Space Weapons Fix Mod, v4I

Change list:

  • Dialed back the maintenance on Research Matrix a couple of bc, given that it’s a one-per planet building.
  • More streamlining of the early tech tree for the Yor and Terrans.
    • Made Xeno Communications and Universal Translator part of Core Technologies II for Terrans.
    • Moved Xeno Communications and Universal Translator to later in the tech tree for the Yor because, basically, they do not need to be negotiating with other races in the early stages of the game.
  • Also, split up extreme planet terraforming technologies, the first stage can be researched fairly early on, the second comes a bit later with Advanced/Expert Colonisation.  Well, not for all races, because I haven’t had nearly enough time to look at all of them, but the basic idea here was to stop the AI from burning lots of turns trying to make a few worlds 100% productive.

Space Weapons Fix Mod, v4H

Change list:

  • Yor improvements toned back a bit, Collectives have an increased maintenance, but are still cheaper to build than they were.
  • Logistics, miniaturisation and manufacturing techs moved to later positions in the Yor tech tree.
  • Revised Yor/Iconian starting weaponry and research time.
  • Also, made Mass Drivers or Ion Cannons research a bit cheaper because it seemed totally overpriced in comparison to Yor or Iconian mass drivers research.  That basically affects anyone who is not Yor or Iconian.
  • Also adjusted cost of Technology Progression II in Terran tech tree to make it cheaper, redistributing TPs back to techs which come after it.