6 new categories and 72 new items added to the shop!Fake forum EC for posting doubled everywhere to help pay for them!
0 Members and 1 Guest are viewing this topic.
I have to think about these changes.Lack of police is in later game easily counter-measured with increased psych allocation. Virtual World, yes, I thought about it. Good solution, though more "game changing" as players often start this SP with Planetary Networks. So game strategy would be influenced more.Tech tree changes.Some of them are very tempting to do. So far, I thought about leaving the tech tree as it is. Less influencing the standard game. But some techs are just asking to be made the way you write. E.g. Air Power after Initiative.Let me think about it all.
Trying most of the changes you wrote.- Naval Yards, good idea, they are with foils. After all, simpler foil ships bases can be considered naval too. - Tech changes included as you have them. Though Holo theaters and Virtual World stay as I initially had.- Formers stay as they were, I think earlier formers is a good thing. AI could build more of them.I will put 4 new pre-designed formers.And one more thing:- Aerospace Complex available from Synth. Fossil Fuels.This tech is suggesting rockets, so we can consider facilities that make them/test them as early airfields.Cost of Aerospace Cmplx 2 rows! And upkeep 0.Cloudbase Academy returns to MMI. Cost somewhat increased to 40 rows.AI will benefit greatly.For human players, this will help a lot to destroy "chop'n'drop" strategy. I hope.I am also thinking about turning all of the Yitzi drone additional features, however, rule 8 is something quite game changing. The strategy of bases with all-specialists will not work.Luckily, rule 1 helps with pacifism drones.Additional drones change drone management anyway, so why not have these extreme drone rules here too.Rule 32 is helping in return.
Civ4 has this idea of a civ, that with several cities can effectively compete with an aggresive civ, that spreads wide on the map.Having easier breaking of the second population limit and ability to grow bases to their maximum with abundant nutrients makes somewhat that. In this mod of smacx, you could have several bases with sizes well over 20, with lots of specialists providing a lot of economy and research.
Ok, but nutrients can be obtained from farming, not necessarily all forests around is the best.Hive has both +1 growth and +1 industry. Always some benefit to get things done sooner, like having enough formers, facilities, etc.And always there is golden age. I agree, it requires energy, and Hive is not the best at it, but still, assigning psych can help here.So +7 actually can be from:+2 planned+2 children creche+2 golden age+1 factional bonus