Master of Orion

Master of Orion

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Colony Bases - 5X,UCP,Split Tech Tree
   
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15 Aug, 2020 @ 9:33pm
18 Dec, 2024 @ 2:18pm
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Colony Bases - 5X,UCP,Split Tech Tree

Description
Colony Bases v1.6 - 5X/UCP/Split Tech Tree

Colony Bases v1.6. 5X, UCP, 5X UCP Comp, and 5X Split Tech Tree compatible (all are required for this mod). Load this mod at the end of your other mods. Requires starting a new game.

Do you miss colony bases from MOO2 like I do? This mod creates a new 'Sublight Colony Ship.' This ship is ideal for colonizing planets within a solar system. The lower hull/structure requirements for sublight travel, and less expensive engine, make building this ship much less costly than colony ships that are capable of faster-than-light travel. While interstellar travel with this drive is possible, it will be many generations before the nearest star is reached.

This ship greatly reduces the time required for the expansion phase of the game, getting you to the exploitation, extermination and expropriation phases faster.

My only disappointment with this mod is that the AI has no idea how to use these ships. It builds them and colonizes within the system, but then also sends them to other systems, getting them trapped in warp lanes. If they send an escort fleet with the ship to the next system, that fleet is trapped for 200+ turns, wasting AI resources. I therefore limited this new ship to human players, not the AI. As this provides quite the advantage to the human player, I strongly recommend increasing the difficulty level of the AI to keep the game exciting.

I welcome any feedback or suggestions for improvement. And, a special thanks to The Great One, Spud, for his helpful tips.

Change notes:
v1.4 - Updated to match recent changes Spud made to the root, Power5, and Power12 technodes in 5X Split Tech Tree Mod
v1.5 - Added Geosynchronous Warehouse to structures for Sublight Advanced Colony Ships
v1.6 - Updated Power5 and Power12 to simplify and match recent changes Spud made in 5X Split Tech Tree Mod
12 Comments
Gibrun Thane 18 Dec, 2024 @ 2:52pm 
wow, thx for the update.... i looking forward too this mod testing too
JasonHarperNM  [author] 18 Dec, 2024 @ 2:21pm 
Hi Montera, thanks for noticing the discrepancy with Power 5 cost. And thanks for the helpful tip to simplify my mod and make it more robust to changes Spud may make. I have updated this mod, now version 1.6. Thanks again!
Invizigoth 19 Nov, 2024 @ 3:58pm 
very interesting mods, we would love to test it more and very carefully with other mods, specially those essencial 5X type mods recently. We want to avoid bugs or crashes so we won't try to pack to many new mods into loading order. Being extra carefull when playing , using and testing mods that overhaul deep systems and mechanic in the game. :d2rubick:
Montera 30 Sep, 2024 @ 11:59pm 
For power 5 you would only need the following fields in your TechTree.yaml

- key: technode_power5
unlocks:
- application: techapp_advanced_colony_ship
- application: techapp_sublight_advanced_colony_ship
- application: techapp_military_upgrade

Also for ppower 12, i would retain branches and move your sublight colony ship into the 2nd branch:

- key: technode_power12
branches:
- unlocks:
- application: techapp_chromodynamic_bomb
- unlocks:
- application: techapp_sublight_hyper_advanced_colony_ship
- application: techapp_hyper_advanced_colony_ship
Montera 30 Sep, 2024 @ 11:59pm 
Hi i noticed that with your mod isntaleld, the research cost of Power 5 does not match the value that Split tech tree uses.
After looking through your yaml file i realized that you have added the full object, esentially overwriting the whole noed in the techtree.
Hower the game processe yaml files by replacing every key within a node, which means you only need to add the attributes you want changes
JasonHarperNM  [author] 31 Mar, 2024 @ 3:10pm 
Hey Jphoeke, I'm sorry to hear about the trouble. I ran a couple quick games and did not run into any issues. Is it still giving you trouble? If so, can you list off the mods you are using and the order they are loaded in? Also, is their a building or ship that is being built for the very first time when the game locks up?
jphoeke 28 Mar, 2024 @ 7:39pm 
I have this mod installed along with all the pre-requisites and my games lock up at about turn 30. Is anyone else having this problem?
Raghalin 9 Sep, 2021 @ 7:41pm 
Working great again. Power V = Advanced Colony Ship, Sublight Advanced Colony Ship, Reinforced Orbital Weaponry + (Shield Capacitor / Powered Armor)
JasonHarperNM  [author] 6 Sep, 2021 @ 6:46pm 
Happy Labor Day! I was finally able to review this mod. Spud had made 3 subtle changes to his split tech tree mod that impacted my original mod (v1.3). I just updated it (v1.4) and it should work as intended again. Please let me know if anything still needs to be addressed!
Raghalin 3 Jul, 2021 @ 12:14am 
no rush, like i said not totally sure I didn't mess up one of the installs so that it's on my end