and tell me about anymore techs you want redone whlie your at it.
I want to cut the number of several techs down to three (Warp Drive, Lasers, Phasors, Disruptors, Stinger, Graviton Driver, Singularity Driver, and Deflectors), get rid of some other techs (Basic and Enhanced Rail Guns, Invulnerability I and II, and Duralthene Armor), and re-activate Anti-Matter Torpedoes. I may be able to cobble some fitting descriptions together by using the existing ones. However, consider this a heads-up, just in case I need help for those after all.
What I definitely need help with, however, is the name and the description for a new shield tech I want to add between Shields and Barriers (three techs in total). I also need some names for prototype-level point defense and shields components. Their respective Theory techs currently don't provide any benefits, and I want to change that.
The Particle Beams techs need some work, and maybe a new name. The very first weapon you unlock is called Particle Beam too, which can be quite confusing.
The Weather Control tech needs a slight re-write. It mentions that it provides a 10% PQ-bonus, but that isn't actually the case. I haven't decided yet whether to add the bonus and remove the Weather Control Zenith improvement, add the bonus and keep the improvement, or just keep it as it is now. I'm tending towards giving the Arceans both the bonus and the improvement, but want to hear other opinions first.
Just in case you need it for the description, the Weather Control Zenith gives a farming-bonus in addition to the PQ-bonus.
While on the subject of techs, I went through the tech trees of the Krynn, Arceans, and Torians again.
The Krynn tech tree is obviously based on the Torian one. Due to this, there are some parts of their tech tree which don't make much sense. For example, some of the descriptions mention that this race had been enslaved by the Drengin, which, as far as I know, never happened to the Krynn. I removed all of those entries, and also some cost-increases.
The Hull-techs for the Arceans are now a bit cheaper to research, while the ones for the Torians are now all a bit more expensive (instead of just a few). This should fit nicely for those races. The Arceans are experienced engineers, while the Torians are complete newbs.
I've also been thinking about the Iconians again. Researching better weapons is supposed to be harder for them. For this reason, they have to research the Advanced Weapons techs before they can get to Particle Beams, Harpoons, etc. However, researching those techs also makes their weapons better. That doesn't make sense to me. This is meant to be a downside for them (and it is), but it also acts as a benefit? Simply removing the Weapons bonus from the techs would put them into the "just there to unlock the next tech" category, which I don't like. So, I want to get rid of those techs altogether, and increase the cost of the basic weapons and defense techs instead (from Interstellar Warfare up to the Theory techs). Any opposing thoughts?
While speaking of techs with no benefit, I still haven't come up with a bonus for the Precursor History tech. I don't want to add another Luck bonus, because the Altarians and Drath already get +20% in total from other techs. A Research bonus might fit, but I want to hear your thoughts first.
Lastly, AIP 8 is finally researching better lab techs. I actually feel quite stupid for not realising the solution sooner, because it was so blindingly obvious. What does AIP 8 like the most? Industry techs! Just changing all the lab techs from Computing to Industry is enough to make AIP 8 go for them with no problem. The Thalan were already set up this way with their lab techs. Seriously, how come I didn't notice this in all these years?