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TeknoMerc is offline TeknoMerc
Chieftain

Feb 2000
time: 05:15
Lightbulb  Old Post 13-09-2001 21:47
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My Torture Mod Version: Techs Support Apolyton or Terrorists Win

here is the next installment -- Technology changes

my goals are to:
a. slow down the momentum strategy
b. strengthen the infrastructure, discovery focuses
c. balance discovery of weapon/armor techs
d. re-align techs to reflect type of research focus (fight, discover, infrastructure, planet/growth)
e. slow the game down to make the struggle for survival real and bring more interest to the middle and end game

keep in mind that I use the blind research option.

legend:
"<" = original alphax.txt
">" = current alphax.txt

this group of tech changes was to help slow down the weapon techs in relation to the armor techs. I found it quite easy to beeline for powerful weapons before much armor could be gotten by my AI opponents. I could also bypass certain weapons to get the next big one. a classic example is to skip Gattling Laser and go directly for Missles. this takes some advantages away from the momentum player as folks can defend better. now if you want something, us gotta send an army, not 1-2 units....

< Superstring Theory: Chaos, Cyber
---
> Superstring Theory: E=Mc2, Cyber

< Unified Field Theory: Magnets, E=Mc2
---
> Unified Field Theory: Magnets, ProbMec

< Synthetic Fossil Fuels: Chemist, Gene
---
> Synthetic Fossil Fuels: Subat, Gene

like the first set, this delays the resonance weapons a bit. I added a new tech, Genetic Resonance, to space things out.

< Bioadaptive Resonance: FldMod, CentEmp
---
> Bioadaptive Resonance: FldMod, CentMed

< Sentient Resonance: Bioadap, CentPsi
---
> Sentient Resonance: GeneRes, CentPsi

< User Technology: Disable, Disable
---
> Genetic Resonance: Bioadap, BioEng

delayed air power a bit more toward the middle game as I found it too easy to acquire by beelining. typically, AI opponents wouldn't get this for another 40-50 years.

< Doctrine: Air Power: Fossil, DocFlex
---
> Doctrine: Air Power: Fossil, MilAlg

places this more in line with an infrastructure/growth emphasis as the original path required a lot of military tech discoveries. this is another blow to the military emphasis and supports infrastructure more.

< Adv. Ecological Engineering: Fusion, EnvEcon
---
> Adv. Ecological Engineering: PlaEcon, EnvEcon

delays the Hologram Theatre, Planned and Librarian goodies a bit. this slows the game down and causes factions to deal with drone probs. the overall goal is to give more meaning to the middle and end game. as a side-effect, discovery emphasis is rewarded for this path.

< Planetary Networks: InfNet, None
---
> Planetary Networks: InfNet, Poly

this set of changes was directly from the Torture Mod thread with a few tweaks from me. this facilitates sats becoming available sooner, since there are no more supply and clean units. the missle techs are also distributed in here.

as an aside, I tried to create 3 types of conventional missle warheads that were increasingly harder to discover, and did more damage. the weapon section of the alphax.txt file is hard-coded to a particular length and my entries were rejected. if anyone knows how to extend this, please let me know!

< Advanced Spaceflight: Orbital, SupLube
---
> Advanced Spaceflight: ARocket, SupLube

< deleted: Disable, Disable
---
> Advanced Rocketry: Orbital, None

< Orbital Spaceflight: DocAir, Algor
---
> Orbital Spaceflight: Rocket, Algor

< deleted: Disable, Disable
---
> Rocketry: DocAir, MilAlg

in summary, my goals were to:
a. slow down the momentum strategy
b. strengthen the infrastructure, discovery focuses
c. balance discovery of weapon/armor techs
d. re-align techs to reflect type of research focus (fight, discover, infrastructure, planet/growth)
e. slow the game down to make the struggle for survival real and bring more interest to the middle and end game

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