AI War 2

AI War 2

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Kelp  [developer] Mar 1, 2020 @ 11:08am
Civilian Industries 0.6.4
Civilian Industries
Every empire is only as strong as the people within. Protect your people, and they will help your empire flourish. From collecting and processing various resource around the galaxy to bolster the economy, to taking up arms on their own to aid your survival, you'll find their help invaluable in the long term. As they flourish, so do you.

Installation
Civilian Industries is now distributed with the game itself. Simply enable Civilian Industries in Game Options from the Main Menu.

Usage
Enable Civilian Industries as a faction in the a new game.

Civilian Industries is a relatively computer intensive mod due to simulating a trading network, so adding more than one, or using them on a larger galaxy, is only suggested on powerful computers.

Trade Stations
  • Trade Stations will build as you expand, and civilian ships will ferry resources between them.
  • Each trade station produces one random ship producing resource upon creation, and each unique resource allows every one of your militia buildings to build a brand new unit.

Militia Outposts
  • When Trade Stations feel threatened, they will send protections requests back towards the Grand Station.
  • The Grand Station will keep outputting various Militia Capital Ships that fulfill these protection requests.
  • Upon having their request answered, a requested ship will attempt to find a fairly dependable location between the trade post and a hostile wormhole on the planet to set up at.
  • As resource requests are filled, they will build turrets to further fortify the planet.

Patrol Posts
  • When a planet has all wormholes covered by Militia Outposts, newly arriving ships will instead turn into Patrol Posts.
  • Like Outposts, these Patrol Posts request resources to build defense. Unlike Outposts however, these build mobile military fleets.
  • These fleets will actively move to defend planets from threat.
  • If all of their friendly adjacent planets are protected, they will attempt to raid hostile planets on their own, or alongside you.
  • They are not a proper military. They are here to protect their homes, and will only ever move to planets adjacent to their own.
  • Their count is limited by the number of mines on each planet.

Protectors
  • When a planet has finished building all possible Outposts and Patrol Posts, it will than send out a request for an Advanced Civilian Shipyard.
  • These Shipyards are used to produce extremely powerful, but extremely expensive, Protector units.
  • Each Shipyard is capable of building one Protector per resource type delivered.

Militia Barracks
  • Large scale construction for the player. Requires an investment of 5 million metal, and a constant upkeep of 100k energy.
  • Acts as a organization hub for local militia forces, increasing the ship and turret count of all bases on its, and all adjacent, planets.
  • Can build up to 3 per planet, and it stacks with itself. The more you build, the more potent you'll find your Militia becoming.

Battlestation Expansion
  • Each Battlestation you control is capable of building Trade Ports, Militia Headquarters, and Militia Protector Shipyards on any planet, friendly or otherwise.
  • The Trade Port acts like a less effective but tankier Trade Station, allowing you to either beef up the economy on specific planets or setup stations in secure neutral zones.
  • The Militia Headquarters turns your Battlestation into a command cruiser. All units built at the Militia Headquarters will treat the Battlestation as their patrol post.
  • The Militia Protector Shipyards acts like a Militia HQ, but builds Protectors instead of regular ships.
  • Combined with the HQ's vastly increased ship capacity, and vastly reduced ship cost, this turns your Battlestations into potent sources of power by mid to late game, assuming you set them up correctly.

Wormhole Raids
  • Be warned. The ai has new tools to deal with your rapid economic expansion. Expect a multitude of raids on your trade lines as you expand.
  • As the game progresses, these will get more and more dangerous. Your Civilians may be able to defend themselves normally, but these will test even the toughest of defensive setups.

Faction Settings
  • Various settings for parts of the mod can be found in their own section in the Galaxy-Wide Settings menu.

List of Protectors
  • The Crackerjack Protector
  • Raid Frigate with a damage bonus against all targets that have been on the planet for less than a minute.

  • The Thunderstrike Protector
  • Siege Frigate with vastly increased hit radius and knockback on hit.

  • The Paladin Protector
  • Suppressor with a powerful bubble shield and self sustain.

  • The Brick Breaker Protector
  • Assault Frigate that is an expert at dealing with large, heavily armored, targets.

  • The Hurricane Protector
  • Sniper Frigate that has a large radius Gravity Generator and can hit multiple targets at once.

  • The Excalibur Protector
  • Melee Frigate that has a large number of close ranged tractor beams and takes less damage from distant targets.

  • The Grim Reaper Protector
  • Raid Frigate that is excellent at absorbing the life force from weak ships to power itself.

  • The Wildfire Protector
  • Frigate that fires off slow moving grenades at targets across the planet.

  • The Tangler Protector
  • Warbird Frigate that can zip around the battlefield, vaporizing fast moving targets and paralyzing the rest.

  • The Orchestrator Protector
  • Carrier Frigate that spawns decoy drones, grants planet wide Tachyon Coverage, and boosts the speed of all allied ships on its planet.
Last edited by Kelp; Nov 20, 2021 @ 8:06am
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Showing 1-15 of 60 comments
perl Mar 1, 2020 @ 2:39pm 
Great mod! It's definitely my favorite faction to play with right now.
dEAdOnE77 Mar 2, 2020 @ 12:32am 
niceone, this sounds great. Can i use it in a ongoing save?
Kelp  [developer] Mar 2, 2020 @ 6:01am 
You cannot. The game does not support adding in new factions mid save. (Beacons that you see can see are actually 'sleeping' factions in the background that get enabled.)
dEAdOnE77 Mar 2, 2020 @ 6:22am 
yeah ty, i started a new game, and it looks nice so far.
Kelp  [developer] Mar 3, 2020 @ 1:18pm 
Thats odd. How long has it been since your last raid? They can take up to 30 minutes to prepare.
dEAdOnE77 Mar 4, 2020 @ 12:11am 
sry after checking only for the raids , i saw them anounced again..:cozyteddymoo:....so my fault,
PS: this mod is great it feels like the player now has his own Wardenfleet!!
Last edited by dEAdOnE77; Mar 4, 2020 @ 1:41am
Kelp  [developer] Mar 4, 2020 @ 5:55am 
No worries; glad it worked.

Good to hear that. This mod was made to give your faction more 'life' to it, so its primary design goal is fluff.
Kelp  [developer] Mar 5, 2020 @ 6:45am 
For anybody having issues with the mod on the latest patch; updated the download with a fresh dll that should prevent the issue.
Kelp  [developer] Mar 6, 2020 @ 9:27am 
Updated the fixed dll to remove a left over debug line that spammed your chat log. Whoops.

Thanks to Mike007 on Discord for reporting.
dEAdOnE77 Mar 18, 2020 @ 10:51pm 
thanks for updateing the mod, i played now a few games and the more i play the more i like it :D
The fact that the cargoships actually need to travel around adds more gameplay and strategies.
arnaud_defrance Mar 19, 2020 @ 4:15am 
Would it be possible to make trade stations and the like not be scrapped when you use the battlestations "scrap distant units"? So that you could use turrets without needing to manually blow them up.
Kelp  [developer] Mar 20, 2020 @ 12:27am 
Hmm. I'm not sure. I'm leaning towards no, but there may be an xml tag hidden somewhere for this. I'll look into it.
Kelp  [developer] Mar 29, 2020 @ 2:46am 
Civilian Industries - V 0.5.5 - Trade Regulations
Save Compatible

Time for more of everyone's favorite: Trade logic improvements.
Improvements this time: Absolute priority for militia buildings, better resource spreading, and the removal of some hard caps.

Removed the global 3 hop limiter for the assignment of Cargo Ships to Routes.
-Plus, this will make them more willing to expand into new territory.
-Plus, stations that would previously fail to start a route that is entirely valid will now look further to find cargo ships to fulfill their request.
-Negative, this may result in some Cargo Ships becoming suicidal in their attempts to deliver their precious cargo.
--This was a previous limiter added to assist with late game lag. Due to the many improvements since its addition however, the positives for removing it outweigh the negatives.

(Potentially) fixed a bug that resulted in all of your planets gaining the ability to build buildings that only Battlestations should.
-This was an extremely odd bug, still not quite sure how it could happen.

Updated a bit of the pathfinding logic to have slightly less redundant orders given.

Civilians will now Tachyon Burst planets if 90% of the remaining ships have cloaking.
-This can only occur a maximum of once per 30 seconds.

You will now be granted vision of any planets that the Civilians are actively attacking.

Civilians will now consider all hostile planets hostile, not just those owned by the ai.
Kelp  [developer] Mar 29, 2020 @ 2:31pm 
Civilian Industries - V 0.5.6 - Stop Being Lazy
Save Compatible

Militia Ships no longer have 24/7 union regulated breaks.

Due to an oversight, whenever the player was previously attacking an adjacent planet, they would nearly always wait until you're finished.
-This has been fixed and they are now always back on the clock.

They will now attempt to clear out Unarmed Guardposts before leaving planets.
-In some cases, they may leave them if a more powerful target appears elsewhere, but they should return back to finish the job later if this occurs.

Removed the planet vision change from 0.5.5 due to some annoyances it was causing.
Kelp  [developer] Mar 31, 2020 @ 8:14pm 
Civilian Industries - V 0.5.7 - Requests in Triplicate
Save Compatible

Cargo Ship requests are now completed in bulk.
-Whenever the Grand Station fires a spawning event, it will spawn a varying amount of cargo ships, based on the amount of demand for them.

Maximum exports for a resource production station increased from 2 per generated to 5 per generated.
-Aka, previously, something that generated 7 per second could export up to 14 routes. It would now export up to 35.
-This will make them more aggressively drain resources from stations, especially as they fill up.
-Note that this is the cap if they are at 2500/2500 resources. They will put out fewer requests the fewer resources they have.
-May result in some shortages here and there; but thats better than the alternative of having resources sitting around doing nothing.

Grand Station no longer displays build timers.
-This has lost its purpose due to it no longer being a passive over time occurence.

Fixed an Index was out of range Exception.
-Thanks to ussdefiant60 on Discord for the report.

Trade Post energy cost reduced to 50k.

Protector Balancing
-I apparently undershot pretty much everything, considering how long it takes these to come off the production line.

Crackerjack
-Fire rate 6 -> 3
-Shots per Salvo 1 -> 3

Thunderstrike
-Base knockback 3000 -> 5000
-Area of Effect 1500 -> 2000

Paladin
-Base shield radius 10x -> 6x

Brick Breaker
-Rate of fire 3 -> 1
-Base damage 700 -> 1000

Hurricane
-Base damage 300 -> 800

Excalibur
-Base damage 335 -> 1500
-Shots per salvo 30 -> 50

Grim Reaper
-Base damage 100 -> 500

Wildfire
-Size reduced by ~14%.
-Grenade base damage 60 -> 800
-Grenade shots per salveo 5 -> 8

Tangler
-Vine Piercer base damage 300 -> 800

Orchestrator
-Base planetary speed boost 200% -> 120%
-Planetary speed boost increase per mark 25% -> 5%
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