Research mods?

I'm just after any mods that add new research items because I usually have aquired most of them half way through a game, leaving me nothing to strive for apart from killing the enemy.

I guess after playing EVE I'm a bit spoilt with the amount of research items available aswell as the market, genetic modificatons and so on.

IMO this game needs many many more research items and a market would be nice too :P when I say market I mean a real trade system instead of just building a trade post (ala age of empires)

For instance you could manufacture goods and buy/sell them etc, I know that would be hard to implement but I'm just throwing it out there.

Also you could have a whole string of genetic modifications  for research items, that modifies your whole race, again just throwing it out there.

 

5,438 views 8 replies
Reply #1 Top
Are you asking for research mods or how to implement new research into your mods?
Reply #3 Top
As far as ive seen there arnt any spectacular research mods out. There are a few mods here or there that tweek some techs and the most significant being Sins Plus by Uzii which adds 3 new techs (i think, it may be 4) which go along with his mod of added planet types and planetary bonuses.
Reply #4 Top
thanks, yeh I have sins plus and think its great, oh well im sure the expansion will have a few..
Reply #5 Top
Mod i'm doing will extend the research tree abit and add new ones to unlock destroyers and other class types. I'm also thinking of different ways to buff culture like a mobile broadcast unit? dunno:P
Reply #6 Top
I can think of two ways this could go:

The quick and dirty way:

Orbital factories. Give bonuses to a trading post within it's range. Initially would not do much but advanced research would let you add modules that could significantly increase revenue. Encourages late game research and broad research (more than one module allowed, unlocked in different parts of tech tree.)

The right way:

A new all races tech tree for economic technologies/theories. Would allow economic domination (enemies economy too dependent on trade with you to want to declare war.) Although many games use a taxes vs. pop. happiness model (GalCiv2) this would be mostly focused on trade (inner and inter empire) and the production of consumer goods. It would also allow for some culture bonuses (think Nike, McDonald's.) Might also include research to subvert an opponents economy.

Difficulties: I don't know if it is technically feasable but mostly it would be a HUGE play ballancing task to add a whole new aspect to the game. It also might not be the best fit thematically, except for the TEC who presumably came to power through economic domination.

Benefits: The idea of building an economic empire on some of the larger maps and using that wealth to build a vast "peacekeeping" force is quite appealing.

Reply #7 Top
Kiedjor
I'm also thinking of different ways to buff culture like a mobile broadcast unit? dunno:P
End of quote


You could just tweak the culture effect of a few of the Capships to give them a larger effect. The dreadnought class ship, with their bombardment capability would have the most, with the colonization class Capships having the second highest amount.
Reply #8 Top
any chance of making it compatible with Uzii's Sins plus mod? (Okay, so that really means combining them :-))