and there are better ways of doing this. For example, giving the Drengin access to the Korath econ-techs, instead of the regular ones (just like how I gave the Korath the Drengin research-techs, instead of their truncated version of the regular ones), and make the Entertainment Network upgrade to the Temple. That's what I ended up doing in AT. I also got rid of all the minor versions of the techs and improvements, and the multiple copies of the same improvements.
Having multiple buildings with the same internal name causes issues with the improvement editor (I don't use it, so I forgot to test it before). It shows the right number of improvements, but they all use the display name of the first entry (e.g., they all show Traditional Factory, instead of one showing that, and the other Minor Traditional Factory). I'm not entirely sure, if that means you can only edit the first entry of the building, but I'd rather not risk it (i.e. I want to get rid of them in the CU too).
You're reading my mind here. TotA did introduce alot of nice new improvements, so it'll only add to the flavour of a race if they rather use a complete set of their own, in a way like Yor or Thalan.
That's the thing though. The Torians do not get the Entertainment Network in the CU. Only the Terrans (Innovative History), Arceans (A Glorious History), Korx (A History of Mercantilism), and minors (A Minor History). So I really don't know why they would have it in your mod.
Not anymore, this was just a side error that appeared when I readjusted the moral stuff. As of now, Torians start out with Central Mine, Aquatic Transport, Temple of Memories, Schools, Harvester & Healing Pools. Further I've removed the generic econ-tree from them completely - using moral structures in conjunction with high taxes will also net enough money. That way they'll use entirely unique structures - at least, immediately.
Have you tried setting the Category to Pure Research? That always worked for me.
The Jihad of Krynn is already labelled Pure Research, my observance from a number of testplays shows that the Krynn does ignore this also in a lot of cases - as he does ignore the other research techs, as well, like Xeno Research.
Most of his planets have still tier1 labs & facs at the end of y1 present.
He basically researches 50% weapons. It's like this:
1. He picks a miliary tech.
2. Then another, non-military tech.
3. Bounces back to military tech.
4. Again, non-military
repeat ad nauseum
after 8 techs he's already researching tier1 weapons, which, even at fast techspeed, take 10-20 turns. So at the end of y1, he may have a tier2 weapon, but only a very miniscule amount of other techs. And that right during the colony rush.
The thing is that it's actually counterproductive to research weapons that early because usually there are no wars present here. And he's going to arm Colony-, Freighters, etc pp and these will cost them money but it will not give him any benefit. Even if the seldom incident of early war would appear, any Cargo Hull with just a single weapon will loose against a tiny fighter.
So what I'm thinking about is to split the weapons tree into more techs - with their costs also split evenly to not increase the total amount of RP necessary to get to a specific tier. The result will be that this AIP will bounce back & forth faster & therefore, get more empire-building bonuses.
The new techs wil hold some minor bonuses that are somewhat interrelated to shipcombat, like Miniaturization, Weapons, Defense, Hitpoints, Logistics, MP, Repair. But I'm not simply going to just present new stats, instead I will take these away from their respective tree. This could solve a problem in its own - I'm kinda surprised to sometimes see an AI adamantially diving for superexpensive weapons when they don't even have Basic Miniaturization & Logistics etc...
Mathematically it's better to develop your stats in a balanced fashion, because they correlate with each other. So, such a techtree setup could actually contribute to the developing strength of an AI two-fold.
Even more, because there's another AIP (I think 11) which does handle weapons-research even completely differently - it will research all tier1 branches together. And dig into defenses, too. OFC this is complete non-sense, if you, for example, already popssess Laser3 then it is best to go for ParticleBeams and not for Miniballs or Seeker...
But if the Miniballs/Seeker branches would hold some general bonuses like (+3% weapons, +5% mini) then, at least, there would be a minor compensation for their AI design failure.
Plus, trading inferior weapon techs would still become desireable.
OMG so many ideas and so much work