Wouldn't the nuts 2->3 be a little too extreme
, considering the starting SE penalties, slower research and elimination of crawlers? It would also make ICS look incredibly attractive, due to the extraordinary challenge of increasing a bases population above size 2.
A better solution to forest n' forget is changing forest to 1 nut, 2 mins. With no energy from forests solar panels look a lot more attractive
, considering the starting SE penalties, slower research and elimination of crawlers? It would also make ICS look incredibly attractive, due to the extraordinary challenge of increasing a bases population above size 2.A better solution to forest n' forget is changing forest to 1 nut, 2 mins. With no energy from forests solar panels look a lot more attractive

I'll often see diedre or dawn not running green when a good chunk of their armies are native. Also not a good thing. Giving all the AIs the "build/explore/discover" priority for construction and research as someone mentioned in a previous thread will make presets for social enginnering more useful.
I must say that it sounds very interesting (and very hard!)... However, I do have some points I disagree on. Feel free to counterpoint or ignore, I mean... it IS their MOD....
Most of my suggestions are based upon realism, taking into consideration the civilization AC's peeps left from was already a little more than half up the tech tree.
That's for all units. And, to make it fair, these restrictions would be lifted with one of the gravitonics tech.
What do you think about A) Upping the number of factions in-game to 14 (that way, the original SMAC and SMACX factions could play at the same time and it make sense on a map like Huge Map of Planet)? In multiplayer games, it'd be hellacious, but really fun for those who like fast and furious one-hour games involving scout patrols 
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