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DilithiumDad
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LINE BY LINE CHANGES
#RULES
2, 1 ; Numerator & Denominator for artillery fire damage (was 3,4)
INCREASED EFFECTIVENESS OF ARTILLERY
6, ; Max airdrop range w/o orbital insertion (was 8)
REDUCE EASE OF "CHOP & DROP"
6, ; Nutrient cost multiplier, was 10
FASTER EARLY GROWTH
133, ; Technology discovery rate as a percentage of standard (was 100)
0, ; Nutrient effect in mine square (0 or -1), was -1 (helps AI)
100, ; Extra percentage cost of prototype LAND unit (was 50)
100, ; Extra percentage cost of prototype SEA unit (was 50)
200, ; Extra percentage cost of prototype AIR unit (was 50)
2,1, ; Psi combat offense-to-defense ratio (LAND unit defending)
NEEDED TO BALANCE DEFENSE BONUSES
3,2, ; Psi combat offense-to-defense ratio (SEA unit defending)
NEEDED TO BALANCE DEFENSE BONUSES
3,2, ; Psi combat offense-to-defense ratio (AIR unit defending)
NEEDED TO BALANCE DEFENSE BONUSES
50, ; Players' starting energy reserves (was 10)
ALLOW EARLY SE SHIFT
50, ; Combat % -> intrinsic base defense (was 25)
25, ; Combat % -> for attacking from higher elevation (was 0)
25, ; Combat penalty % -> attacking from lower elevation (was 0)
12, ; Combat % -> Defend vs. mobile in rough (was 0)
33, ; Combat % -> Infantry vs. Base (was 25)
COUNTER FOR INCREASED DEFENSE BONUSES
66, ; Combat penalty % -> attack after airdrop (was 50)
33, ; Combat % -> Fanatic attack bonus (was 25)
COUNTER FOR INCREASED DEFENSE BONUSES
25, ; Combat penalty % -> Air superiority unit vs. ground unit (was 50)
0, ; Combat penalty % -> Non-combat unit defending vs. combat unit (was 50; favors defenders)
0, ; Combat % -> Bonus vs. ships caught in port (was 100; favors defender)
125, ; Combat % -> AAA bonus vs. air units (was 100; favors defender)
50, ; Combat % -> Defend in range of friendly Sensor (was 25)
15, ; Combat % -> Psi attack bonus/penalty per +PLANET (was 10)
33, ; Retool percent penalty for production change (was 50; favors defender)
RETOOLS MOST COMMON AFTER SNEAK ATTACK, SWITCH FROM BUILD TO CONQUER
5, ; Minimum # of turns between councils (was 20)
10, ; Minerals for harvesting forest (was 5)
5, ; Turns to corner Global Energy Market (was 20)
MAKES THIS VIABLE PATH TO VICTORY!
0, ; If non-zero, humans can always contact each other in hotseat/email games (was 1)
THIS NEVER MADE SENSE!
90, ; Maximum % damage inflicted by arty versus units in base/bunker (was 50)
INCREASED EFFECT OF ARTILLERY
4, 3 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming).
INCREASED RISK OF GLOBAL WARMING
#TERRAIN
Farm, None, Kelp Farm, None, 2, Cultivate $STR0, f, F
Soil Enricher, EcoEng2, Soil Enricher, Disable, 3, Construct $STR0, f, F
Mine, None, Mining Platform, None, 4, Construct $STR0, M, M
Solar Collector, None, Tidal Harness, None, 2, Construct $STR0, S, S
DRASTICALLY REDUCED TURNS TO COMPLETION OF ALL THE ABOVE TO SPEED UP GAME AND ADD INTEREST
Forest, None, Mangrove, None, 3, Plant $STR0, F, Shift+F
ONLY SLIGHTLY SPEEDED. ADDED COASTAL SEA FOREST.
Mag Tube, Magnets, Mag Tube, Disable, 3, Build $STR0, R, R
Bunker, Poly, Bunker, Poly, 2, Construct $STR0, K, K
DRASTICALLY REDUCED TURNS TO COMPLETION, NOW VIABLE. AVAILABLE MUCH EARLIER (POLYMORPHIC SOFTWARE)
Airbase, DocAir, Naval Airbase, DocAir, 4, Construct $STR0, ., .
Sensor Array, None, Buoy, None, 2, Construct $STR0, O, O
FAST COMPLETION, ADDED SEA VERSION. WITH DOUBLED EFFECT, NO EXCUSE NOT TO BUILD EVERYWHERE!
Fungus, None, Sea Fungus, None, 3, Remove $STR0, F, F
Fungus, EcoEng, Sea Fungus, EcoEng, 4, Plant $STR0, F, Ctrl+F
Condenser, EcoEng, Kelp Factory, EcoEng, 6, Construct $STR0, N, N
FAST COMPLETION, ADDED SEA VERSION
Echelon Mirror, EcoEng, Echelon Mirror, EcoEng, 8, Construct $STR0, E, Shift+E
FAST COMPLETION, ADDED SEA VERSION
Thermal Borehole, EcoEng, Sea Borehole, EcoEng, 24, Construct $STR0, B, Shift+B
ONLY OPTION NOT SPED UP, ADDED SEA VERSION
Aquifer, EcoEng, Aquifer, Disable, 6, Drill to $STR0, Q, Q
Raise Land, EnvEcon, Raise Sea Floor, EnvEcon, 8, Terraform UP, ], ]]
Lower Land, EnvEcon, Lower Sea Floor, EnvEcon, 8, Terraform DOWN, [, [[
Level Terrain, None, Level Terrain, Disable, 3, Terraform LEVEL, _, _
Monolith, CentMed, Monolith, CentMed, 8, Place Monolith, ?, ?, (this is here for map editor)
OPTION TO CREATE MONOLIGHTS AFTER CENTAURI MEDIATION
#RESOURCEINFO
Ocean Square, 2, 1, 0, 0,
ADDED NUTRIENT AND MINERAL FROM OCEAN
Base Square, 2, 0, 1, 0,
SUBTRACTED MINERAL TO REDUCE ICS FACTOR
Bonus Square, 3, 3, 3, 0, * Mineral +1 if mine present
INCREASED VALUE OF ALL BONUSES
Forest Square, 1, 2, 0, 0,
REMOVED ENERGY FROM FOREST. BUILD MORE SOLAR COLLECTORS IF YOU WANT ENERGY.
Recycling Tanks, 2, 2, 2, 0,
DOUBLED BONUS
Improved Land, 2, *, *, 0, "*" columns are ignored entirely
DOUBLED BENEFIT
Improved Sea, 3, 2, 4, 0, * Mineral +1 with Advanced Ecological Engineering
INCREASED
Monolith, 3, 3, 3, 0,
INCREASED TO MATcH BONUS
Borehole Square, 0, 6, 6, 0,
NOTE: NOT CHANGED
#WORLDBUILDER
NO CHANGES
#WORLDSIZE
NO CHANGES
#TIMECONTROLS
NO CHANGES
#TECHNOLOGY
Biogenetics, Biogen, 0, 3, 2, 2, None, None, 100100000
NOW INCREASES FUNGUS NUTRIENT
Industrial Base, Indust, 2, 1, 3, 0, None, None, 000000100
NOW INCREASES COMMERCE INCOME
Ethical Calculus, EthCalc, 0, 1, 3, 3, Psych, None, 000000100
NOW INCREASES COMMERCE INCOME
Gene Splicing, Gene, 0, 2, 4, 3, Biogen, EthCalc, 100100000
NOW INCREASES FUNGUS NUTRIENT
Environmental Economics, EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng, 001000100
NOW INCREASES FUNGUS ENERGY
Ecological Engineering, EcoEng, 0, 0, 3, 4, Ecology, Gene, 010000000
NOW INCREASES FUNGUS MINERAL
Planetary Economics, PlaEcon, 0, 0, 4, 3, EnvEcon, Integ, 001000100
NOW INCREASES FUNGUS ENERGY
Threshold of Transcendence, Thresh, 0, 1, 3, 4, User0, User1, 010000000
CHANGED PREREQUISITES TO TWO NEW TECHS TO DELAY SLIGHTLY.
Advanced Creation Secrets, User0, 0, 2, 0, 0, Create, None, 001000100
NEW TECH. INCREASES FUNGUS ENERGY AND COMMERCE.
Advanced Temporal Mech, User1, 0, 2, 0, 0, TempMec, None, 110000000
NEW TECH. INCREASES FUNGUS NUTRIENT & MINERAL.
#CHASSIS
Infantry,M1, Squad,M1, Sentinels,M2, Garrison,M1, 1, 0, 0, 0, 1, 1, None, Shock Troops,M2, Elite Guard,M1,
NO CHNAGE
Speeder,M1, Rover,M1, Defensive,M1, Skirmisher,M1,2, 0, 0, 0, 3, 2, Mobile, Dragon,M1, Enforcer,M1,
INCREASED ROVER TRANSPORT CAPACITY TO 3*REACTOR
Hovertank,M1, Tank,M1, Skimmer,M1, Evasive,M1, 4, 0, 0, 0, 3, 3, Super, Behemoth,M1, Guardian,M1,
INCREASED SPEED FROM 3 TO 4 WITHOUT INCREASING COST. NOW COMES MUCH EARLIER, WITH SUPERCONDUCTOR. NOW A MILITARY MAINSTAY.
Foil,M1, Skimship,M1, Hoverboat,M1, Coastal,M1, 6, 1, 0, 0, 3, 3, DocFlex, Megafoil,M1, Superfoil,M1,
INCREASED SPEED AND CARRYING CAPACITY
Cruiser,M1, Destroyer,M1, Cutter,M1, Gunboat,M1, 8, 1, 0, 0, 4, 4, DocInit, Battleship,M1, Monitor,M1,
INCREASED SPEED AND CARRYING CAPACITY, REDUCED COST
Needlejet,M1, Penetrator,M1, Interceptor,M1, Tactical,M1, 5, 2, 2, 0, 3, 16,DocAir, Thunderbolt,M1, Sovereign,M1,
REDUCED RANGE FROM 8 TO 5 AND DOUBLED COST FACTOR. INCREASED JET TRANSPORT CAPACITY. TRANSPORT JETS NOW MAJOR FACTOR.
'Copter,M1, Chopper,M1, Rotor,M1, Lifter,M1, 4, 2, 1, 0, 4, 16,MindMac, Gunship,M1, Warbird,M1,
REDUCED RANGE FROM 8 TO 4 AND DOUBLED COST FACTOR. INCREASED 'COPTER TRANSPORT CAPACITY.
Gravship,M1, Skybase,M1, Antigrav,M1, Skyfort,M1, 16, 2, 0, 0, 6, 6, NanoMin, Deathsphere,M1, Doomwall,M1,
INCREASED RANGE FROM 8 TO 16, ADDED MEGATRANSPORT CAPACITY 6*REACTOR, REDUCED COST. COMES MUCH EARLIER: NANOMINITURIZATION
Missile,M1, Missile,M1, Missile,M1, Missile,M1, 14, 2, 1, 1, 0, 10, Orbital, Missile,M1, Missile,M1,
INCREASED RANGE FROM 12 TO 14. REDUCED COST CONSISTENT WITH DISPOSIBLE NATURE.
#REACTORS
NO CHANGES
#WEAPONS
Psi Attack, Psi, -1, 2, 6, -1, CentPsi,
SELDOM USED. COST REDUCED 40% TO ENCOURAGE USE.
Planet Buster, Planet Buster, 99, 0,40, -1, Orbital,
INCREASED COST (32 TO 40) TO BALANCE REDUCED COST OF MISSILE CHASSIS.
Colony Module, Colony Pod, 0, 8, 5, -1, None, ; Noncombat packages
COST CUT IN HALF. THIS WILL HAVE HUGE EFFECT ON GAMEPLAY!
Troop Transport, Transport, 0, 7, 2, -1, DocFlex,
COST CUT IN HALF
Supply Transport, Supply, 0,10,12, -1, IndAuto,
COST DOUBLED TO REDUCE OVERUSE.
Conventional Payload, Conventional, 20, 0, 4, -1, Orbital,
INCREASED ATTACK FROM 18 TO 20 AND REDUCED COST FACTOR BY HALF. NOW TRULY USEFUL.
#DEFENSES
NO CHANGES
#ABILITIES
Amphibious Pods, 1, DocInit, Amphibious,00000101001, Attacks from ship
ADDED AMPHIBIOUS PROBE TEAMS
Drop Pods, -6, MindMac, Drop, 00000111001, Makes air drops
INCREASED COST FACTOR FOR DROP UNITS WITH HIGH ATTACK OR SPEED
Carrier Deck, 0, Metal, Carrier, 00101101010, Mobile Airbase
REDUCED COST
AAA Tracking, -1, MilAlg, AAA, 00010001011, x2 vs. air attacks
REDUCED COST FOR DEFENSIVE UNITS, INCREASED FOR OFFENSIVE
Air Superiority, 0, DocAir, SAM, 00000101111, Attacks air units
NOW FREE. SAM PROBES NOW ALLOWED.
Empath Song, 1, CentEmp, Empath, 00000001111, +50% attack vs. Psi
REDCUED COST; NOW ALLOWED FOR PSI UNITS
Polymorphic Encryption, 0, Algor, Secure, 00000111111, x2 cost to subvert
NOW FREE
High Morale, 0, Integ, Trained, 00000001111, Gains morale upgrade
NOW FREE
Heavy Artillery, -3, Poly, Artillery, 00000001001, Bombards
REMOVED ADDED COST FOR FAST ARTILLERY. PSI BOMBARDMENT NOW ALLOWED.
Blink Displacer, -6, Matter, Blink, 00000001111, Bypass base defenses
INCREASED COST FACTOR FOR BLINK UNITS WITH HIGH ATTACK OR SPEED
Hypnotic Trance, -1, Brain, Trance, 00000111111, +50% defense vs. PSI
NOW ALLOWED FOR PSI UNITS
Heavy Transport, 1, DocInit, Heavy, 00100100111, +50% transport capacity
ENABLED
Nerve Gas Pods, -2, Chemist, X, 00001001101, Can +50% offense (Atrocity)
COST NOW RISES WITH WEAPON STRENGTH; NOW ALLOWED FOR PSI UNITS
Non-Lethal Methods, 0, Integ, Police, 00000001001, x2 Police powers
NOW FREE
#MORALE
NO CHANGES
#DEFENSEMODES
NO CHANGES
#OFFENSEMODES
NO CHANGES
#UNITS
Alien Artifact, Infantry, Artifact, Scout, 12,20, 0, Disable, 2, 000001000000000000000010
DOUBLED "COST" (=MINERAL VALUE) AND ADDED TRANCE AND DEEP RADAR ABILITIES.
Mind Worms, Speeder, Psi, Psi, 1, 2, 0, CentEmp, 3, 000001000000000000000010
MIND WORMS HAVE 2 MOVE POINTS, ARE MUCH CHEAPER,ADDED TRANCE AND DEEP RADAR ABILITIES.
Isle of the Deep, Cruiser, Psi, Psi, 7, 3, 4, CentMed, -1, 000000000000000100000010
ISLES HAVE MORE MOVE POINTS, ARE MUCH CHEAPER, ADDED AAA AND DEEP RADAR ABILITIES.
Locusts of Chiron, Gravship, Psi, Psi, 4, 4, 0, CentGen, -1, 000001100000000000000000
LOCUSTS HAVE MORE MOVE POINTS, ARE MUCH CHEAPER, ADDED TRANCE AND BLINK ABILITIES.
NO CHANGE IN OTHER EXISTING UNITS. ADDED:
Cruiser Probe Ship, Cruiser, Probe Team, Scout, 11, 0, 0, DocInit, -1, 000000000000000000000010
Probe Foil, Foil, Probe Team, Scout, 11, 0, 0, DocFlex, -1, 000000000000000000000010
Air Transport, Needlejet,Transport, Plasma, 7, 3, 4, MindMac, -1, 000001000000000000000010
Drop Colony Pod, Infantry, Colony Pod, Scout, 8, 4, 0, MindMac, -1, 000001000000000000010000
Troop Transport, Speeder, Transport, Plasma, 7, 3, 3, Chemist, -1, 000001000000000000000010
Hover Transport, Hovertank,Transport, Silksteel, 7, 3, 4, Alloys, -1, 000000000000001000000010
#FACILITIES
Headquarters, 2, 0, None, Disable, Efficiency
MUCH CHEAPER TO FACILITATE RECOVERY FROM CAPTURE OF HQ
Children's Creche, 3, 1, EthCalc, Disable, Growth/Effic/Morale
PRICE FROM 5 TO 3
Recycling Tanks, 3, 0, Biogen, EcoEng2, Bonus Resources
PRICE FROM 4 TO 3
Perimeter Defense, 2, 0, DocLoy, Disable, Defense +100%
PRICE FROM 5 TO 2
Tachyon Field, 3, 2, ProbMec, Disable, All Defense +100%
PRICE FROM 12 TO 3. USUALLY RUSH-BUILT DURING ATTACK.
Recreation Commons, 3, 1, Psych, SentEco, Fewer Drones
PRICE FROM 4 TO 3
Energy Bank, 3, 0, IndEcon, QuanMac, Economy Bonus
PRICE FROM 8 TO 3, REMOVED MAINTENANCE TO INCREASE USFULNESS
Network Node, 4, 1, InfNet, HAL9000, Labs Bonus
PRICE FROM 8 TO 4
Biology Lab, 3, 0, CentEmp, Disable, Research and PSI
PRICE FROM 6 TO 3, REMOVED MAINTENANCE TO INCREASE USFULNESS
Skunkworks, 4, 1, Subat, Disable, Prototypes Free
PRICE FROM 6 TO 4
Hologram Theatre, 4, 1, PlaNets, Disable, Psych and Fewer Drones
PRICE FROM 6 TO 4, REDUCED MAINTENANCE TO REDUCE VALUE OF VIRTUAL WORLD PROJECT
Paradise Garden, 3, 0, SentEco, Disable, +2 Talents
PRICE FROM 12 TO 3, REMOVED MAINTENANCE TO INCREASE USFULNESS
Research Hospital, 6, 3, Gene, Disable, Labs and Psych Bonus
PRICE FROM 12 TO 6
Nanohospital, 12, 4, HomoSup, Disable, Labs and Psych Bonus
PRICE FROM 24 TO 12
Pressure Dome, 3, 0, DocFlex, Disable, Submersion/Resources
PRICE FROM 8 TO 3. USUALLY BUILT UNDER DURESS.
Command Center, 3, 1, Mobile, Disable, +2 Morale:Land
PRICE FROM 4 TO 3
Naval Yard, 3, 1, DocInit, Disable, +2 Morale:Sea, Sea Def +100%
PRICE FROM 8 TO 3, REDUCED MAINTENANCE TO INCREASE USFULNESS
Aerospace Complex, 4, 2, DocAir, Disable, +2 Morale:Air, Air Def +100%
PRICE FROM 8 TO 4
Bioenhancement Center, 5, 1, Neural, Disable, +2 Morale:ALL
PRICE FROM 10 TO 5, REDUCED MAINTENANCE TO INCREASE USFULNESS
Centauri Preserve, 4, 0, CentMed, Disable, Ecology Bonus
PRICE FROM 20 TO 4, REMOVED MAINTENANCE TO INCREASE USFULNESS
Temple of Planet, 4, 0, AlphCen, Disable, Ecology Bonus
PRICE FROM 20 TO 4, REMOVED MAINTENANCE TO INCREASE USFULNESS
Psi Gate, 5, 0, Matter, Disable, Teleport
PRICE FROM 10 TO 5, REMOVED MAINTENANCE TO INCREASE USFULNESS
Stockpile Energy, 0, 0, None, Disable, Minerals to Energy
The Human Genome Project, 30, 4, Biogen, Disable, +1 Talent Each Base, -1, 0, 0, 1, 1,
PRICE INCREASED 20 TO 30, MAINTENANCE COST OF 4
The Command Nexus, 40, 4, DocLoy, Disable, Command Center Each Base, 1, 2, 0,-1, 0,
PRICE INCREASED 20 TO 40, MAINTENANCE COST OF 4
The Weather Paradigm, 40, 4, Ecology, Disable, Terraform Rate +50%, 0, 0, 0, 2, 1,
PRICE INCREASED 20 TO 40, MAINTENANCE COST OF 4
The Virtual World, 40, 8, PlaNets, Disable, Network Nodes Help Drones, 0, 0, 2, 0, 0,
PRICE INCREASED 30 TO 40, MAINTENANCE COST OF 8
The Ascetic Virtues, 40, 8, PlaEcon, Disable, Pop. Limit Relaxed; +1 POLICE, 0, 0, 0, 1, 2,
PRICE INCREASED 30 TO 40, MAINTENANCE COST OF 8
The Longevity Vaccine, 40, 8, BioEng, Disable, Fewer Drones or More Profits, 0, 0, 0, 2, 1,
PRICE INCREASED 30 TO 40, MAINTENANCE COST OF 8
The Hunter-Seeker Algorithm, 60,20, Algor, Disable, Immunity to Probe Teams, 0, 0, 2, 0, 0,
PRICE INCREASED 30 TO 60, MAINTENANCE COST OF 20
The Cyborg Factory, 60, 8, MindMac, Disable, Bioenh. Center Every Base, 1, 1, 0, 0, 0,
PRICE INCREASED 40 TO 60, MAINTENANCE COST OF 8
The Network Backbone, 60, 8, DigSent, Disable, +1 Lab Per Commerce/Net Node, 0, 0, 1, 0, 0,
PRICE INCREASED 40 TO 60, MAINTENANCE COST OF 8
The Cloning Vats, 80,20, BioMac, Disable, Population Boom At All Bases, 0, 0, 0, 1, 2,
PRICE INCREASED 50 TO 90, MAINTENANCE COST OF 20
The Space Elevator, 60,20, Solids, Disable, Energy +100%/Orbital Cost Halved,0, 0, 2, 2, 0,
PRICE INCREASED 50 TO 60, MAINTENANCE COST OF 20
The Singularity Inductor, 120,20, ConSing, Disable, Quantum Converter Every Base, 0, 1, 1, 1, 0,
PRICE INCREASED 60 TO 120, MAINTENANCE COST OF 20
The Telepathic Matrix, 120,20, Eudaim, Disable, No More Drone Riots; +2 PROBE, 0, 1, 0, 0, 1,
PRICE INCREASED 60 TO 120, MAINTENANCE COST OF 20
The Voice of Planet, 180, 8, Thresh, Disable, Begins Ascent To Transcendence, 0,-2, 2, 2, 1,
PRICE INCREASED 60 TO 180, MAINTENANCE COST OF 20
The Ascent to Transcendence, 600,20, Thresh, Disable, End of Human Era, 0, 0, 2, 2, 2,
PRICE INCREASED 200 TO 600, MAINTENANCE COST OF 20
#ORDERS, #COMPASS, #PLANS, #TRIAD, #RESOURCES, #ENERGY
NO CHANGES
#CITIZENS
Transcend, Transcendi, AlphCen, Disable, 2, 2, 3, 0000000
CUT RESEARCH BONUS FROM 4 TO 3 TO SLOW FRANTIC ENDGAME.
#SOCIO
Police State, DocLoy, ++POLICE, ++SUPPORT, --EFFIC, ++TALENT
NEEDED SMALL BOOST. NOW WITH ++TALENT, A MORE ORDERLY SOCIETY IS POSSIBLE WITHOUT ADDING POLICE UNITS.
Fundamentalist, Brain, ++MORALE, ++PROBE, -RESEARCH, ++GROWTH, -TALENT
SELDOM USED. BOOSTED MORALE BENEFIT, MAINTAINED GROWTH BENEFIT OF DEMO, REDUCED RESEARCH PENALTY, REPLACED WITH TALENT PENALTY.
Power, MilAlg, ++MORALE, ++SUPPORT, --RESEARCH, -PLANET
SELDOM USED. SWITCHED PENALTY FROM INDUSTRY TO RESEARCH AND PLANET.
Knowledge, Cyber, ++RESEARCH, +EFFIC, --PROBE, +TALENT, +PLANET
NEEDED SMALL BOOST. NOW WITH +TALENT, +PLANET.
Wealth, IndAuto, +INDUSTRY, +ECONOMY, --MORALE, -PLANET
TOO HEAVILY FAVORED. NOW SLIGHTLY LESS ATTRACTIVE WITH ECOLOGICAL PENALTY.
None, None, ++INDUSTRY, -GROWTH
Cybernetic, DigSent, ++EFFIC, ++PLANET, ++RESEARCH, ---POLICE, ++INDUSTRY, +TALENT
Eudaimonic, SentEco, ++GROWTH, ++ECONOMY, ++++INDUSTRY, --MORALE, +TALENT
Thought Control, BioMac, ++POLICE, ++MORALE, ++PROBE, -SUPPORT, ++INDUSTRY, +TALENT
TRICK HERE IS TO HAVE +2 INDUSTRY FOR ALL FACTIONS THROUGHOUT GAME AND PREVENT NON-GA POP BOOM BEFORE FUTURE SOCIETY
ALL FUTURE SOCIEITIES PLACED ONE OR TWO TECHS EARLIER
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