Two things.
1) EdBs mods seem to have been mostly integrated, save the pawn editor from "prepare carefully". I think this should be put in game and integrated into the scenario-new game set up. Would make the start of the game more interesting.
2) More tech levels, with each tech level being able to afford appropriate healthcare, weapons/armor/equipment, survival, and happiness.
Humans are incredibly adaptable at all levels of technology throughout human history. Being able to thrive nearly anywhere, with whatever their level of development affords.
More than ever, I believe my suggestion for multiple requirements to a particular technology is needed.
Starting tech level is decided by the scenario, but it isn't just some arbitrary limitation. It simply dictates what kind of backgrounds you have available during pawn creation. It is the pawns, and their backgrounds that determines technology level. What this means, is that if you start out with primitive characters due to a scenario, then you must start from the very bottom of the tech tree. If you start as with glitterworld pawns, then you start with all previous research researched, but must research glitterworld tech.
Each technology corresponds to a particular tech level, and has skill level requirements. Every tech "recipe" requires:
-Research of X
-Construction or craft of X
-other skill of X
So hydroponics would require research of X, construction of X, and farming of X. While something like mining lasers would require research of x, craft of x, and mining of x. The three colonist involved in unlocking and researching the tech would all have to be of the same or higher technology level of the technology itself. So in the case of hydroponics everyone would have to be at least of Indworld tech level or higher (ie, an indworld farmer, urbworld builder, and glitterworld researcher).
My reasoning behind this is that you need someone to have the idea (the farmer for hydroponics), someone who is capable of understanding the idea and devising a strategy to implement it (the glitterworld researcher for hydroponics), and someone capable of actually building or crafting the object or device from the researcher notes/blueprint/ect. (the urbworld builder for hydroponics).
This makes it sufficiently difficult to advance in technology level while not making it to easy, or just having an arbitrary limitation of advancement.
EDIT: To clarify- when one starts out a low technology level, and acquire pawns from a higher tech level, they don't automatically advance as if they started at that tech level. They must work all the way through the tech tree and the technology levels in order to advanced as opposed to starting as a higher technology level and already having everything before it already known and working up from there.
1) EdBs mods seem to have been mostly integrated, save the pawn editor from "prepare carefully". I think this should be put in game and integrated into the scenario-new game set up. Would make the start of the game more interesting.
2) More tech levels, with each tech level being able to afford appropriate healthcare, weapons/armor/equipment, survival, and happiness.
Humans are incredibly adaptable at all levels of technology throughout human history. Being able to thrive nearly anywhere, with whatever their level of development affords.
More than ever, I believe my suggestion for multiple requirements to a particular technology is needed.
Starting tech level is decided by the scenario, but it isn't just some arbitrary limitation. It simply dictates what kind of backgrounds you have available during pawn creation. It is the pawns, and their backgrounds that determines technology level. What this means, is that if you start out with primitive characters due to a scenario, then you must start from the very bottom of the tech tree. If you start as with glitterworld pawns, then you start with all previous research researched, but must research glitterworld tech.
Each technology corresponds to a particular tech level, and has skill level requirements. Every tech "recipe" requires:
-Research of X
-Construction or craft of X
-other skill of X
So hydroponics would require research of X, construction of X, and farming of X. While something like mining lasers would require research of x, craft of x, and mining of x. The three colonist involved in unlocking and researching the tech would all have to be of the same or higher technology level of the technology itself. So in the case of hydroponics everyone would have to be at least of Indworld tech level or higher (ie, an indworld farmer, urbworld builder, and glitterworld researcher).
My reasoning behind this is that you need someone to have the idea (the farmer for hydroponics), someone who is capable of understanding the idea and devising a strategy to implement it (the glitterworld researcher for hydroponics), and someone capable of actually building or crafting the object or device from the researcher notes/blueprint/ect. (the urbworld builder for hydroponics).
This makes it sufficiently difficult to advance in technology level while not making it to easy, or just having an arbitrary limitation of advancement.
EDIT: To clarify- when one starts out a low technology level, and acquire pawns from a higher tech level, they don't automatically advance as if they started at that tech level. They must work all the way through the tech tree and the technology levels in order to advanced as opposed to starting as a higher technology level and already having everything before it already known and working up from there.