[BobAngel+Overhaul] Research costs

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Mike Rosoft
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[BobAngel+Overhaul] Research costs

Post by Mike Rosoft »

I have discovered that the game apparently ignores the costs of research of technologies added by mods, and instead uses its own algorithm. For an extreme example, I have started a game with SpaceMod (see attachment at viewtopic.php?f=185&t=87150 ). The mod adds technology with deliberately huge costs; but the game sets very small costs: space assembly costs 512 blue science, and faster than light theory A only 64 red science (!). (The game should preserve the numerical cost of mod-added technologies, perhaps with some multiplicative factor.)

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