplay mods (I just c&p'd the whole friggin common folder), but will work with almost any grpahical or map mod (I recommend the 2k stars mod). There's some fixes for vanilla bugs included, and everything seems to work without my computer crashing or catching fire 50 years in.
But I make no promises of a great experience at this time - this is just so you can see what I'm doing and where we're headed. If you want to play a solid game, then do not download this. I'm not even bothering to put it on the front page. Instructions for installing it are not being provided, because if you do not already know how to write and install a mod yourself then you probably don't want to try this version. But there's some fairly cool ideas and code people may wish to use in their own mods already in there (if I say so myself, though I do think I've kinda earned the right from my previous efforts), which you are entirely permitted to nick and use if credit is provided in your changelog.
If you DO choose to play this, then any and all feedback is welcome. I am aware it is presently shit, hence the 0.1 version number. Stating that to me is, surprisingly, not news. However, if you outline exactly what shitness you see, and how you think it can be improved, and you can have a small reward, like a picture of a bucket of sloths you could easily google for yourself with your name mouse-written underneath in Paint.net BY THE AUTHOR HIMSELF (wow, awesomeness, amazeballs).
Changelog:
Code:
Version 102.0.1
* Added Linear Happiness mod by dskod1
* re-added ethic difference happiness modifiers
* Increased base tech alternatives to 5
* Increased pop tech cost to 3% (from 2%)
* direct planet control increased to 75
* Base number of sectors increased to 20
* Influence costs removed from buildings
* flat influence costs removed from planetary edits (now cost inf-per-turn).
* Removed influence cost and maintenance from Forntier Outposts.
* Split basic science lab into 3 separate buildings
* Gave lower-tier capitals some influence output
* Removed off-sciences from advanced science labs - so a physics lab gives just 2 physics, nothing else.
* AI now uses all sector types.
* Military sector AI now builds warships (just destroyers and corvettes)
* included unofficial bug fixes by Ramiel (changelog included with credits)
* Maximum possible fleet size increased to 10k
* Removed growth bonus for food surpluses
* Combat balance changes:
* Autocannons now fire very quickly.
* Mass drivers ignore 50% shields.
* Kinetic Artillery ignores 100% shields.
* Point Defense has had it's accuracy reduced to 25% (from 40%) and it's rate of fire has been reduced (from 7 to 10).
* Range and flight time of missiles improved.
* Doubled MTTH of neighbour introductions.
* increased MTTH of not-neighbour introductions to 25 years.
* Changed 'minerals' to 'production' and 'energy credtis' to 'credits'.
* Added 3 tiers of power - Power, High-energy plasma and Energon.
* Addede 3 tiers of metals - Tritanitum, Adamantine and Omegadine.
* T1 buildings are free. T2 buildings need power. T3 buildings need High energy plasma. T4+ buildings need Energon.
* Added new mines to produce Tritanium, Adamantine and Omegadine.
* Added new mineral processing plants to convert tritanium adamantine and omagedine into production. Tritanium goes 2,4,6,8,10. Adamantine goes 4,8,12,16,20. Omegadine gives 8,16,24,32,40.
* Added Nutrients and Luxury Goods. These are used by capital buildings.
* Farms now produce nutrients.
* Capital buildings are now the only way to produce food.
* Colony capitals now consume Nutrients.
* Added banks which consume power and produce money.
* Added 5 more mineral processing technologies.
* Changed deposits to make resources more common
* removed all mineral, food and energy deposits
* Added despoits of metals and energy sources.
* Added a bank and a Tritanium mineral processing planet to starting planets.
* localized a bunch of stuff. I hate localizing.
* Incorporated v 1.2 of Craftomega's More Spaceport modules. Have made some major alterations to bring it into the new economy.
* switched all spaceport modules to the new economy model.
My own thoughts from a quick 10 years or so are that creds are way too hard to get and minerals are a little easy. Not had an actual batle yet, and I'm fairly sure that the initial corvettes are for reasons unknown spawning unarmed, but some feedback on how the combat changes work would be highly welcomed.
Also, if absolutely ANY bulk influence costsre reported, I'd appreciate it. Bulk inf costs need to die so I can switch it to non-accumulative.