If it's already been changed (being changed?) so that you actually have to have research production for it to proc, then why take the tech victory techs off of the table?
Because winning the game with a tech victory based of your creative ability is cheezy.
*sigh*
I agree...
I just wanted the TA Thalans to be good at -something-.
And it really would have been humorous to have, say, a tenth turn tech victory...though, I can see why not having it is a good thing.
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The only problem with your second idea is your first idea, Uranium. Less research funding equals more time to complete a tech. One way around that might be to use the base cost of the tech instead of the actual time, but then again, I'm not really for creativity making BHEs more easy to achieve than, say, warp drive.
One other thing while we're on the subject of creativity-the description (I'm a sucker for flavor text...) says "gives a chance of making groundbreaking discoveries
traditionally unavailable." Is there any way to code it (based around the current system, anyway) so creativity has a (low, low) chance of giving you...a random tech? Seems like a tech you're not currently researching fits the category of "traditionally unavailable" pretty well. Alternatively, creativity could, well, CREATE (i.e. generate) new techs, which had minimal positive side effects and only lasted for that game, but...I'll just keep dreaming about that, I guess.
Just a thought or two I had...
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10 million labs? At a max of 99 per planet, with class 100 planets (yeah right), that gives...101,000 planets, give or take. Even if every single tile is a Precursor Library, and you're only counting "virtual" labs, that's still ~12,600 planets.
I wasn't aware we had galaxies QUITE that large yet.