Re: Refitted Tech Tree/Facility/SP Proposal:
I'd like to comment some changes, as I find them very interesting.
I agree, as for SP game, PTS is too late in my opinion, tho AFAIK, there are many players here saying it's very good SP. I've noticed only that it's useful while conquering small enemy bases (due to drone suppressing), but nothing more.
This project is not worth even considering in SP game, regardless of the cost.
Interesting... VW is indeed a very good SP, but note it's also very expensive at this stage of the game. I think that moving it to Cyberethics should be done along with further increasing the cost, to save the idea of relatively high cost.
Very interesting change. I agree that Opt Com are rather useless tech, and Plan Net are too good. I consider the fact that Datatech begins with Plan Net as a big abuse in terms of game balance.
Many very good buildings come to late be seriously considered, it's not only the question of mineral amplifiers - Nanohospital, for instance. Of course your change is ok, but there also other changes one should consider - tell me, who have built Quantum Lab recently?
I have never used SL, because they're available so late...
I have even considered cancelling PEG, along with CBA, but I have just increased the cost of both (that's my way to make some things harder to achieve).
Thinkers are very good to me, I use them often.
Very good change! I disagree with you statement that clean makes Support obsolete (clean units are more expensive), but nonetheless it's salvation for builders factions.
Cyborg Factory is NOT more powerful. As mentioned above, I had only increased the cost of CBA.
Hmm... I should test that change, it can be very good. And BTW, what do you think about those new SMAX defence facilities ( I don't remember exact names)?
Agreed. Algorithmic Enhancement is very good (HS was IMHO unbalanced previously), it just comes too late.
One of the most important change. I have also moved that abilities (IIRC to Adv Mil Alg). I remember I have once considered moving it even into Doc:Init...
I also consider CV as game-breaking SP, as least if one also have Hab Dome (which comes too late in my opinion and should be moved down).
Wow, I could even start considering usage of Nanocells...
Most of your changes are OK, tho some of them are... needless (moving Universal Translator, for instance). But keep doing what you do and keep informing us about it. Good job!
I'd like to comment some changes, as I find them very interesting.
Originally posted by Marid Audran
Planetary Transit System: Moved to Doctrine: Mobility. Widely regarded as a weak SP due to its lateness in the game (damning for an early game SP), it's now available among first-tier techs to jump-start colonization campaigns for those who put in the effort.
Planetary Transit System: Moved to Doctrine: Mobility. Widely regarded as a weak SP due to its lateness in the game (damning for an early game SP), it's now available among first-tier techs to jump-start colonization campaigns for those who put in the effort.
Planetary Datalinks: Moved to Planetary Networks. Also regarded as an inferior SP. Human players are rarely behind in tech enough for its effects to make a difference, ipso facto, it's built usually to "deny" AI players rights. Moved to the early SPs the Datalinks may now be worthing building, especially for a faction like the Believers.
Virtual World: Moved up to Cyberethics. Arguably the most coveted SP in the game won't be lessoned in worth coming later. Free holotheatres (which have expensive upkeep) are always bliss. Make Zak struggle a little longer for this one.
Holotheaters: Moved to Optical Computers. Done to put some incentive in researching a typically "dead" intermediary tech, and to continue to tame Planetary Networks.
Robotic Assembly Plant: Moved to Industrial Automation. There are no less than four mineral amplifiers in-game, but three of them come too late to make much difference; I always build Genejack Factories (and sometimes not even them). Here's an alternative. There's still considerable appeal in Genejacks, though they're three tech lines up, because they're cheaper to build and cheaper to maintain. It's a decision betwixt cost-efficiency and early industrial boost. Gives the AI a chance to boost their own to boot.
Sealurk: Moved to Bioadaptive Resonance. Great little unit, better at ramming sea bases than Isles of the Deep; pity they're available so late.
Ascetic Virtues: Moved to Adaptive Economics. It switches places with...
Planetary Energy Grid: ...which is moved to Planetary Economics. I feel like this SP is as powerful and reaps benefits on a level equivolent of the Virtual World, so it doesn't hurt for it to switch places with another SP a tier up. I think this tech assignment of these two makes more sense as well.
Planetary Energy Grid: ...which is moved to Planetary Economics. I feel like this SP is as powerful and reaps benefits on a level equivolent of the Virtual World, so it doesn't hurt for it to switch places with another SP a tier up. I think this tech assignment of these two makes more sense as well.
Citizen: Thinker: Moved to Applied Relativity. Mostly to give a small boost to another "dead tech," since they come a little late to compete much with empaths and engineers as they are now.
Clean reactors: Moved to Nanominiaturization. One of the most coveted unit abilities in the game now takes a little more work to obtain. This deters the Support society effect becoming obsolete. Bio-Engineering loses its luster, but you'll still want it for Retroviral Engineering.
Cloudbase Academy: Moved to Advanced Spaceflight. An extremely sought-after SP for obvious reasons; Vel goes on to say it's obscenely unbalanced. I personally think the Cyborg Factory is more powerful, but I think bumping this SP two tiers, and out of MMI's bloated clutches, is a good thing.
Tachyon Field: Moved to Photon/Wave Mechanics. Boosts another weak intermediary tech, and fortifies typically overmatched defences in-game, which can't help to stand against hordes of Fusion and Shard troops.
Algorithmic Enchancement: and
Nethack Terminus: Both moved to Probability Mechanics. This unit ability, and this wonder, are meant to prevent the Hunter-Seeker Algorithim from "shutting down to probe game entirely" but tend to come a bit late, particularly Nethack, to make much of a dent anyway. Here, within arm's reach of Pre-Sentient Algorithims, puts anyone at risk.
Nethack Terminus: Both moved to Probability Mechanics. This unit ability, and this wonder, are meant to prevent the Hunter-Seeker Algorithim from "shutting down to probe game entirely" but tend to come a bit late, particularly Nethack, to make much of a dent anyway. Here, within arm's reach of Pre-Sentient Algorithims, puts anyone at risk.
Carrier Deck: and
Repair Bay: Now both moved to the Mind/Machine Interface. Vel often remarked about the navy being the "weak leg" of SMAC, primarily because these two vital abilities were available so late in-game and dreams of Needlejet Carriers are dashed. Now they're available earlier to make those cruisers more menacing.
Repair Bay: Now both moved to the Mind/Machine Interface. Vel often remarked about the navy being the "weak leg" of SMAC, primarily because these two vital abilities were available so late in-game and dreams of Needlejet Carriers are dashed. Now they're available earlier to make those cruisers more menacing.
Cloning Vats: Bumped to Homo Superior. A game-breaking SP to some, so it should be a delayed until a paradigm for the "ubermensch of the future" is developed and Santiago mass produces her Spartan brood.
Fuel Nanocells: Moved to Nanometallurgy, to round out the now denuded tech, which represents this and the Deep Pressure Hull.
Most of your changes are OK, tho some of them are... needless (moving Universal Translator, for instance). But keep doing what you do and keep informing us about it. Good job!
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