is a link to the most recent content updates. /edit
I am finished revising the Growth tree. The relevant files have been uploaded (2 in the next post). Also, I included a special bonus in this update
I am trying to keep the theories at three per level, each one having its own application in the same category, with a few exceptions. Also, Terraforming has been temporarily implemented as a building. Speaking of which, there's a little bonus with regards to Terraforming too...
I know it's a pain to try to go through every part of every text file, so I'll give you a list of the things I've changed that aren't Growth related, or might not seem particularly obvious:
In addition to reworking the growth tree and its buildings, I have:
Set stacking group for Imperial Palace; furthermore, only one can be active at a time in the entire empire
Fixed condition for Collective Thought Network
Fixed objectivity of miscellaneous descriptions
Gave Black Hole Power Plant the prereq Advanced Energy Harnessing, which now has the prereq Matter-Energy Conversion, which is now a theory
Implemented planetary special "Resonant Moon"; buildings which can only be built on moons destroy said moon as a stopgap method of only allowing one such building; this can be gotten around by queuing the buildings on the same turn, but don't try it; I've rigged it so that health will drop to 0 if two such buildings are placed on the same planet
Made Bioterror Projector independent of Bioterror Lab, which is no longer useful
Set all techs that were using a different tech's icon to the default icon (this includes only techs that I have made)
And, one other thing: At this point, I know you all (or maybe just "you"; is anyone besides Geoff reading this?) are wondering what the special bonus was that I mentioned earlier. It is: Neutronium as a preliminary form of strategic resource! It doesn't actually exist as a resource, of course, and to get it to work, I had to use a much more annoying and convoluted system than we'll ultimately use, but it is there, and there are ship parts to go along with it!
Here's how it works:
Neutronium Extractor (building) gives the owner an otherwise unresearchable (due to high research time and cost) tech which is an activation condition for Neutronium Processor (Building) which is a location condition for Neutronium Plating and Neutronium Plated Nuclear Missile (Ship Parts).
Ideally, Neutronium Extractor would produce strategic resource Neutronium, which would then be used to build Neutronium ships at a Neutronium processor. However, I don't know how to do that, and I'm not sure I would anyway. The actual implementation of strategic resources is above my head.
Anyway, there it is: the Growth tree update. Edit: Do not use this buildings file, use the one I posted below. Thanks.