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-1 Eco on Knowledge makes it borderline unusable until future societies. Of course, Morgan can still use it.
I think Knowledge is too good.
Why - i think thats not correct? -1 energy in HQ at -1 ECO is nothing.. -2 ECO is not bad either its only -1 energy per base.. thats a small penalty. Unless you play every game with +2 Eco so you would lose that -1 energy per tile.. This basically means you pick up Free Market in every game - and then you don't want pick up Knowledge because you lose that energy.
@tnevolin Movement is bugged in last patch with magtube changes Infantry can move more than 3 tiles.. movement points state 9/9 and it decreases by 2.
Is there a way to disable techtrading? I have started to make a diagram showing the tech paths in the mod since I had a hard time making informed tech choices. Does anything like that still exist? I don't want to duplicate effort. The tech paths really make no sense anymore from a lore perspective. I understand that gameplay is more important but that is a bit of a bummer.
I still fundamentally disagree about Knowledge. I think it is quite weak in its current form.
Environmental Economics being dependent on Silksteel Alloys is really, really odd.