MeVII – Xtra Complex 4X

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Author: MeVII

Last revision: 5 Jul, 2021 at 05:55 UTC

File size: 63.06 KB

On Steam Workshop

Description:

******* Xtra Complex 4X – MeVII *******
v01.07.05.21.24.58

Summary

Fundamental changes include:
All workship structures can be built without a colony in the system.
Jump Gates can be built inside systems, but not warp nodes.
Surveillance Systems can repair and block.
Outposts generate, rather than require command points.
Theres more, see chart and read below for details…

Xtra Complex 4X – MeVII

Location

By default this mod is located at
[DRIVE LETTER]:SteamLibrarysteamappsworkshopcontent2980502537634621

Special Thanks

SpudDastardly & WhatisSol for patiently dealing with my many nitpicky questions

Bugs & Compatibility

Known Bugs

01 – The Klackon
02 – Several structures still list "restricted to system with colony" in their description,
however, it is actually possible to built them in non colonized systems.
03 – Building Warp Gates on system bodies makes it impossible to click on that system body.
e.g. Planets, and Asteroids.
It is still possible to navigate to the planets using all other menus and methods.

Compatibility Information

This Mod requires UCP, 5X, and UCP5X Compatibility mods.
(It will function without Custom 5X and DSMP Assets,
however, some game images will be blank)
It should always be loaded after (below) UCP, 5X, and UCP5X Compatibility mods.

Files Modified

The following yaml files are used by this mod.
Globals.yaml, ColonyStructureTypes.yaml

Data Entries Changed

This mod changes content under the following data points.

JUMP_GATE_TRAVEL_FACTOR, key: structure_… star_base, battlestation, star_fortress, surveilliance_system, military_outpost, advanced_military_outpost, asteroid_mine, asteroid_laboratory, superscalar_gas_harvester, structure_jump_gate_orbital

-> It will conflict with / overwrite this information
of any mod loaded before (above) this mod loads.
-> Any mod loaded after (below) this mod
will conflict with / overwrite the information this mod loads.

Mod Details

I decided to name this mod Xtra Complex 4x based on following line of thought.
4X stands for eXplore, eXpand, eXploit and eXterminate.
This mod makes all the decisions regarding the management and implementation of
each of those focuses more involved, by creating more interdependencey and value to
many key structures. (See the image of the chart for full details at a glance.)
All Workship structures can now be built even in systems players don’t have a colony in.
However, many new balance metrics were implemented along with extra boosted benefits.
What do you want first? The Good News or the Bad News? Read in your preferred order.

GOOD NEWS
Upkeep for the Star Base, Battle Station and Star Fortress are lower.
Build cost for Star Fortress and Surveillance Stations is lower.
Surveillance Stations(1), Military and Adv Military Outposts
now create, not take up command points.
… can now repair ships, upgrade ships, and block star lanes.
… (1)have the largest scanner boost of any structure in the game,
actually making it a consideration of building and keeping them for Surveillance.
…provide a +1/2/3 research bonus per turn.
Military and Adv Military Outposts have had both
their repair factor, and scanners boosted.
Asteroid Labs / mines and Gas Giant Mines… slightly repair ships every turn.
…can upgrade fleets.
Asteroid Labs have a +1 Scanner Boost.
Asteroid / Gas Giant mines have a +1 Research Bonus.
Asteroid Mines boosted from +10bc to +15bc.
Jump Gates can now be built at all planet and asteroid locations.
Jump Gates now reduce travel time by half.

BAD NEWS
Build costs for the Star Base, Battle Station
and Star Fortress have been increased.
Command Point bonuses for the Star Base, Battle Station
and Star Fortress have been lowered.
Surveillance Stations have a higher upkeep.
Military and Adv Military Outposts now have a BC upkeep.
Asteroid Labs / mines and Gas Giant Mines… have higher build costs.
…have a command point cost of 1.
Jump Gates cost more and have a higher upkeep.

Closing Notes

"Why cant Jump Gates just be built anywhere on Warp Nodes AND Planets?"
If the Tag "requiresWarpGate" is set to "false" to allow building on planets,
then they cant be built on warp gates(lanes/nodes) and visa versa.

If you have no modding experience but are interested,
be sure to read over the following guide,
Modding Basics – By Spud Dastardly


~ MeVII †

~ ~ ~ ~ ~ ~ ~

You are not a lost cause.
You are not a hopeless case.
John 3:16
Romans 5:8

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