I'm sure this is an awesome mod... but what does it do?
I'm sure there's a description somewhere, but I sure don't see it... either it's hidden or I need a new prescription![]()
Ive got a game going as Int. Space ADM. --noble--epic.
So far up to year 104 and its fun exploring (large map) without the barbs and important, so far Ive picked up 3 space marines, a couple of techs, a couple lunar scouts, skill points, ect..
I noted engineers can now move 3//faster than the scouts?
The religion (names) run together badly on the religion screen.
We founded Bureaucratic Communism in year 5, Guessing we had the starting tech?
Im in 2nd place this game as exploring has set me up to trade for a few techs, I think the ai may be having some food problems in expanding.
Any additions to the ruins and exploring seems to really fit the moon theme, will report more about the later tech tree as time goes on.
Picked back up. A couple more notes.
Many of the Sid notes lack descriptions.
Apparently engineers can enter/inprove dust sea tiles if they are part of the city radius.
Seems to be too much overlap in city improvements that improve health so far (turn 137) esp. when you consider cities arnt all that large.
Lunar rover des. says it starts with combat 1 but it actually starts with mobility
Gold in-game box resource picture is a horse but the stats are correct
Gemstones is a crab
crystal is a deer----so apparantly several are mixed up.
Isolation tech only takes 1 turn when you reach it (year 155 current game) also the tech tree has narrowed to just 1 choice in the path last 3 techs.
TrueI'll blame matthewv since he did resource XML way back when.