As for why I keep asking why, it's because I need to know what you're trying to accomplish so I can make the descriptions fit the game.
Of course! And I'll be happy to explain these underlying mechanisms or the "thematical vision" I gave specific races in FW. Just please make clear you are as specific in your question as can be, so I get it the first time.
Many of the overall changes to races/techtrees etc can be directly attributed to either
- balance reasons (buffing/nerfing)
- thematical reasons
- preventing potential player-abuse
- AI behaviour adaptations (since I cannot change hardcoded routines it's more like the design has to follow the hardcoded routines....)
- thrown out stuff that doesn't reliably work
- only a very few changes have been made in a random fashion, mostly tech placement in the tree in order to distinguish some trees from others.
In the first iteration of FW (before the CU thread started) I even had a manual explaining the rational behind many changes. Then this version got lost due to a HD error but the manual survived. When I restarted I took this manual for inspiration. I didn't write a new one because of the constant changes I made during the work in progress. And since some of the techtrees are still incomplete I'd rather would work on them instead of writing dozens of pages of text. But I feel I can instead use this thread to explain the stuff also.
BTW, who besides Ico Kor and Yor get extreme col. techs through their super- abilities.
Are any other techs implied by super-abilities? (i.e. that won't show in RaceConfig.xm
None, these 3 Super-Abilities are the only ones which bring a X-Col technology.
Isolator - Barren
Spore - Toxic
Adapter - Toxic & Aquatic
I do find Adapter somewhat mis-designed, because now Korath & Iconian will always rival the toxic worlds. And Torians also have a strong affinity towards Aquatic worlds (earlier placement of this tech even in the base game) and because Torians are ony of the strongest earlier faction, they generally compete for these worlds also. This is why Iconian got also access to other X-Col techs. IMO Adapter should bring Heavy Gravity & Radioactive instead but I can't make that change.
Spore also brings Germ Warfare and Spy brings Counter Espionage [#1 only!]. This is most important, if you choose Krynn without Spy you won't be able to build Counter Espionage Centers at all. Spy is perhaps the worst SA of any so I thought it a good idea to boost this SA up. The same could be said from Trader which, for a player, is awesome but for the computer AI, does alot of shit (stiffling the colony rush)