What changed
0 fixes0 additions3 changes1 removal
changedI am pushing a balance update to the experimental branch. These are the main changes:
removedEra techs no longer cost stability, but require 50% of previous tier techs/culture to be researched
changedCulture tech stability gain from factions divided by four
changedThe idea is to make it more necessary to diversify tech as well as to slow down the (especially stability) pacing, while preventing death spirals from happening in the early mid game.
Solar Nations 2 changes
changedI am pushing a balance update to the experimental branch. These are the main changes:
removedEra techs no longer cost stability, but require 50% of previous tier techs/culture to be researched
changedCulture tech stability gain from factions divided by four
changedThe idea is to make it more necessary to diversify tech as well as to slow down the (especially stability) pacing, while preventing death spirals from happening in the early mid game.
I am pushing a balance update to the experimental branch. These are the main changes:
Tech cost doubled
Era techs no longer cost stability, but require 50% of previous tier techs/culture to be researched
Culture tech stability gain from factions divided by four
The idea is to make it more necessary to diversify tech as well as to slow down the (especially stability) pacing, while preventing death spirals from happening in the early mid game.