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Political Party Mods
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#25
by Senator CariElf - 4/17/2003 1:47:47 PM
Technically, there is nothing wrong with posting the info because we did allow for them to be modified, rather than hard-coding them into the executable.
However, because Jeff asked how we would rather have it, I asked him not to post the info directly. Because there's a difference between figuring out how to mod something yourself and going on-line to get some cheats.
The metaverse does do some checking for unreasonable scores. We will be adding more checks when we've caught up on the bugs. We could always display a score and a modified score, although that might take more work than it's worth.
The invasion tactics the AI will be able to use automatically. The UP issues you can't be certain that you'll be able to win. Even if you make tons of techs and stuff to improve your influence, the AI can use those as well, and will probably use them better than you.
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ClockWise: If we can get the AI properly using mods (even the most lopsided ones), the metaverse will stay pretty balanced (since the AI should be able to utilize a cheeze mod more efficiently than a human player). Everything that the player has access to, the AI will have access to as well. So if a player makes a cheap super ship, you better beleive the AI will be cranking those puppies out 

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Sounds reasonable, and in line with what I thought Stardock's goals were.
Simple question then, should I *not* put in a screen to edit Political Parties into the Writer until such time as the code has been modified so the AI can analyze and choose the best party available?
I believe in the freedom to mod, but if Stardock would prefer that I hold off for the time being, I will.
I mean, with the Writer anyone who can open a program and flip a few switches will be able to completely build a totally unbalanced political party in about a minute.
It's my design goal to make GalCiv as easy to modify as possible, with minimal computer skills. Our two design goals can find common ground, I believe.
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What might be useful for your editing tool is some kind of party evaluator. I think all the party bonuses are available as chosen abilities.
So add up how many points would have to be used to get the equivalent ability permanently.
Do the same for the penalties.
I think it's safe to say that you'll be in control of the senate at least 80% of the time in any given game.
So multiply the bonus points by 4 and then subtract the points for the penalties. That's the "value" of the party.
I think it'd be interesting if morality could be a party bonus. Choose the Dark Side party and get -30 to morality. Choose the Light Side and get +30. The fun starts when you lose control of the Senate and your morality swings from 100 to 40 in one turn. Relations with the Altarians might take a turn for the worse...
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Hmmmm.... Imagine loosing control of the senate when your politcal party has a +200 PQ bonus. Suck vacuum, fickle voters!
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hey guys, i got a great idea! lets charge all major companies in canada 80% tax, that will equallize everything 
Clockwise, they are working on fixing some of this lol, i think they are making the AI take better use of these mods and future mods. and javascout did document what the variables in invtactic files do
www.fjun.com/undernet/games/galciv/mods/docs/invtactic.txt
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