YAVM: Ars Scientia Mod |

In case you're wondering what "YAVM" stands for, it means "Yet Another Vaporware Mod" 
Yeah, I started on another new mod again... the theme of this one is a more interesting research system, hence the name, which means "The Art of Science" in Latin (though I probably got the cases wrong
)
Basically, what I'm doing with the research system is combining the "random research" and "specialized research" concepts posted earlier, and reshuffling the tech tree a bit. There are now 8 categories of research, each of which corresponds to one of the stock Theoretical Sciences:
* Astronomy - gives sensors, solar power, scanners, warp drives, etc.
* Biology - gives organics extraction, medicine, bioweapons, terraforming, colonization, etc.
* Chemistry - gives armor, missiles, warheads, special weapons (such as anti-engine weapons), etc.
* Culture - gives cultural advancements (some require other techs as well)
* Industry - gives basic hull construction techs (in conjunction with Military Science subtechs), computers, robotics, etc.
* Military Science - gives ship/unit hulls (in cojunction with Industry subtechs), ECM, point defense, military training, some intel ops, etc.
* Physics - gives (most) weapons, engines, etc.
* Psychology - gives applied research (which lets you choose your own techs beyond the basic 8 areas), intelligence gathering, some intel ops, pacification, etc.
I'm not completely removing the ability to choose your research paths though - the "specialized" labs will most likely perform only theoretical research (the 8 areas listed above), while the "stock-style" labs will provide your applied research (the techs which actually give the results).
Also, the costs for tech areas are changed (though this is subject to testing): The low and high research cost formulas are as in SE4: level * cost and level^2 * cost repsectively, and the medium tech cost formula is level * sqrt(level) * cost. This should provide a steeper research curve...
All theoretical sciences start at level 0 (though there are "basic" applied ones available from the start so it's not TOO hard!) and go up to level 4, while all applied sciences go up to level 10.
Re: YAVM: Ars Scientia Mod
Where do the various racial techs fall? Would Crystaline go in Chemistry, whereas Organics would go in Biology?
As long as you're at it, it would be nice to have some racial tech cross-overs as in a SEIV mod by SJ (can't remember, was it Pirates and Nomads?).
Re: YAVM: Ars Scientia Mod
ed, I really like the sound of what you're doing, and hope it gets integrated with some of the other mods, too 




Re: YAVM: Ars Scientia Mod
Hmm...I'm interested in how this will turn out.
"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod