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I'm sure that human players would be delighted to pay up for (say) methane breathers.
Full support for pop trading could make the pirate/slaver class a fully viable race option.
SJ, any chance of your mods making it into the next cut of the modpack?
Only problem is, they'd only pay once, then use their own reproduction to colonize new planets.
If there was a trade option with some sort of rental effect, then you could charge them 10,000 minerals per turn. Otherwise, you're not going to get much outta the deal
I don't know anything about the modpack, sorry.
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Any ideas on how to get the game to recognize a new intelligence tech tree?
I'd just copy/paste the intelops from the file, change the ability/amounts and you're done. Just make sure it requires the tech area "Is A Pirate" level 1.