Usually that does not work as one empire is stronger and capitalizes on it and crushes and eliminates some.
Bote.ini is where the settings are placed and when you export to the hard drive your saved games, it generates this. So if we could edit the bote.ini then althrough starting with a slow or classic expansion rate for range and colonization, a modder could significantly raise it, and so your better ships could exceed the 4 sectors per turn limitation. That is useful for game balance.
Similarly the difficulty might begin at the low "easy level" (for modding design reasons), but then a modder alters the level in turn #700 so the AI provides a serious challenge even a threat. Some games might be nail-biters, "Oh Crud! They are wiping my forces out in the northwestern colonies! I got to alter my plans and reissue movement orders."
You would raise that difficulty so that advanced save game is for the best players.
See with achievements, then there could be a spot on the forum, where an advanced save game is stored. And players try it and post AARs (after action reports) detailing their strategy playing as a major alien race and what their treasury was like. Then see who does the best. It's a contest. And they attach their advanced save to prove how well they are doing and so others can experience their victory themselves.
Some would have unbelievable success and others have colossal embarrassing failure. The latter are amusing as everything went wrong. Even the best players can make horrible mistakes and it all comes unraveled. It becomes a comedy of errors. Blunder after blunder.
It's based on a farce by Shakespeare.
A Medior is a fascinating concept, but it's unclear if implemented...yet.
Originally it was and is still planned:
Minors who send their ships independently (not yet implemented) to other sectors (so these are NOT mediors). Later, ALL (some more, some less, according to their properties and as in BotF) should be able to move their ships (i.e. to colonize, bomb etc.)
Mediors are not intended to be non-playable majors. It should be (s) "extended (ship) minors". Mediors should get a scaled-down major AI (e.g. for building & shipbuilding, expansion, secret service, research ...), but diplomatically behave like minors. According to the original plan, you should be able to have a maximum of 6 systems AND you can become a member of majors (where, however, with increasing development (number of systems, techs ...) they resist more and more).
These are the original definitions of (ship) minors and mediors. Of course, nothing speaks against adding further majors - e.g. via mods
BUT also then some say, "You know, we could colonize too! We should!" and now they are spreading and scarfing up your potential colonies that you had designs on.
http://birth-of-the-empires.de/wiki/ind ... _A-E#Brane
Rotharians "These Brane. ARGH! They are spreading and making our glorious empire's expansion problematic!".The Brane live very secluded and therefore almost nothing is known about their society and culture. They are a very militaristic breed. They use ships built on Duranite crystals and they know how to use their excellent weapons. They ruthlessly face anyone who enters their territory without permission. The brane wear special energy field suits, which protect them from the unbearable conditions on other planets and at the same time dampen the strong duranite vibrations. Because they need an extremely high nitrogen density to survive. The branes are masters of cool and calculating strategy. Your molarite safety helmet serves to ward off telepathic influences. We have to be careful and extremely vigilant, the branes are not diplomats, but fierce fighters.
Home system: Brane
Technological progress: progressive
Special ability: martial
Bribery: difficult to bribe
Spaceman nation: own ships
Special building: Brane weapons center : + 100% weapons technology
Modding is about modulating risk so the player, who always wants a challenge, then discovers though he or she thought they might fail, then are pleased even surprised they won.
It's an illusion, but a potent one as there is no need to prove we can win.
Human beings are rewarded by winning even if it has no net result. It affirms them and that is extremely valuable in a cold world.
Your major alien race has inherent attributes and one of these is research ability. So some have superior innate abilities and other do not.
http://birth-of-the-empires.de/wiki/ind ... =Forschung
It seems that through an internal calculation of the source code results in:
1. Humans have the most research points based upon a Level 5 research facility
2. Then in 2nd place, the Rotharians have nearly as good research points regarding a Level 5 research facility.
3. Then the Omega are 3rd.
4. Then the Heyoun are 4th
5. The the Khaoran are 5th.
6. Then the Cartare are dead last.
Philsophically the Terrans embrace the diversity of minor alien races and so add their intellectual strength and do not conquest (without a serious morale penalty).
And at the opposte extreme, the Cartare enslave minor alien races and do not add their intellectual strength (as it would subvert their culture) and so get the worst research points.
Subatomic Cluster Simulators
Subatomic Supercluster Simulators
Long Term Simulators.
But these devices are great equalizers as if you pour money into research as a priority, and if you always do special research upon finishing a level, then these MAGNIFY or enhance your efforts. So to make up in deficit, you might want to allocate more in research through money and workers(scientists) and make simulators.
If the Terrans don't build then, the Cartare always should build them, or anyone like the Heyoun, they can overtake total research points despite major alien attribtes that reduce research points.
Not every major race is the same. Some are thinkers and some are soldiers. Thinkers can learn to fight and soldiers can learn to be brilliant through enhancement.
As you journey along in your race to gain scientific knowledge, when you finish a level by completing all six areas of focus:
Then slow down and do every single special research project, but if you skip this step, you are sabotaging your own scientific ability. Once you pass it, you can't go back.
Pick the one which most helps you and is a little out of your control. And there are no easy answers, because what I would choose is based on my own areas that need to be boosted helping "playing style". Make a poor military choice, and if you are bad at tactics and strategy, well...what a handicap.
There are three choices.
So when playing as that extraterrestrial species, do you tend to have food shortages, always seem behind making resources, or dang it, I need more power!
Here is your chance to remedy a deficit. So if you fail, then you have to learn how to fix that problem as you got stuck and satisfied in some choices that are badly affecting leadership.
You are not managing infrastructure properly and you can use the manager tab, but also have to use the production tab. Expert players might trim with the production tab, but that is micromanagement made for meticuluous analytical types.
More micromanagement means slower turns.
Ever play chess with an analytical meticulous type and boy you wish you were using chess clocks! They take forever as maybe they are right, 15 moves forward, this choice will be a mistake. But the fun in waging war is there isn't always time to contemplate. You got to make decisions in a reasonable amount of time.
But a meticulous analytical type might never be short and run a surplus so gets infrastructure efficiently constructed and with higher profits.
The leader you admire seems lucky, when actually she or he is astute. They have done this so many times, they intuit what is correct based on a gut hunch and megabrain.
So it isn't always a waste of money and resources if you are an economic wizard and outproduce resources like a whirling dervish in a mine.
The existing techs.data file has the existing research names. I suppose they are just place holders. But here is where I need instruction.
These values are for all the Levels up to 14. They then are fields with numbers in the building data. That is how this level of research in this area of focus, then allows blank building to be constructed (plus industry points, money, raw materials in resources, etc.
Okay. That follows. How do they get numbers? Sequentially??? I don't know and I want to as I want to create six new levels of research. So 6 levels x 6 areas of focus, so 36 new techs. Then those techs allow buildings,ships, and troops that all confer benefits.
The research name is a field with a number that allows buildings to be made. Where does the number come from?
So if research has no effect, yet you have regular and special research buildings, then in the manager tab, it will assign workers when doing so has no value. So this is ugly, but you scrap all the science facilities. How barbaric. No rational empire would ever do so.
Every time you colonize at advanced levels, 4 new science buildings are automatically constructed. And if you don't scrap them, people are doing useless work.
In my opinion, that should never happen. The best players can keep on making better advanced ships and troops, and maybe even terraform gas giants or even harness star power with dyson spheres.
See with modding, then some would get to see those wonders unfold. And with modding, with an advanced start, they get to see it straight away where extraterrestials could have no energy issues but limitless energy, people living on Jupiter's moons and floating in space colonies abve Saturn.
If you don't need the enemies colonies as you can populate the gas giants, why wage war?