RaceTraitDefs contains two fleet logistics entries, one for Organized +1 and another for Organized +2; these are the empire bonuses, things which increase the base logistics value. Had I meant to indicate that the base logistics cap for fleets could be found in RaceTraitDefs.XML, I would have said something about a base logistics cap being present in the file, rather than indicating that the file contained only bonuses. It should have been reasonably clear from what I wrote that GalCiv3GlobalDefs contained the base logistics caps for fleets and for planets/shipyards/starbases (which I referred to as 'stations' earlier), even though I suppose some confusion is understandable when referring to a 'base logistics cap' (though I would have thought that with an explicit mention of a separate logistics cap for stations, which are clearly starbases, it would have been obvious that the 'base logistics cap' is in fact the one for fleets, the only one which players typically care about to any significant degree)
Sure are aggressive in this post. I took the liberty to highlight your aggression there. I certainly didn't criticize you in my post.
Now let me respond with the code in question that elicited my comments regarding GalCiv3GlobalDefs.XML and RaceTraitDefs.XML.
From GalCiv3GlobalDefs.XML
<GlobalFactionMods>
<EffectType>LogisticsCap</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>10</Value>
</GlobalFactionMods>
<GlobalFactionMods>
<EffectType>StationLogisticsCap</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>60</Value>
</GlobalFactionMods>
Here we have the two entries concerning logistics in the Global Definitions. These are the ONLY two entries in the entire file. Now what leads to confusion is that in so many cases Stardock has broken down things on a PER FACTION basis. In this case they haven't. So for someone new to modding, like myself, it is only natural to think that there should be something that looks like the following:
<GlobalFactionMods>
<EffectType>TerranLogisticsCap</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>10</Value>
</GlobalFactionMods>
or
<GlobalFactionMods>
<EffectType>DrenginLogisticsCap</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>20</Value>
</GlobalFactionMods>
As you can see, the above would make sense to see something like in a file somewhere. I even gave the Drengin a 10 point lead based on the back story highlighting the Drengin's blatant militancy. Going further into the XML files you find files for generic tech trees and generic starting systems.
Now about the StationLogisticsCap. When you read the word "Station" you think "Space Station." So then I wonder, well what about PlanetLogisticsCap and ShipyardLogisticsCap? Hmm? It makes perfect sense for those two entries to exist as well.
and from RaceTraitDefs.XML
<RaceTrait>
<InternalName>Organized1</InternalName>
<DisplayName>Organized1_Name</DisplayName>
<Description>Organized1_Desc</Description>
<Mod>
<EffectType>LogisticsCap</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>6</Value>
</Mod>
</RaceTrait>
<RaceTrait>
<InternalName>Organized2</InternalName>
<DisplayName>Organized2_Name</DisplayName>
<Description>Organized2_Desc</Description>
<Mod>
<EffectType>LogisticsCap</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>3</Value>
</Mod>
</RaceTrait>
I know what those two entries are about. That wasn't what I was looking for nor even mentioned in any of my posts. I was looking for something more again to what I posted above when I looked in the GlobalDefs.XML, a DrenginLogisticsCap, TerranLogisticsCap, and so on etc.
Hope that clears up what I was seeing and saying.
Yeah, I understood that, but the degree to which your proposed changes improve the larger hull classes completely wrecks any chance of the proposed bonuses to smaller ship classes being worth anything. +50 jamming on tiny and small hulls? Useless against small and medium hulls that get +50 accuracy (I'm pretty sure that the chance to hit a target is simply (attacker accuracy) - (target jamming), possibly with a speed modifier so small that it's unnoticeable in practice) and doesn't do nearly enough to compensate for being two or three orders of magnitude behind large and huge hulls in HP (even infinite jamming can only increase the effective HP of a ship by a factor of about 10 unless the minimum hit chance, defined in GalCiv3GlobalDefs to be 10%, isn't working) with no advantages in damage output or defense strength, not when the larger ship classes are enormously more logistically efficient (with the partial exception of the proposed 0-logistics Tiny hull, which can partly compensate by virtue of there not being any limit on how many you could shove into a fleet short of the number of them you can build, but as Tiny hulls have next to no space for a decent armament plus a decent drive setup, they're barely worth using as independent warships rather than carrier-spawned vessels anyways, not when you're looking at a decent factory world having the output to build even the largest ships within maybe 20 turns even with a significant manufacturing cost increase on the large vessels and only being able to build one Tiny ship per turn barring an annoying level of micromanagement).
Whole point is that small ships armed with a limited number of "ship killer" missiles are going after the big guns, and if they live long enough to fire on the big guns then they can pop it like a pinata.
Recommend reading "We Few" by David Weber and John Ringo, space combat scenes for an idea of how I envision tactical strike fighters being used. Also similar to the assault upon the Death Star in Star Wars IV and VI wherein Luke fires two torpedoes into the ray shielded reactor ventilation shaft in IV and in VI one fighter shoots up the shield emitters for the bridge shields on Vader's Super Star Destroyer. Then yet a 3rd fighter crashes into the bridge causing the Super Star Destroyer to loose control and crash into the Death Star 2.0. Also the "Stars at War I and II" omnibuses by David Weber make great use of varying fleet compositions including fighter carriers.
The +50 jamming bonus is ONLY vs Large and Huge hull sizes, smaller ships are supposed to be "agile" enough to properly dog-fight and kill the oncoming fighters before they can unleash hell into the capital ships and carriers. With that being the case it makes sense for tiny - medium ships to have a buff to offset this jamming and in fact increase their accuracy to 50% ABOVE the baseline in the game. (Yeah yeah, I know lasers are 100% already by default.)
You have a point about the construction though. That one occurred to me as well and I have no answer since a shipyard is limited to one ship at a time construction.
Bottom line is this, these are just ideas and new ones at that. There is room for improvement to be made and better balancing to be done. Then there are some things that I want to do that cannot be done at all as of this post, which you pointed out. The bonuses specific to hulls and the multi-ship construction from a single shipyard.
P.S. Do you know how to get the spoiler tags to work?