This MOD:
Rearranges order of Research items into a Linear Tree - also effects the unlock order of Research Items
Scenarios and Challenges changed to better fit Linear Research tree.
Unlock Basic Research only (and the dissolver or dissolver + pill maker in 2 Challenges)
Only 2 ingredients unlocked at game start
Drop # scientist for ALL non-value Explore to ONE (e.g. Basic Auxilliary, Alternative Delivery)
Drop duration for ALL non-value Explore to 5 days (or 10 days)
This is b/c they are basically just roadblocks in a linear tree
2 AI’s (chan and jenny) modified to better fit the Linear Research Tree.
One Challenge forces the choice of these 2. Other AIs will (probably always) choke on linear tree.
Linear_Hell.zip (5.26 KB)
Why do a “Linear” MOD?
1)Technical Demo of:
Research Tree - graphical placement and reordering of the unlocking Research Items
Changing the whole Scenario/Challenge Map
AI modification
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Explore gameplay w/ a linear mindset.
I like the basic BP game better, but playing this does change your approach. In some
Scenarios the player is forced into a very narrow set of choices.
Also, a review/complaint on Steam said they found too much “randomness” - this didn’t
completely remove that but significantly reduced in-game choices and (in some scenarios)
the “randomness” that is available. Thought you had too much randomness?- try this… still complaining?
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Encourage other MODs that play w/ the Research Tree. Maybe someone would take
the other extreme, a sort of ‘fractal’ tree, that leaves no Research Item more than
2 from the “Basic” (e.g. 1 to 4 to 5 item tree). Or split the Research Tree lines into
purely “Machines”, “Exploration”, “Cost-changers”, “opponent” (Patent+Espionage).
And other ideas people may come up with.