Ender's Mod Overhaul Pack
⚪ Last updated 2023Preview

🔍 Analysis
- 👍 3.9% endorsement rate — high engagement, a strong quality signal
- 🏆 #5 of 18 Balancing mods in this game by downloads
📋 About This Mod
Overall, I overhauled the game to accomplish the following:Remove restrictions on technology that were locked behind racial traits. Increasing the speed of gameplay and access to tech, ideology, and building options.Aligning tech,
UPDATES: 20230122 - Incorporated updates to resource costs and move speed from the 4. 5 update.
I really enjoyed the game, but felt like there were rough edges left to be smoothed. I had seen earlier mods that accomplished some of what I wanted, but many were outdated, no longer supported, or just lacking the needed changes. With the recent updates to the game (and the way the game files work) I completely reworked a significant number of games files across different aspects of the game.
Overall, I modified the game to accomplish the following for game version 4. 21:
-Remove restrictions on technology that were locked behind racial traits. Prioritizing and choosing certain tech (or not) is it's own differentiator between races and players. Races also have traits that make playstyles significantly different.
-Increasing the speed of gameplay and access to tech, ideology, and building options. This gives players more flexibility in playing they way they want to.
-Aligning tech, ideologies, racial lore, sci-fi lore, and reality to an extent. I tried to remove the majority of "game-isms." For example, the Prolific ability to magically have 50% more population upon colonization. There is definitely some mysticism in the game, but I'd rather keep it somewhat tied to reality.
-Dramatically changed the number, type, power, and balance of the racial abilities. There were too many before, so now the choices between the abilities seem more substantial and powerful.
Included Third-Party Mods: (Disclaimer: I think all mods stated that they are no longer supported and/or give permission for others to use and upload with credit to the original authors as I am doing here. Additionally, I modified many of these mods to either update them for 4. 21 or change their functionality.)
. Added Carrier Fighter Tweaks by Rooker75. Fixes carrier behaviors by creating dedicated fighters and modules and changing ShipBlueprintDefs.
Modified Clarke Shield Module from 5 to 4 of each defense. Increased the Guardian version from 3 to 8 of each defense and moved tech to CarrierFocus2.
Moved ShipBlueprintDefs to "Common" mod folder and updated it to match game version 4. 21.
. Added Dead Planet Colonization by starfuryzeta. Created DeadPlanetColonyShipComponentDefs to simply add an additional component versus overwriting.
Modified the mod to add the CanColonizePlanet attribute. It doesn't work without it.
Created DeadPlanetColonyShipComponentText.
. Added Custom Constructor Component by LordBlarg. Adds multiple build constructor modules.
Removed the 4th and 5th modules as they were overkill.
Increased cost of the 2nd and 3rd modules to 2x and 4x of the base game module cost.
. Added Enhanced Terraforming by Seal148. Adds repeatable terraforming improvements to maximize colony hex availability over time.
. Added Farming Freedom by iamnone. Changes TradeResourceDefs to remove Arable Land as a requirement for level one farms. Moved TradeResourceDefs to "Common" mod folder.
. Added Relocate Colony Capital by Pendrokar. Fixed filename for ImprovementDefs_EvacuatedCapital to remove an extra "i" in the xml file extension and updated the RelocatedColonyCapital upgrade attributes to match the game version 4. 21 equivalent improvements..
Merged mod changes into ImprovementDefs for game version 4. 21 under the "Common" mod folder.
Moved the resistance stat below the production stat. Having resistance first was preventing the relocated capitals from gaining production adjacency bonuses.
. Added Expanded Cities by PubliusNV. Adds the ability to build and improve cities over time to better manage and increase population.
Recommend turning off automatic upgrades to prevent approval losses.
Increased food costs of Expanded Cities.
. Added Propaganda Center by Deathwynd to remove large empire penalty. Adds a building that provide the Patriotic trait to any race that builds it.
. Added Wonderful Galaxy by doubledeviant by merging mod changes into ImprovementDefs for game version 4. 21 under the "Common" mod folder.
Changes Galaxy unique improvements to be player unique.
. Added Planetary Diversity by Deathwynd. Adds a variety of extreme planets to the possible pool.
. Added Removable Buildings by Seal148 by merging changes to <IsIndestructible>true</IsIndestructible> attributes in ImprovementDefs in the "Common" mod folder.
. Added Resource Mission Mod by ScrivenerofLight. Adds shipyard missions to find rare resources. Does not modify any base games files.
. Added Unit Anomaly Mod by ScrivenerofLight. Adds anomalies that give citizens. Does not modify any base games files.
. Added Defended Anomaly Mod by ScrivenerofLight. Adds defended anomalies and modifies AnomalyDefs to change anomaly encounters.
📊 Mod Details
- Game
- Galacticcivilizations3 Mods
- Author
- acerew2436
- Version
- 4.52
- Downloads
- 641
- Endorsements
- 25
- Category
- Balancing
- Created
- 7/12/2022
- Updated
- 3/27/2023
🔧 How to Install Galactic Civilizations III Mods
Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
📖 Full step-by-step install guide for Galactic Civilizations III →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Galactic Civilizations III commands, item IDs, and more.
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