Complete listing of Facility/Tech functionality? |
I played SE3 extensively and early in the SE4 cycle, but then have been gone for some time, MMO's ate my life heh heh...
Anyways, I am looking for some listing that shows what the various techs actually do. frex, the Civics techs, experimentation has shown the effects of a couple of them, but I would rather not spend 50K RP on a random shot in the dark. I dislike, but can if needed, spend a few games just recording effects.
Re: Complete listing of Facility/Tech functionality?
In the data folder, look for facilities.txt to see which facilities do what, and there are other files that will tell you what components, research and just about everything else does.
The Civics etc. techs add 1% per tech level to your empire in their relevant fields - Mathematics, for example, adds to research. This is in addition to any other boosting technologies and nothing has to be built to implement it - you research it and instantly get the bonus each turn. There's a bonus for just about every facet of your empire - pop growth, happiness, ship experience, you name it.
Once you have a level of the tech, you can go to the "?" icon on the menubar in the game and see a slightly better detail view of what the techs do for you.
The best way to really get a feel for it is to fire up a game with the minimum # of computer opponents, set to easy, research set to cheap/fast, and just build up a research-centric empire. Research everything, build one of each thing, experiment with different ship designs with different gear/weapons...in a few hours you'll have seen just about everything the tech tree has to offer, and you can go start a "real" game.
The only really expensive tech in the game is the Stellar Manipulation branch, and unless you want to mess with stars, nebulae, black holes, ring worlds and sphereworlds you don't need to muck around with the higher end of that. It takes an enormous empire a very long time to crawl up that tech branch, in a small or medium game I doubt you'd ever get the chance. The lower levels of it let you destroy planets, create planets from asteroids, destroy warp points and create new ones. It also has the Monolith Facility, which harvests all three resources simultaneously but is itself hideously expensive to build and maintain.
Re: Complete listing of Facility/Tech functionality?
I have already added this to the Longship mod, so you can see what you are going to get.
Longship mod will be released when the next patch comes out.
"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do




Re: Complete listing of Facility/Tech functionality?
The data files contain all such info.
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