Ideas for 1.1 / or next version...

Hi,

Just two ideas - to make the game's options even better:

1. Start with no techs at all - only for your civ, or all civs.
2. Future technologies - when you complete the tree of research, you can research new minimalization, and power / strength / damage for current technologies.

That's my 2 cents anyways.
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1. Modable, you can just take out all the technology names in the various races and everyone will have to research hyperdrive on their own (quite fun actually), although you will still start out with your flagship and colonyship... lol. If you want to get rid of those, I believe removeing the core colonyship and flaship design will work, although I haven't tested that. If you really want to be fancy, you can make a scenario, then you can set any number of techs that you/them have or are available, etc... although it's a lot of work in its current form. Perhaps when they get the map/scenario editor working right they will release that for the public. Although there is a fan made application that is doing that somewhere on this forum.

2. Very easily modable, simply add new technologies with the desired benefits, call it "Really Future Weapons" or "Really Far Fetched Miniturization" since, afterall... the game is already set in the future, and then set the cost appropriately, and you're done.