Re: Infinitech Mod Starting
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MrToxin said: Loads of Tech - The main idea is to make every tech area deeply researchable, like 200 levels or so. Because these branch out into other things, the idea of ever researching every last thing in the game is an impossibility. Though most modules will have a specific technology that changes its overall level, other technologies will give things various bonuses. Think like a Heat Ray that improves by level but gets a damage bonus from Thermodynamics.
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One of the chief criticisms I've seen of SEV is that many tech levels don't give you anything worth researching. (I vaguely recall complaints about needing level 10 of something to build orbital spaceyards? I still don't have SEV to check myself.) Kwok's Balance Mod addresses this, among other things.
Have you looked at PvK's Proportions mod for SEIV? It did a lot of what you propose for making the homeworld much more productive than colonies.
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Cap'n Q
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