A big thing for modders would be to divorce the hard coded abilities from the IDs.Stuff like new governments, being able to see yellow stars, being able to make an alliance, etc. are all chained to the tech ID. Exposing them as flags in the .tech files would enable us to completely redo the tech tree.In addition, and this might already be in, for the AIs that use a predefined tech research path, it would be nice if they could fall back on a 'standard' research algorithm, if they can not see any of the techs on their list. IOW, if one were to completely rebuild the tech tree, and avoid using any of the existing IDs, these AIs would not be neutered, they would have a backup plan.
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YES, exactly.
What I'd like also is:
-Ability to mod a race tech algorithm: Either standard or a preset list of techs/IDs, so I could tell one race to research something and another something else.
I'd like to be able to do a mod where I have techs with increasingly high cost in military, propulsion, range, production, all very separate, so that if you build a big military you can't go far, if you are fast, your ships are weak, and if you have a good production, you can only produce crappy ships. This would force the player to make choices. In particular, I want range to be limited to 0 to start with so you would have to spend lots of time on research in order to be able to expand at all. Those who would expand, if they meet a military culture, would be unable to take them, but the military would have to gain both range and speed before they have a chance to reach and damage the expanding civ.