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Old January 8th, 2003, 07:37 AM
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Default MOD ideas

I found some really old MOD files of mine from SE4 CLASSIC while I was cleaning out an old website of mine. So I sat down and updated them for GOLD. My mod was an extension of quite a few tech trees as well as an atempt at balancing some things out(making TWO levels of Crystallurgy and Organic Manipulation so that they'd be even with the opther racial techs and then upping the cost of Relgious Studies to 100,000 since thre is only one level of that).

I took a few ideas that have been floated about here recently as well as a few ideas that I and a few friends came up with and the current racial techs(Psychic, Religous, Organic, Temporal and Crystalline) have been made part of the default tech tree and now I am making a new set of Racial Technologies.

What I have so far on the subject of new Racial techs is: STELLAR CONSTRUCTION(this is Ring and Sphereworld techs modified to have extra levels and a new stellar construction aside from the Rings and Spheres), MACROconstruction(this tech area has the MASSIVE shield generator and MASSIVE weapons found as special techs in ruins for the standard game plus a MASSIVE planetary PHASED shield generator facil and a few extra MASSIVE weapons), MICROconstruction(this tech area is a sortof response to the MACROconstruction tech tree. In this tech tree you get MICROcomponents and weapons that are half the size and damage resistance of regular sized compnents but at a +50% cost to offset the major advantages inherent in this tech tree. Imagine two MICRO APB XII half the size and damage resistance of a regular APB XII but they do the SAME AMOUNT OF DAMAGE. So I increased the cost a bit to try and maintain balance), NANOtechnology - this tech is still conceptual(components like NANOarmour - 5-10 kt size, 20-30 kt damage resistance but repairs 25-50 kt(not finalised yet) per combat turn AND functions as a 1 component per turn repair component, facilities like NANOminers - which extract 1000 minerals per turn and NANOconstruction Yard which constructs at 10kt of each resource per turn but has a horrendously high research and build cost to offset the advantage, weapons like NANOassimilation weapons that will function like an allegience subverter except that they target ships with Master Computers only).

I also took a few ideas from the recent discussion thread about the religious talisman and made religious tech 10 levels. Levels 1-3 you get the shrines which are now planetary bonuses instead of system-wide abilites, levels 4-6 you get TEMPLES which have system-wide abilities the same as the shrines in the stock game do now, levels 7-9 you get WAR and DEATH Talismans I-III which give the same bonuses as the WAR and DEATH shrines and temples but for the ship the component is on level 10 you get the COMBAT talisman which is the same as the current religious talisman but has a size of 100kt and costs 5000 of each resource.

Basically this mod will be something like a cross between the extended tech mod and PvK's balance mod and I'm completely open to suggestions and ideas for it.
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