Re: Colony ships, for sale cheap!
Yeah, after further testing negative production values put the resources into the planet apparently. So much for maintenance cost on buildings that way. Also there is a twenty abilities limit on buildings, 21 is ignored. On the cultural centers I just changed the big one. I wanted to set it so that it can't be built but just exists on the homeworld. May have to make it associated with a tech that is unattainable. What file controls what buildings are on the homeworld at the start anyway? I may adjust the culture centers to be more powerful as solar resource gatherers and remove the mining abilities. Just a thought... don't mean to go messin up your mod.
[ 15 March 2002: Message edited by: Rlaney ]
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