Abraxas

Abraxas

Joined Member # 2480812
1 Posts 6 Replies 128 Reputation

Yeah, no, sorry. For my taste the tech tree is too small and I've spent considerable time debating whether I am ambitious enough to put together a mod to make it 3-4 times larger and see just how flexible options on tech can be with it, like what Taslios said where techs are interconnected in interesting ways. Say, for example, you research holographics, star trek style, from force field technology. At first you can entertain with it, holodecks and whatnot to rai

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In addition to the above, I noticed that in addition to credits going negative from overflow, civilization power ranking can do the same. You can become so powerful your civilization goes over the top and becomes negatively powerful, which impacts things like whether the computer thinks they have a stronger military than you for diplomacy.

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A couple of minor things that have actually been haunting this for a long time that I kind of assumed would get taken care of but haven't so far so I figured it was time to say something. 1. With the exception of the very first one, all the techs that are meant to lower the cost of ship defenses actually raise them. Namely "Low Cost Shield Systems" (which also seems to have a rogue decimal point), "Low Cost Shield Generators", "Master Shield Assembly", "Low Co

2 Replies 5,210 Views