Re: minerals, a game design decision
Maybe a solution could be to mod several "normal" tech branches (not race related) which use rad and organics more than other type of resources (at least there is similar try in standard null space weaponry which is equal in minerals and rads AFAIC remember) Before a player choose to research those alternative branches he has to check to have enough rad or organics to build the items of these branches.
klausD
|