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Сообщить о проблеме с переводом
I am currently in the process of combing through the originals code to see what changed (I have made a copy from before the update) and synchronising it.
This means that my techs will be replaced by the new techs added in the original as will the prices and upkeeps (I may change them again after playing a few games with it)
1. No, the tech cost is already a tier above the availability of the tech, and if I go much higher, I would have to create tons new variables.
2. Sure, can do, I'll look if that makes it better
3. I am not sure about this one. I can see the reasoning and you can add a load with the orbital colonies Structure, but they are pretty much meant to be seperate from districts.
I made sure you can't have one planet with a megastructure of every kind and that some are mutually exclusive. I'll look into it, but it may not hit the structures you want (e.g. the Megaforges are below the surface.)
I would consider everything on the surface, this includes SR prodruction and mini Ecumonopolis, eligable for this Idea, everything else not. More likely is, that I change the Limits of the structures. Currently it's not well thought out, just pulled them out of the air.
What I would do
1) Raise the research costs by like 2x
2) Remove flat +% modifiers (+20% food, -10% upkeep, etc) from the techs or reduce them by 5-10 fold.
3) This is the big one. Make certain structures reduce max districts. Polar resouce silos are built in a space where nothing else is built anyways, they are exempt. It would also be tought to explain how orbital structures reduce districts. However, the strongest structures (alloys, research, specialist output) should have a district cost to them. Having full districts means the planet is fully built, so being able to build a megastructure still does not make sense.
Otherwise, I like the rebalanced version. Great work.
And are you a regular empire? The origin doesn't yet support machine empires and hive minds only get support once the base mod gets the additions