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Balance of Power Mod v. 0.6b

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Created by:	Bard of Prey
Date:		Mar 11, 2004

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Installation Instructions

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Simply unzip into your main GalCiv directory.

The following files will be added:

Data\bonusevents.EVENT
Data\CoreEvents.EVENT
Data\Expansion01Events.EVENT

BoPBackups\bonusevents.EVENT
BoPBackups\CoreEvents.EVENT
BoPBackups\Expansion01Events.EVENT

Mods\Data\Asteroid.ANOMALY
Mods\Data\Gas.ANOMALY
Mods\Data\Meteorite.ANOMALY
Mods\Data\Planetoid.ANOMALY
Mods\Data\SpaceJunk.ANOMALY
Mods\Data\Unexplained.ANOMALY
Mods\Data\Wormhole.ANOMALY
Mods\Data\BoPColonizeEvents.EVENT
Mods\Data\BoPRandomEvents.EVENT
Mods\Data\Tweakedbonusevents.EVENT
Mods\Data\TweakedCoreEvents.EVENT
Mods\Data\TweakedExpansion01Events.EVENT
Mods\Data\BoPPolParties.PARTY
Mods\Data\BoPAchievements.IMP
Mods\Data\English.STR
Mods\Data\InvasionTactics\BoPTactics.INVTACTIC
Mods\Gfx\Anomaly_Arsenal.pcx
Mods\Gfx\Anomaly_Burnout.pcx
Mods\Gfx\Anomaly_Mystery.pcx
Mods\Gfx\Anomaly_Nebula.pcx
Mods\Gfx\Anomaly_Plague.pcx
Mods\Gfx\Anomaly_StolenCargo.pcx
Mods\Gfx\Anomaly_Wormhole.pcx
Mods\Gfx\Event_Broker.pcx
Mods\Gfx\Event_Galaxy.pcx
Mods\Gfx\Event_GoldRush.pcx
Mods\Gfx\Event_HeavyMetal.pcx
Mods\Gfx\Event_Lobotomy.pcx
Mods\Gfx\Event_Mercenary.pcx
Mods\Gfx\Event_Mercenary2.pcx
Mods\Gfx\Event_Money.pcx
Mods\Gfx\Event_Shark.pcx
Mods\Gfx\Event_Warrior.pcx
Mods\Gfx\Event_Weapon.pcx

If any of these files have been previously modified, they will be overwritten by this installation (to update from a previous version, merely install the new version over top of the older one).

** VERY IMPORTANT **

** This mod will overwrite several of the default data files.  If you are using the latest version of GalCiv (version 1.20.086), you can use the backups included with the mod (in the BoPBackup folder).  If you are using any other version of GalCiv, you will have to back up your data files manually BEFORE installing the mod.

I highly recommend that you not use this mod in conjunction with any other mod that changes or adds:  Anomalies, Invasion Tactics, or Political Parties, as there will likely be conflicts.  Other Event mods should be fine.  If you have a mod that changes anything in English.str, it will have to be combined with this one manually.

To uninstall, delete the files mentioned above (all the ones starting with 'Mods\'.  If this is the only mod you're using, you can simply delete the Mods folder, and the game will create a new one the next time you start it up.  Then restore your backup data files from the BoPBackups folder (or wherever you put them).

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Note

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This mod was created for Galactic Civilizations version 1.20.086.  I can't guarantee that it will work properly for older versions, although most of it should.  I will attempt to keep it up to date with any future versions.  It may or may not be compatible with the Altarian Prophecy expansion, but I have no way to tell.

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Changes from 0.5b

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The primary change in this version is that the events, both the defaults and the set from the previous version of the mod, have been replaced with 30 different ones, most new some heavily modified.  This should clear up some issues with version 0.5b, and provide for better balance in effect and moral adjustment.

(It is still somewhat easier to get an evil alignment than a good one, but MUCH easier to be good).

A number of new graphics have been added for these events.  Some are taken from other areas of the game, the rest are adapted from other games.  In the latter case, if the owners have any problems with my use of their material, they're welcome to contact me (see Feedback below for details).

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Overview

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This is a beta release of about half of the full Balance of Power mod.  It includes:

75 new starting abilities, rebalancing the old ones and adding several new types (including a set of Logistics bonuses)
10 political parties, some new ones, some old ones heavily modified
31 new anomalies, to replace the old ones
30 new events, to replace and rebalance the old ones
9 new invasion tactics to replace the old set

A slight rebalancing of the new Logistics Achievements to accomodate the starting bonuses.  Fixed issue with alignments in English.STR, and added description for Logistics ability.

As it is a beta release, some descriptions may be incomplete (or lame), and I do expect to run into a few bugs or balance issues I haven't squashed yet, but it has been tested, and works fine (so far) on my installation of GalCiv.  I would greatly appreciate any feedback on what you like, or don't like, about the mod (see below).

Still to come in the full version:

A whole new tech tree (up to around 360 techs so far)
A new set of ships (37 so far)
A new set of SB modules (50 so far)
A new set of improvements (94 so far)
Hopefully new graphics (eventually)

Details of the changes made can be found at the bottom of this file, although the in-game information is all up to date.

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Feedback

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Feedback (good, bad or indifferent) is more than welcome, particularly as this is my first real GalCiv mod and I still have a lot of work to do on it... ;)

For questions, comments, suggestions, etc. I can usually be found around the forums at either www.orionsector.com or www.MOO3Mods.com (and lately the GalCiv forums as well).  If that fails, you can try e-mailing me at bard_of_prey@hotmail.com, but either of the other two options is likely to get you a faster response.

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Disclaimer

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I am not responsible for anything, ever.  In fact, I'm a completely irresponsible person.  I am particularly not responsible for anything bad that may happen from using this mod, although it's just text files... how bad could it be?

Pregnant women, and people with heart conditions, should consult a physician before using this mod.  The Surgeon General has made no determinations or recommendations whatsoever regarding this mod, though 4 out of 4 dentists recommend it (don't ask what happened to the fifth dentist).

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Appendix 1 - Starting Abilities

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New Abilities:
	- 0 Economics
		- Honest Taxpayers
			- +10%
			- cost = 1
		- Shrewd Bankers
			- +20%
			- cost = 3
		- Financial Wizards
			- +40%
			- cost = 8
	- 1 Weapons
		- Good Aim
			- +10%
			- cost = 1
		- Fine Weaponsmiths
			- +25%
			- cost = 3
		- Irresistable Force
			- +50%
			- cost = 7
	- 2 Defense
		- Sharp Reflexes
			- +10%
			- cost = 1
		- Quality Armourers
			- +25%
			- cost = 3
		- Immovable Object
			- +50%
			- cost = 7
	- 3 Speed
		- Hotshot Pilots
			- +1
			- cost = 3
		- Superior Navigators
			- +2
			- cost = 7
	- 4 Morale
		- Optimistic
			- +10%
			- cost = 1
		- Carefree
			- +25%
			- cost = 3
		- Terminally Stunned
			- +50%
			- cost = 8
	- 5 Pop. Growth
		- Frisky
			- +10%
			- cost = 1
		- Terrific Stamina
			- +25%
			- cost = 3
		- Don't Ask, Don't Tell
			- +40%
			- cost = 7
	- 6 Social Production
		- Handy
			- +10%
			- cost = 1
		- Skilled Builders
			- +25%
			- cost = 3
		- Master Architects
			- +50%
			- cost = 7
	- 7 Military Production
		- Mechanically Inclined
			- +10%
			- cost = 1
		- Adept Engineers
			- +25%
			- cost = 3
		- Master Shipwrights
			- +50%
			- cost = 7
	- 8 Research
		- Quite Bright
			- +10%
			- cost = 1
		- Gifted Researchers
			- +25%
			- cost = 3
		- Just Plain Creepy
			- +50%
			- cost = 8
	- 9 Influence
		- Charismatic
			- +5%
			- cost = 1
		- Enticing
			- +10%
			- cost = 3
		- Intoxicating
			- +25%
			- cost = 8
	- 10 Trade
		- Opportunistic Traders
			- +10%
			- cost = 1
		- Notorious Swindlers
			- +25%
			- cost = 3
		- Micro$oft
			- +50%
			- cost = 8
	- 11 Diplomacy
		- Naturally Polite
			- +10%
			- cost = 1
		- Hard Negotiators
			- +25%
			- cost = 3
		- Virtually Empathic
			- +50%
			- cost = 7
	- 12 Hit Points
		- Heavy Metals
			- +10%
			- cost = 1
		- Solid Construction
			- +25%
			- cost = 3
		- Cult of Invinciblity
			- +50%
			- cost = 7
	- 13 Repair
		- Good with a Wrench
			- +10%
			- cost = 1
		- Gifted Mechanics
			- +25%
			- cost = 3
		- McGuyver
			- +50%
			- cost = 7
	- 14 Sensors
		- Long Sight
			- +1
			- cost = 1
		- Second Sight
			- +2
			- cost = 2
		- Omniscient
			- +4
			- cost = 5
	- 15 Espionage
		- Naturally Sneaky
			- +10%
			- cost = 1
		- Devious Spies
			- +25%
			- cost = 3
		- Bond... James Bond
			- +50%
			- cost = 7
	- 16 Soldiering
		- Bloodthirsty
			- +10%
			- cost = 1
		- Natural Born Killers
			- +20%
			- cost = 3
		- Do you feel lucky... punk?
			- +40%
			- cost = 7
	- 17 Interest Rates
		- Good Credit
			- +10%
			- cost = 1
		- Preferred Customer
			- +20%
			- cost = 3
		- Corporately-Sponsored
			- +40%
			- cost = 7
	- 18 Planet Quality
		- Green Thumb
			- +6%
			- cost = 5
		- Magic Touch
			- +9%
			- cost = 8
	- 19 Trade Routes
		- Skilled Hagglers
			- +1
			- cost = 2
		- Greedy Merchants
			- +2
			- cost = 5
		- Corporate Raiders
			- +3
			- cost = 8
	- 22 Range
		- Wanderers
			- +10%
			- cost = 3
		- Nomads
			- +20%
			- cost = 7
	- 23 Luck
		- Lucky
			- +25%
			- cost = 1
		- Charmed
			- +50%
			- cost = 3
	- 24 Courage
		- Brave
			- +25%
			- cost = 1
		- Fearless
			- +50%
			- cost = 3
	- 25 Creativity
		- Highly Creative
			- +25%
			- cost = 1
		- Beautiful Minds
			- +50%
			- cost = 3
	- 26 Government
		- may be inactive, still needs testing
		- Traditionalist
			- +10%
			- cost = 1
		- Hidebound
			- +25%
			- cost = 3
		- Unshakeable Faith
			- +50%
			- cost = 8
	- 27 Loyalty
		- Commendably Faithful
			- +10%
			- cost = 1
		- Unswervingly Loyal
			- +25%
			- cost = 3
		- Slavishly Devoted
			- +50%
			- cost = 7
	- 28 Logistics
		- new to version 1.19
		- straight percentage decrease in the cost of starbase construction
		- base cost now = 200*((# of existing starbases) - 1)
		- Well Organized
			- +10%
			- cost = 1
		- Efficiency Experts
			- +20%
			- cost = 3
		- Master Planners
			- +40%
			- cost = 7

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Appendix 2 - Political Parties

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New Parties:
	- War Party
		- Opposite = Pacifists
		- +20% Soldiering (-20% penalty)
		- +20% Hit Points (-20% penalty)
		- +10% Weapons (-10% penalty)
		- -25% Diplomacy (+10% penalty)
	- Pacifists
		- Opposite = War Party
		- +20% Diplomacy (-20% penalty)
		- +10% Social Production (-10% penalty)
		- +5% Population Growth (-5% penalty)
		- -10% Weapons (+5% penalty)
		- -10% Soldiering (+5% penalty)
	- Green Party
		- Opposite = Industrialists
		- +10% Planet Quality (-10% penalty)
		- +10% Morale (-10% penalty)
		- -20% Social Production (+10% penalty)
		- -20% Military Production (+10% penalty)
	- Industrialists
		- Opposite = Green Party
		- +25% Social Production (-25% penalty)
		- +25% Military Production (-25% penalty)
		- +20% Interest Rates (-20% penalty)
		- -5% Planet Quality (+2% penalty)
	- Mercantile
		- Opposite = Church of Earth
		- +10% Economy (-10% penalty)
		- +10% Trade (-10% penalty)
		- +1 Trade Route (-1 penalty)
		- -10% Morale (+5% penalty)
		- -10% Research (+5% penalty)
	- Church of Earth
		- Opposite = Mercantile
		- +15% Morale (-15% penalty)
		- +15% Loyalty (-15% penalty)
		- +10% Influence (-10% penalty)
		- -10% Research (+5% penalty)
		- -10% Trade (+5% penalty)
	- Isolationists
		- Opposite = Expansionists
		- +25% Loyalty (-25% penalty)
		- +20% Defense (-20% penalty)
		- +10% Social Production (-10% penalty)
		- -20% Diplomacy (+10% penalty)
		- -10% Trade (+5% penalty)
	- Expansionists
		- Opposite = Isolationists
		- +10% Range (-10% penalty)
		- +10% Pop. Growth (-10% penalty)
		- +10% Military Production (-10% penalty)
		- -15% Diplomacy (+5% penalty)
		- -10% Social Production (+5% penalty)
	- Technologists
		- Opposite = Universalists
		- +20% Research (-20% penalty)
		- +15% Repair (-15% penalty)
		- -10% Espionage (+5% penalty)
		- -10% Morale (+5% penalty)
	- Mystics
		- Opposite = Technologists
		- +10% Research (-10% penalty)
		- +1 Sensors (-1 penalty)
		- +10% Espionage (-10% penalty)
		- +5% Influence (-5% penalty)
		- +5% Morale (-5% penalty)
		- -10% Repair (+5% penalty)
		- -10% Soldiering (+5% penalty)

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Appendix 3 - Anomalies

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New Anomalies

	- Space Junk
		- Scrap Metal
			- +25 BC
			- Commoness = high
		- Salvaged Weapons
			- +1 Survey Ship Attack
			- Commoness = moderate-high
		- Escape Pod
			- +2% Repair
			- Commoness = moderate-high
		- Free Ship
			- Pretty much what it sounds like.
			- Commoness = moderate
		- Space Shark
			- Also self-explanatory.
			- Commoness = low-moderate
		- Worthless Junk
			- Nothing
			- Commoness = moderate-high
	- Meteorite
		- Liquid Metal
			- +1 Survey Ship Defense
			- Commoness = moderate-high
		- Rare Minerals
			- +50 BC
			- Commoness = moderate-high
		- Living Crystal
			- +2% Trade
			- Commoness = moderate
		- Plain Old Rock
			- Nothing
			- Commoness = moderate
	- Freeform Gas
		- Happy Gas
			- +2% Morale
			- Commoness = moderate
		- Nerve Gas
			- +2% Soldiering
			- Commoness = moderate-high
		- Dream Gas
			- +20% to Current Research Project
			- Commoness = moderate
		- Space Dust
			- Nothing
			- Commoness = low-moderate
	- Asteroid
		- Hidden Cache
			- +200 BC
			- Commoness = low-moderate
		- Dark Matter
			- +2% Defense
			- Commoness = moderate
		- Non-Reflective Metals
			- +2% Espionage
			- Commoness = moderate-high
		- Space Crystal
			- +2 Survey Ship Attack
			- Commoness = low-moderate
		- Barren Rock
			- Nothing
			- Commoness = moderate
	- Wormhole
		- Wormhole
			- Wormhole
			- Quantity = 100
			- Commoness = moderate
		- Ancient Stargate
			- +10% Speed
			- Commoness = low
		- Spontaneous Reality Failure
			- +2 Survey Ship Defense
			- Commoness = low
		- False Readings
			- Nothing
			- Commoness = low-moderate
	- Planetoid
		- Pirate Stash
			- +500 BC
			- Commoness = low
		- Ore Vein
			- +5% Economics
			- Commoness = low
		- Forgotten Arsenal
			- +2% Weapons
			- Commoness = low-moderate
		- Burned-out Shell
			- Nothing
			- Commoness = low
	- Unexplained (Model 8)
		- Energy Surge
			- +8 Survey Ship Hit Points
			- Commoness = low
		- Cosmic Dance
			- +2% Research
			- Commoness = low-moderate
		- Unknown Sage
			- +50% to Current Research Project
			- Commoness = low
		- Mystery
			- Nothing
			- Commoness = low

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Appendix 4 - Events

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New colonization Events:
	- Prison Break
		- Good:  -20 morale bonus, +50 population
		- Neutral:  -10 economic bonus
		- Evil:  +20 production bonus
		- morality weight = 0.4 x actual bonus/penalty
	- Warrior Tribe
		- Good:  -20 economic bonus
		- Neutral:  +10 economic bonus, -25 population
		- Evil:  +25 production bonus, -100 population
		- morality weight = 0.5 x actual bonus/penalty
	- Lost Outpost
		- Good:  -20 economic bonus, + 100 population
		- Neutral:  +5 population growth bonus
		- Evil:  +15 production bonus
		- morality weight = 0.6 x actual bonus/penalty
	- Sage Weed
		- Good:  -20 'phantom bonus' (no effect, except on morality)
		- Neutral:  +15 research bonus
		- Evil:  +30 research bonus
		- morality weight = 0.4 x actual bonus/penalty
	- Hostile Flora
		- Good:  -15 planet quality bonus
		- Neutral:  -5 planet quality bonus
		- Evil:  +10 planet quality bonus
		- morality weight = 0.7 x actual bonus/penalty
	- Cursed Ruins
		- Good:  -15 morale bonus
		- Neutral:  No bonus
		- Evil:  +10 research bonus, -150 population
		- morality weight = 0.5 x actual bonus/penalty
	- Hell's Service Station
		- Good:  -20 'phantom bonus' (no effect, except on morality)
		- Neutral:  +10 starship bonus
		- Evil:  +25 starship bonus, -200 population
		- morality weight = 0.6 x actual bonus/penalty
	- Crashed Ship
		- Good:  -15 'phantom bonus' (no effect, except on morality)
		- Neutral:  +10 research bonus
		- Evil:  +20 starship bonus
		- morality weight = 0.5 x actual bonus/penalty
	- Smugglers' Haven
		- Good:  -15 economic bonus, -50 population
		- Neutral:  +5 economic bonus
		- Evil:  +20 economic bonus
		- morality weight = 0.4 x actual bonus/penalty
	- Gold Rush
		- Good:  -20 production bonus, -100 population
		- Neutral:  +10 economic bonus, -25 population
		- Evil:  +25 economic bonus, -150 population
		- morality weight = 0.3 x actual bonus/penalty
	- Peace Field
		- Good:  -20 starship bonus
		- Neutral:  No bonus
		- Evil:  +20 morale bonus
		- morality weight = 0.3 x actual bonus/penalty
	- Shark Nest
		- Good:  -10 'phantom bonus' (no effect, except on morality)
		- Neutral:  +10 economic bonus
		- Evil:  +20 research bonus
		- morality weight = 0.3 x actual bonus/penalty
	- Entrapping Ecosystem
		- Good:  -25 population growth bonus
		- Neutral:  -10 population growth bonus
		- Evil:  +20 production bonus
		- morality weight = 0.4 x actual bonus/penalty

New Random Events:
	- Ancient Temple
		- Good:  -250 BC, -25 population
		- Neutral:  +10 research
		- Evil:  +500 BC
		- morality weight = 0.1 x actual bonus/penalty
	- Drug-Crazed Scientist
		- Good:  -10 research
		- Neutral:  -200 BC, -50 population
		- Evil:  +15 research, -250 population
		- morality weight = 1 x actual bonus/penalty
	- Viscious Mercenary
		- Good:  -15 'phantom bonus' (no effect, except on morality)
		- Neutral:  +10 hit points
		- Evil:  +20 soldiering
		- morality weight = 0.5 x actual bonus/penalty
	- Alien Sex Show
		- Good:  -10 morale
		- Neutral:  No bonus
		- Evil:  +10 morale
		- morality weight = 0.3 x actual bonus/penalty
	- Inter-Dimensional Peddler
		- Good:  -10 'phantom bonus' (no effect, except on morality)
		- Neutral:  +10 Economics
		- Evil:  +10 Influence
		- morality weight = 0.4 x actual bonus/penalty
	- Prophetess of Doom
		- Good:  -10 morale
		- Neutral:  -250 BC
		- Evil:  +10 'phantom bonus' (no effect, except on morality)
		- morality weight = 1 x actual bonus/penalty
	- Offensive Theory
		- Good:  -20 'phantom bonus' (no effect, except on morality)
		- Neutral:  +10 weapons, -25 population
		- Evil:  +25 weapons, -150 population
		- morality weight = 0.5 x actual bonus/penalty
	- Corporate Scandal
		- Good:  -15 economics
		- Neutral:  No bonus
		- Evil:  +25 Interest Rates
		- morality weight = 0.7 x actual bonus/penalty
	- Space-Warp Sickness
		- Good:  -10 speed
		- Neutral:  -250 BC, -50 population
		- Evil:  +15 economics, -200 population
		- morality weight = 1 x actual bonus/penalty
	- Micro-Cellular Lobotomies
		- Good:  -15 'phantom bonus' (no effect, except on morality)
		- Neutral:  +10 morale
		- Evil:  +20 social production
		- morality weight = 0.5 x actual bonus/penalty
	- Shipyard Strike
		- Good:  -20 military production
		- Neutral:  -10 economics
		- Evil:  +20 military production, -50 population
		- morality weight = 0.6 x actual bonus/penalty
	- Assassination Attempt
		- Good:  -10 diplomacy
		- Neutral:  No bonus
		- Evil:  +10 diplomacy
		- morality weight = 0.5 x actual bonus/penalty
	- Loyalty Boosters
		- Good:  -20 'phantom bonus' (no effect, except on morality)
		- Neutral:  +10 espionage
		- Evil:  +25 loyalty
		- morality weight = 0.4 x actual bonus/penalty
	- Entrepreneurial Spirit
		- Good:  -20 trade
		- Neutral:  -250 BC
		- Evil:  +20 trade
		- morality weight = 0.3 x actual bonus/penalty
	- Heavy Metal
		- Good:  -20 'phantom bonus' (no effect, except on morality)
		- Neutral:  +5 hit points, -25 population
		- Evil:  +20 hit points, -150 population
		- morality weight = 0.5 x actual bonus/penalty
	- Information Broker
		- Good:  -25 'phantom bonus' (no effect, except on morality)
		- Neutral:  +10 espionage
		- Evil:  +25 espionage
		- morality weight = 0.2 x actual bonus/penalty
	- Corporate Espionage
		- Good:  -1 'phantom bonus' (no effect, except on morality)
		- Neutral:  +10 espionage
		- Evil:  +1 trade route
		- morality weight = 4 x actual bonus/penalty

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Appendix 5 - Invasion Tactics

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New Tactics:
	- Conventional Assault
		- No bonuses
		- Cost = 0
		- PQ Penalty = 0-5%
		- Improvement Penalty = 0-10%
	- Massed Assault
		- +5-25 to own advantage
		- Cost = 250
		- PQ Penalty = 0-10%
		- Improvement Penalty = 5-15%
	- Surprise Attack
		- +10-50 to own advantage
		- Cost = 500
		- PQ Penalty = 0-5%
		- Influence Penalty = 0-5%
		- Improvement Penalty = 0-5%
	- Diversionary Tactics
		- -5-20 from enemy advantage
		- Cost = 150
		- Improvement Penalty = 0-5%
	- Orbital Bombardment
		- -60-120 from enemy advantage
		- Cost = 350
		- PQ Penalty = 20-50%
		- Influence Penalty = 10-25%
		- Improvement Penalty = 30-80%
	- Biochemical Warfare
		- -30-80 from enemy advantage
		- Cost = 650
		- PQ Penalty = 10-30%
		- Influence Penalty = 15-30%
	- Propaganda
		- 10-20% of unhappy citizens defect
		- Cost = 400
	- Bribery
		- 20-30% of unhappy citizens defect
		- Cost = 800
		- Influence Penalty = 0-5%
	- Conversion
		- 25-50% of unhappy citizens defect
		- Cost = 1200
		- Influence Penalty = 0-10%