Master of Orion

Master of Orion

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5X - The Ultimate Balance Mod v5.1
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Nov 15, 2016 @ 12:02am
May 28 @ 10:33am
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5X - The Ultimate Balance Mod v5.1

Description
Spud Dastardly presents the biggest Master of Orion: Conquer the Stars mod in the galaxy! This mod is massive overhaul of the gameplay experience. It's effectively a full expansion pack for the game. It includes a total rebalance of every aspect of gameplay, new technologies, improved AI, and much more. For a broad overview of what this mod does, see the Readme on Nexus Mods[file-metadata.nexusmods.com].

Languages: English, German (Deutsch), Russian (русский), Spanish (Spain) (Español (España)), French (Français), Polish (Polskie)

The Unofficial Code Patch by WhatIsSol is highly recommended for use with or without this mod! You can get it on Steam or on Nexus Mods[www.nexusmods.com]. Be sure to follow the UCP install instructions on the UCP mod page. If you are going to use UCP with 5X, it is necessary to use the 5X UCP Compatibility mod (5XCPC)

5X was featured in a series of videos by YouTubers Mal and Sabouts a while back! They played two games on impossible difficulty (using version 2.3.1). You can see it on Youtube.

I also recently did an interview with eXplorminate[explorminate.co] along with WhatIsSol about 5X and UCP.

I've put many hours of work into this mod! If you would like to show your appreciation with a donation, you can do so here.[www.nexusmods.com]

Version 5.1 Changes:
  • New galaxy type: "Unstable." The layout is similar to a circle galaxy, but there are unstable (red) star lanes throughout it. Sizes: Medium through Gargantuan.
  • Spies:
    Spy center system security bonus reduced to 5%.
    Reduced interplanetary security transmitter and global dna scanner production costs by 1/3.
    Assassinate length increased to 12 turns.
    Spy level limit increased to 15.`
  • Races:
    Adaptive cost increased to 7.
    Gaia HW cost reduced to 4.
    Gnolams: Given adaptive trait instead of gaia HW and improved negotiations.
    Alkari: Removed security bonus, Large HW, and Arid HW. (Arid planets aren't cloudy...)
    Mrrshan: Removed security bonus, given engineering starting tech instead.
    Sakkra: Removed ground units bonus, changed +50% pop growth to +25% growth, +25% food
    Terran: Arid HW with red fungus added. Traded engineering starting tech for physics.
    Human: Removed morale +10%, trade goods +50%, added credits +25%, -10% security, increased trade treaties to +50%.
    Klackon: Reduced production to 25%, pollution control to 15%, added -25% credits, unwavering morale, and large HW.
    Elerian: Removed rich HW, added command points +15% and large ocean HW.
    Trilarian: Removed food consumption -25% and engineering starting tech. Added +25% beam defense and seagrass.
  • Leaders:
    Bonuses: Empire security, research, and credits bonuses changed to increments of 3% starting from 3.
    Upkeep: Fleet ground combat bonus cost increased to 2 BC per level. System ground combat bonus cost reduced to 1 BC per level. Trade treaties income bonus increased to 3.
    Traits: Cesar (Silicoid) given leader salary reduction instead of trade treaties bonus. Anile (Psilon) given trade treaties bonus instead of colony research bonus. Daza (Psilon) given colony research instead of colony production.
  • AI:
    Increased AI priority on building planetary defenses.
    AI civs no longer start with one extra bomb ketch on post warp.
    Revised some AI personality settings to make them less likely to get into wars too early and more likely to form mid game alliances.
    First full pirate fleet spawns 13 turns after base spawn instead of 1 turn. Bases still spawn with 1 initial raider. Slightly delayed pirate destroyer and cruiser turn thresholds.
    Removed the +1 detection range from pirate ships. This made you able to spot them coming sooner compared to other ships of the same size class.
    Antarans get chromodynamic bomb instead of neutronium. Increased Antaran ship bomb count.
  • Technology:
    Xenology now comes after private funding. Counterespionage moved to where Xenology was for 800 RP.
    Bomb chance to hit reduced to 25/35/50/65/85% for Nuclear through Chromodynamic respectively.
    UCP invasion tech capture chance halved
  • Command points:
    Base command points reduced to 10 from 30. Capitol gets 10 command points bonus.
    Removed non-working CP cost from surveillance system, replaced with 3 bc maintenance cost.
Any feedback is welcome, and I'm happy to answer questions about specific changes.

Also check out these related mods:
  • 5X UCP Compatibility Mod (5XCPC) is for players using 5X with WhatIsSol's Unofficial Code Patch. It re-enables several features which were disabled due to bugs, and it takes advantage of some modding features added by UCP. I highly recommend using both UCP and this addon!
  • Split Tech Tree is an addon for 5X that re-arranges the entire tech tree into 8 separate branches to make it more like a MoO2 style tech tree. This completely changes the tech tree strategy, so if you want to shake things up with a totally rearranged tech tree, give it a shot!
  • 5X Lite is a lighter version of the 5X mod that includes most of the balance adjustments of 5X but none of the added technologies, tech tree changes, added uber biomes, etc. It's for players who want a more balanced game but one that's closer to the original in terms of its scope. Don't use this one at the same time as 5X.
  • ALL AI + 5X galaxies allows you to play with every race at the same time on 5X galaxies (this may cause some issues, which is why it's not in the base 5X). This mod can be used standalone or with 5X. There is also a no wormhole variant.
  • Diverse Specials and Massive Planets is a popular mod created by Morpheus to add dozens of new planetary resources to the galaxy. This version is fully compatible with 5X, but you should load it before the 5X UCP Compatibility mod, and you can't use it at the same time as Split Tech Tree.
  • Custom 5X and DSMP Assets contains new ship icons for the alternate hull types introduced in v4.0 as well as new planet icons for the added uber biomes. It also includes some resource icons for DSMP.
  • Tactical mod by Vaaish re-balances various weapon techs in 5X to give an alternate approach to how different weapons are utilized as well as providing more distinctive AI blueprints.
For reference, the correct load order for the above mods if you should choose to use any of them is:
  • 5X
  • UCP
  • DSMP
  • 5XCPC
  • Tactical Mod
  • Split Tech Tree
  • ALL AI + 5X Galaxies
  • Custom 5X and DSMP Assets

Popular Discussions View All (64)
236
13 hours ago
PINNED: Version 5.x Feedback and Bug Reports
Spud Dastardly
664
3 hours ago
Version 4.x Feedback and Bug Reports
Spud Dastardly
40
Mar 8 @ 9:27am
Inferno Biome
cayenne_spicy
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2,487 Comments
nameistoad Jun 16 @ 5:26am 
@Dragon I think the line "Upgrades Tundra and Terran planets to Cybernetic-class by building a vast non-polluting mechanical infrastructure across the planet." or maybe "The transformation process doesn't generate pollution in the colony." is causing the confusion here.
The process of changing the planet from tundra or terran into a cybernetic world doesn't generate pollution, but after the process is done, further industrial work will cause pollution.
The infrastructure on the planet that defines it as a cybernetic world doesn't generate pollution, but the factories and population themselves still do.
Managing pollution is a massive part of this game, and giving any race a way to just ignore it completely is a huge advantage. Cybernetic worlds are not quite that good.
Sensei  [author] Jun 15 @ 9:13am 
I dont think there are biomes that dont pollute. You need structures to clean that up. (Worst biomes of course have that much cleanup rate that you need to work really hard to mess them up)
Dragon Jun 15 @ 7:10am 
So I had just built the Cybernetic Biome for my home planet, it stated that I would no longer have to deal with pollution, yet I am still getting polluted on my home world. Did I read it wrong or is it broken? @sensei
Sensei  [author] Jun 6 @ 11:53pm 
The messed up custom race screen scould be explained by wrong load order. Resubscription should have put ucp to the top, i guess, which is wrong.
nameistoad Jun 6 @ 6:58am 
@mightymouse hey man, welcome to the game.
1> you can change the order of the mods on the mod screen by using the very small arrows to the left of the mod bar. Not the most efficient system, but it's what we've got.
2> none of the specials work on the homeworld unless you get the ucp installed correctly. You say you've got "the correct unofficial code patch", but it's actually a little tricky. Need to follow the directions WhatIsSol gives on the description page for UCP to get it installed properly. If it is installed properly, you'll see the UCP version on the main menu screen in game. latest is 6.2a
MightyMouse Jun 6 @ 6:47am 
Note: I just tried unsubscribing to all the mods and resubscribing in the correct order. I hope this is a solve.
I am, however having one problem which has not been solved by my resubscription. In the custom race build screen there are a bunch of options for specials other than "Artifacts" for your home planet. I tried selecting rare heavy metals, but it does not actually show up on my homeworld. I have this mod loaded, plus the correct Unofficial code patch, Diverse Specials Lite v2.5 for 5x, and 5x UCP Compatibility Mod. The other mods I have have nothing to do with modifying perks. Any idea what's happening with this?
MightyMouse Jun 6 @ 6:08am 
I feel foolish for having to ask, but how do I control load order? I'm not seeing any options for that in the game's mod menu and click-and-drag doesn't work.
jasz Jun 4 @ 10:09pm 
Finally got it to work. It took this: Uninstall MOO and UNSUBSCRIBE to ALL workshop items-- 2 steps there. Then, goto users/appdata and programFiles/steam/steamapps and user/documents -- delete the MOO directories. This ensures you are starting from scratch. Then install MOO and subscribe in the order you need to have them in your list (while making sure the list always is in the right order if you are checking mod by mod like I did, it won't put them in the order you subscribed always.)
With the reinstall, I can now start new games finally, and all mods reinstalled too, which says to me corrupt MOO file somewhere, likely caused by modding or trying out mods.
NoWayi Jun 1 @ 11:55am 
@RanDoM thx i did check it out a bit, so i guess i will stick to small circle maps with lot of ais

about the pop thingy i wasnt really aware of this "pop curve" i just read it in the guides and i remember seeing ai civ transports,so i assume the ai doing ti guess i should start to do it as well :)
RanDoM Jun 1 @ 11:07am 
@NoWayi the fleet splitting issue is well known by WhatIsSol ( UCP ), and is difficult to address, you may have a lot on its mod discutions.
For the pop growth, AI have a boost on higher difficulty settings. So indeed an AI will have unreal food/prod/science outputs, to balance with their AI flaws. So yeah, if you focus food, you'll be able to reach AI's growth, but you'll have a bad production/science where they don't ^^