Re: The Star Trek Mod - Final Update
Some semi-random thoughts about mid-start.
Those techs which are taken from stock game without any changes (space yards, applied research, etc) can use values for meduim start from stock techs.
Sabotage, Espionage - level 1.
All techs from Theoretical Science group (Chemistry, Physics, etc) start with level 1 at least.
Hulls:
Warships - biggest ship tonnage/2, find ship size closest to this number and use it for medium start. Generally level 4-5 of race ship construction looks good.
Carriers: start with Light Carrier => Adv Ship Construction 1.
Troops, Sats, WPs, Bases, Drones - same as stock ones.
Mines - start with medium mine.
Shuttles - start with level 1-2.
Ship Construction (which gives access to Structural Integrity Field) start with level 2-3.
You need to have access to basic sensors (hyperoptics, grav sensors) from start.
ECM\CS\SA - level 1.
Computers\Computer control - level 1.
Warp Technology - start with level 4-5. With Meduim sized ship it gives moderate speed.
Race_Name Energy Weapons - start with level 7-8 => Beam Weapons - max and Adv Physics lvl 1.
Torpedo Weapons - level 6.
Racial Torps - greatly varies, some decent ones.
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Complain about Mines tech. Now this tech includes 10 lvls. With starting cost of 50000 it's unreal to research special damage type mines in early or medium stages of the game. By the time you have sufficient research capabilies, mines become useless because of massive use of minesweepers. So there is no point to research Mines tech further than lvl 5 (to get minesweeper 5).
It'd be better to move special mines back to Explosive Warheads tech, but add 3 or 6 more levels to research to this tech.
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