Yearly reminder that re-tooling production between secret projects doesn't make sense. At the very least there should be a 50% minerals penalty cost for the new project.
The ideal would be for secret projects to have categories just like facilities (explore, discover, build, conquer) and re-tooling inside the same category incurring a 50% minerals lost penalty, while outside the category losing all progress altogether.
An interesting idea.
Would also put a kibosh on the "Secret Project Consolation Prize" silliness in which the moment one Secret Project gets built, another one gets built in the next turn from the second-runner re-tooling their almost-complete SP immediately.
One thing I would like to see are National Wonders like Civilization IV, which are like Wonders-light which every civilization can build once. They were a neat way to further specialize a city.
Since we're likely never going to get a remake or something, it will be the community which will provide, as always. Let us hope for the success of an Open Source port.
Are you playing with Thinker, @The Brazilian Slaughter ? If so, what are your settings? I have:
Yes.
; Allow Thinker to manage player-owned bases when governor is enabled.
manage_player_bases=1
; Allow Thinker to manage player-owned colony pods/formers when automated.
manage_player_units=1
; Limit how many bases the AI factions should have before they stop colony pod
; production entirely. This expansion limit remains fixed for all map sizes.
; Global base limit imposed by the game engine will always be 512 bases.
expansion_limit=100
; Improved tech cost mechanic to increase late game research costs (see Details.md)
; Tech costs scale relative to the level of current research item, instead of the
; old version where costs increased according to the amount of techs a faction had.
revised_tech_cost=1
; When enabled, revised_tech_cost also takes into account the number of known techs to faction.
; This option is more like between the old and new tech cost mechanics.
cheap_early_tech=1
; When revised_tech_cost and Tech Stagnation options are enabled, multiply all
; tech costs by this percentage. Vanilla default is 150.
tech_stagnate_rate=200
; Adjust the movement speed on magtubes compared to regular roads.
; For example magtube_movement_rate=2 enables twice as fast movement than on roads.
; Setting this to 0 allows zero cost for magtube movement (vanilla default).
; Values greater than 3 may result in limited maximum speeds when used with high-speed units.
magtube_movement_rate=3
; Probe team infiltration on other factions can expire after a time period when this is enabled.
; When infiltration is discovered and removed, a dialog box will be displayed for both factions.
counter_espionage=1
; Make the combat calculation ignore reactor power and treat every unit as having
; a fission reactor. More advanced reactors still provide their usual cost discounts.
; Planet busters are unaffected by this feature.
ignore_reactor_power=1
; Faction placement can also add two nutrient bonus tiles for each land-based faction.
; 0 = disable for all, 1 = enable for AIs only, 2 = enable for all.
nutrient_bonus=1
I'm using expansion_limit = 100 because I'm playing on the Very Huge map.
What is your KKK on cheap_early_tech? Is the pure new tech mechanic better?