Is there a specific reason you dropped the Initial Colony's research production so low? I'm leapfrogging ahead of the AI in tech despite a heavy manufacturing emphasis, and I think that's a big part of the reason. I suspect it would be worse if I hadn't traded Xeno Labs to several of them a while back.
Douglas_M
If what I read elsewhere is accurate (and I remember it correctly), it's not that the number of upgrades costs extra, but that the discount is the cost of the existing building - and if the building was upgraded, its cost is considered to be the cost of the most recent upgrade. Upgrade from something costing 100 to something costing 125? That upgrade will cost 25. Upgrade again, to something costing 150, and it'll cost 150 - 25 = 125, though. I have not tested t
I haven't actually played with this mod yet, but the description looks like all good stuff. I just checked the data files for some of my particular grievances, though, and you missed one: cost scaling of the Industrial Sector. You hit the prices of the high-end research buildings fairly well, and the bank, but the top construction building still has its way out of line unmodded cost. While I'm on the subject of price progressions, though, I think even fo