Quibblesome
Warlord
- Joined
- Nov 8, 2009
- Messages
- 231
Ah, sorry. Post and then vanish.... er... I was having a "couple" of games. 
- Moar secret projects
Can we go similar to the old projects?
Interplanetary Transit System.
Either all new cities become 3 in size or we have a "lvl 2" unity cryobay. If we go with the former it might be a nice mid-game autarky + hybrid secret project. Perhaps 2 if 3 is IMBA?
Citizens Defence Force Free bunker in every city. Mid game.
Planetary Datalinks Same as in SMAX. You get the tech if three others know it.
Dream Twister
+25 Psi Attack for all units
Neural Amplifier - not on the green tech tree.
+25 Psi Defence for all units
Cloudbase Academy
All vanguard units get +2 experience
Empath Guid - Archeolgoyogjgjy?
Get all comm links, get +1 diplomacy bonus with all AI (get this plus Open Borders for early diplomatic play).
Hunter Seeker Algorithm
Double espionage points?
Maritime Control Center
+2 movement for all ships
Planetary Energy Grid
Would free energy banks would be overpowered?
Theory of Everything
Free tech - late game
Virtual World
Network nodes count as hologram theatres (OP?)
Do you want me to also try to work out which researches should unlock these?
- Getting the videos too
I assumed the videos would be treated as the sound. You use your own originals.
- Obelisks upgrading troops
Good point.
Here are some suggestions:
Police State - negative great people birth
Fundamentalism - negative tech
Democratic - troop support cost increased
Free Market - random chance to lose credits due to stock market crash
Planned - increased maintenance
Autarky - more war weariness
Knowledge - negative espionage
Power - -2 diplomacy with EVERYONE (including others with power)
Wealth - negative growth
---
Oh is it just me is sea native life not a little too hardcore? I think this is mainly due to the fact that the water techs arrive so late so the sea is full of spawn spots. I have difficulty in seeing how Svensgaard will survive when he is added.

- Moar secret projects
Yes, when people suggest ideas for them.![]()
Can we go similar to the old projects?
Interplanetary Transit System.
Either all new cities become 3 in size or we have a "lvl 2" unity cryobay. If we go with the former it might be a nice mid-game autarky + hybrid secret project. Perhaps 2 if 3 is IMBA?
Citizens Defence Force Free bunker in every city. Mid game.
Planetary Datalinks Same as in SMAX. You get the tech if three others know it.
Dream Twister
+25 Psi Attack for all units
Neural Amplifier - not on the green tech tree.
+25 Psi Defence for all units
Cloudbase Academy
All vanguard units get +2 experience
Empath Guid - Archeolgoyogjgjy?
Get all comm links, get +1 diplomacy bonus with all AI (get this plus Open Borders for early diplomatic play).
Hunter Seeker Algorithm
Double espionage points?
Maritime Control Center
+2 movement for all ships
Planetary Energy Grid
Would free energy banks would be overpowered?
Theory of Everything
Free tech - late game
Virtual World
Network nodes count as hologram theatres (OP?)
Do you want me to also try to work out which researches should unlock these?
- Getting the videos too
It would be possible, but it would increase the mod's download size too much IMO.
I assumed the videos would be treated as the sound. You use your own originals.
- Obelisks upgrading troops
It would be easy to implement - I just don't like that feature. It leads to repetitive unit micromanagement. If there's one thing SMAC ended up giving me a disdain of in the end, it's micromanagement.
Good point.
I agree. Ideas to make the non-Ecology civics more interesting are welcome.
Here are some suggestions:
Police State - negative great people birth
Fundamentalism - negative tech
Democratic - troop support cost increased
Free Market - random chance to lose credits due to stock market crash
Planned - increased maintenance
Autarky - more war weariness
Knowledge - negative espionage
Power - -2 diplomacy with EVERYONE (including others with power)
Wealth - negative growth
---
Oh is it just me is sea native life not a little too hardcore? I think this is mainly due to the fact that the water techs arrive so late so the sea is full of spawn spots. I have difficulty in seeing how Svensgaard will survive when he is added.