Project origins
There was some discussion on the Steam forums as to how to get an update to GalCiv 2 out there.
Draginol popped in and suggested that an update incorporating the expertise of the fanbase would be the best way forward. A bugfixing update would soon be on the way.
I sent a message to the other tech tree modders, and luckily secured the assistance of Gaunathor, and later MabusAltarn, as well as some dedicated members of the community who posted some valuable feedback. They have been instrumental to the success of the community update, and I'm glad to have played a small part along the way.
Progress report
The community update has been released as part of a rollout of Stardock products on GOG.com and is also available as an opt-in beta on Steam!
Downloads and links
Issues which can't be fixed with XML manipulation.
The file archive folder, hosted by MabusAltarn.
The list of bugs which can't be fixed with XML manipulation.
The spreadsheet of data changes, hosted by MabusAltarn.
Initial discussion on Steam forums
Credits for community member and Stardock staff involvement
Gaunathor - Tech tree changes, descriptions and standardisation. AI value adjustment. Planetary improvement changes and fixes. Keeper of the change logs, spreadsheet and file archive.
MarvinKosh - Typo and description changes (English.str, Techtree.xml). Additional spreadsheet analysis.
DARCA1213 - Tech descriptions.
MabusAltarn - UI changes, tech tree changes, AI value adjustment, keeper of the file archive, spreadsheet and change logs.
Maiden666 - Suggestions for improvement (technology victory bonuses).
OShee - tech descriptions.
SiliasOfBorg - tech descriptions.
Frogboy - executable code changes.
The planets population growth should come at a natural stop once moral decreases to bewlow 40%. The real question is whether the Altarians take this isolated bad-morale-planet to adjust their global sliders to compensate this? I don't think that will happen but esp. the Altarian AIP is the worst in slider management...
Depending on how many planets you have - this may take much more production. Any planet having even only the base 3 tile-extension costs 150PP so 5 of these and the Orbital Terraformer is even.
But I see your point and guess we could add in something to it again, this way even neutral civs will get a bonus from an otherwise moot project.
In the file TechTrees.xml, there is the phrase "Particle Beams are passé." with an accent acute over the e. The e doesn't display correctly in the game. Do you know if there's an alternative for the extended character set, e.g. the HTML é ?
Sorry no clue, but that looks quite ugly. Maybe just drop the accent?
With the Galaxy Map displayed (little button in the mini-map control panel), using the scroll wheel causes the program to crash.
Is there a place for bug reports?
https://forums.galciv2.com/forum/274
I repeated it twice with the game I'm playing. Crashed immediately. But when I tried to gen a DEBUG.ERR with a new game, old game, same game, it acts as it should, which is kinda weird anyway. Why allow a map zoom when you can't select where to zoom to??
I'm still adding issue to my post on the previous page. Guanthor may have thought this version is finished, or "good enough", but it's not.
The bug doesn't appear in debug.err.
I agree this version isn't finished but you should first find a way to host files so I can access your work and integrate them into the whole update.
Next, just post your mind what you think what's still out of proportion and I'll have a look into it
No, the bug doesn't appear in DEBUG.ERR. It's a dead crash. I did reproduce it today and sent the save game to support. The autoresponse I got implies that they're not supporting GCII. I guess we'll see.
Working on TechTree.xml.
The Precursor history write-up seems to have several internal contradictions. This section is a freeking mess!
Okay, try this on:
The Precursors were the first sentient species. They didn't call themselves Precursors naturally -- they called themselves Arnor. They didn't evolve. They were made. Religion and myth have clouded the specifics of the very beginning. What we have learned is from Precursor artifacts that have been found and translated. There were once five "Guardians of the Universe" known as Mithrilar. Where they came from is unknown. The purpose of the Guardians was to care for an object known as the Telenanth, then to use it when the proper time came. As best we can tell, this Telenanth was a crystal of some kind that when unleashed into the universe would allow non-living matter to become living matter, i.e. life. The line between the two types of matter is apparently much thinner than previously believed. (Or more exactly, what the Mithrilar consider living is probably a lot looser than what we today consider living. They would probably consider even proteins to be life as apparently they did not exist prior to the unleashing of the Telenanth.) The Mithrilar used the Telenanth to actually change the laws of physics in such a way to allow for certain types of molecular bonds to be able to form. We cannot see how this is possible as the laws of physics appear absolute, but the Precursors certainly believe that the laws of physics are fluid. Meanwhile, one of the Mithrilar was different from the others. Known as the "Dark Mithrilar" it became named Draginol. Draginol created the Precursors in his own image. The Arnor, in their natural form, resemble Altarians (and Humans) -- this was the Altarian prophecy that came to be seen to be true once actual contact with the Dread Lords occurred. We do not know why Draginol's natural form resembles the Altarian/Human since the other Mithrilar have no specific natural form at all. The Arnor quickly built a great civilization that spanned the stars across the known universe. The universe was empty with no life on it other than the Arnor and other specific forms of life created by Draginol for their planet. In time, the Telenanth was unleashed and nearly all of the guardians of the universe vanished. With the Mithrilar gone, the Precursors began to observe the rise of new sentient beings evolving across the galaxies. In our galaxy, the first civilization to become sentient was the Iconians. Seeing the rise of native races, the Arnor became concerned over what the future might hold in a universe teeming with these younger sentient races. One faction wanted to exterminate alien sentient life upon discovery. The other wanted to guide it. In time, this differences in philosophy grew into a civil war among the Arnor. The losing side became villainized and known as the "Dread Lords". The war was long and devastated the galaxies in which it was fought. The Arnor were on the brink of defeat but had constructed a trap to remove the Dread Lords from our dimension and place them in a pocket dimension. With that accomplished, the Precursors disappeared until the Drengin unwittingly released the Dread Lords from the pocket universe. The location of the Arnor home world is still unknown. Some other notes about the universe according to the Precursors: According to what we have learned, as big as the universe is, nearly all of the galaxies are lifeless and that in time, even our galaxy will become lifeless until the end when everything breaks back down to sub-atomic particles again, the price of having a universe capable of the molecular bonds provided by the Telenanth. The Mithrilar considered all matter other than what we call hydrogen and helium to be miraculous in that all elements other than those two were created due to the Telenanth's initial effect on the singularity force of the universe.
The Precursors were the first sentient species. They didn't call themselves Precursors naturally -- they called themselves Arnor. They didn't evolve. They were made. Religion and myth have clouded the specifics of the very beginning. What we have learned is from Precursor artifacts that have been found and translated.
There were once five "Guardians of the Universe" known as Mithrilar. Where they came from is unknown. The purpose of the Guardians was to care for an object known as the Telenanth, then to use it when the proper time came. As best we can tell, this Telenanth was a crystal of some kind that when unleashed into the universe would allow non-living matter to become living matter, i.e. life. The line between the two types of matter is apparently much thinner than previously believed. (Or more exactly, what the Mithrilar consider living is probably a lot looser than what we today consider living. They would probably consider even proteins to be life as apparently they did not exist prior to the unleashing of the Telenanth.) The Mithrilar used the Telenanth to actually change the laws of physics in such a way to allow for certain types of molecular bonds to be able to form. We cannot see how this is possible as the laws of physics appear absolute, but the Precursors certainly believe that the laws of physics are fluid.
Meanwhile, one of the Mithrilar was different from the others. Known as the "Dark Mithrilar" it became named Draginol. Draginol created the Precursors in his own image. The Arnor, in their natural form, resemble Altarians (and Humans) -- this was the Altarian prophecy that came to be seen to be true once actual contact with the Dread Lords occurred. We do not know why Draginol's natural form resembles the Altarian/Human since the other Mithrilar have no specific natural form at all.
The Arnor quickly built a great civilization that spanned the stars across the known universe. The universe was empty with no life on it other than the Arnor and other specific forms of life created by Draginol for their planet. In time, the Telenanth was unleashed and nearly all of the guardians of the universe vanished. With the Mithrilar gone, the Precursors began to observe the rise of new sentient beings evolving across the galaxies.
In our galaxy, the first civilization to become sentient was the Iconians. Seeing the rise of native races, the Arnor became concerned over what the future might hold in a universe teeming with these younger sentient races. One faction wanted to exterminate alien sentient life upon discovery. The other wanted to guide it. In time, this differences in philosophy grew into a civil war among the Arnor. The losing side became villainized and known as the "Dread Lords". The war was long and devastated the galaxies in which it was fought. The Arnor were on the brink of defeat but had constructed a trap to remove the Dread Lords from our dimension and place them in a pocket dimension. With that accomplished, the Precursors disappeared until the Drengin unwittingly released the Dread Lords from the pocket universe. The location of the Arnor home world is still unknown.
Some other notes about the universe according to the Precursors:
According to what we have learned, as big as the universe is, nearly all of the galaxies are lifeless and that in time, even our galaxy will become lifeless until the end when everything breaks back down to sub-atomic particles again, the price of having a universe capable of the molecular bonds provided by the Telenanth.
The Mithrilar considered all matter other than what we call hydrogen and helium to be miraculous in that all elements other than those two were created due to the Telenanth's initial effect on the singularity force of the universe.
This Colonization-event doesn't work:
<Event InternalName="DoomsdayDefender"><Title>Doomsday Defender</Title><Description>Our researchers have discovered that [PLANETNAME] has a unique magnetic field that can be used to our advantage. Through the use of reconfigured power generation stations, it should be possible to make a localized energy field capable of enhancing planetary defenses within a large radius around each station. The reconfiguration process is irreversible and long-term proximity to a reconfigured station shortens a person's lifespan considerably.How would you like to proceed?</Description><Image>Gfx\Event_DoomsDay.png</Image><EventType>0</EventType><GoodOption>If we must shorten our citizens' lives to protect them, what is the point? We will not use any reconfigured power stations on this planet.</GoodOption><NeutralOption>We can not simply ignore this benefit. Use reconfigured power stations only where we expect to build the planet's critical manufacturing and research centers. We can rotate out the affected personnel on a regular basis to reduce their long-term exposure time. ([NEUTRALVALUE]% Planetary Defense bonus)</NeutralOption><EvilOption>Everyone knows that the last years of life are the worst ones, so why not do them a favor by eliminating those years for our citizens? Use reconfigured power stations everywhere on the planet. (+[EVILVALUE]% Planetary Defense bonus)</EvilOption><GoodAttribute>0</GoodAttribute><NeutralAttribute>8</NeutralAttribute><EvilAttribute>8</EvilAttribute><GoodValue>0</GoodValue><NeutralValue>15</NeutralValue><EvilValue>30</EvilValue><GoodPopChange>0</GoodPopChange><NeutralPopChange>0</NeutralPopChange><EvilPopChange>0</EvilPopChange><MoralityWeight>3</MoralityWeight></Event>
The problem is that Attribute = 8 doesn't have any effects. Which means that we can't fix it. So the question now is whether we change this event to do something else or simply delete it?
DMF, I've integrated your version of the Precursor-history into CU 6.1.3 and also dropped the accent in the Ion Beams-desc.
Apparently the following taglines from Events.xml don't seem to be working:
<GoodPopChange>n</GoodPopChange><NeutralPopChange>n</NeutralPopChange><EvilPopChange>n</EvilPopChange>
which is tragic because then alot of Type-1 events are currently broken.
Even moreso tragic because it's not possible to give the good-option a positive value (of whatever kind) so the population-bonus could have acted as a compensation for good-alignment, but that's now out of the window.
In other words, Good-alignment always gets a penalty from whatever type of event is occuring, and in any event where Evil trade population for a bonus/money - it can have that bonus without loosing any pop at all.
IMO Good needs a form of compensation for this.
While you're in there, please check why the Stellar Marines invasion technique doesn't work.
It's going to take me a while to get through TechTree. I'll send you the other files shortly.
Tried sending files without success. Please see your Private Messages.
Question. Neutral shipping advantage is justified because no one trusts evil civs. Yet Korx, who always become Evil as AIPs, have big-time trading bonuses. What's the deal?
There is no invasion technique called "Stellar Marines". There is a technology called so but it will bring the Core Detonation-technique. So what exactly are you refereing to?
The inconsistencies throughout the game regarding descriptions etc are sometimes so bizaar and contradictory that it's best to simply ignore it.
According to some of the infors given in UPIssues or XenoEthics, it actually should be Good that is best on trade. And it's downright unbalanced that a singe UP vote can limit all evil trade routes down to 1 when this is exactly the techtree-feature + SA of one civ. There is no other mechanism ingame which will so utterly screw a SuperAbility like this, it's the hell unbalanced.
The only "good" thing is that the internal logic which decides how the AI would vote is greatly flawed so the opposition does indeed help preventing the worst-case scenario.
In 2.20 there is an Invasion Tactic displayed as 'Marines'. More expensive and considerably more effective than Shock Troops. I presume that it comes with Stellar Marines. I gather that it's gone in the latest CU?
Yah, any time there is more than one 'positive' vote option, the single negative option will almost always win.
Korx should not get screwed like that. Can you eliminate the event, or change the choice to something other than two? Maybe five?
The blurb for Hyper-fusion Reactors is a mess too, though at least it's not internally contradictory. See if this is better:
Hyper Fusion Reactors are the keystone of advanced technologies, including true interstellar travel. In a fusion reaction, energy is produced when two atomic nuclei join together to form one. Hydrogen atoms come together to form helium atoms, energetic neutrons, and vast amounts of energy. Because it is easier to fuse than simple hydrogen, fusion reactors rely on the deuterium isotope of hydrogen that occurs naturally throughout the universe. The other key ingredient for reactors is lithium that does not fuse, but is used as a moderating agent to capture the high energy neutrons emitted by the base reaction. Lithium is common on inner planets in star systems. The ancient empires of the galaxy, notably the Drengin and Arcean Empires, have had fusion reactors for aeons. They believed that they had mastered the technology as far as it could go. Their fusion reactors used magnetic confinement to heat and compress hydrogen plasma. While this method works, it requires a great deal of physical space and a significant expenditure of energy to power the reactor itself. Stargates use the old style fusion reactors, which is one of the reasons they are so large and tied to a single location. To the surprise of all, the young Human race on Sol 3 managed to truly master fusion reactors. 'Hyper-fusion' is really a marketing term for an evolution in reactors. Humans chose inertial confinement, a different method and one largely unexplored by the other civilizations. Inertial confinement uses energy beams to compress and heat a hydrogen plasma. Instead of the reactor having to be the size of a small city, it could fit into a 2500 cubic meter volume. A truly efficient *and portable* reactor allows the engineering of applications for concepts that were thought impossible because they require such immense amounts of energy. With hyper-fusion reactors a myriad of new technologies became possible: artificial gravity, teleportation, the folding of space, and so forth. One of their first applications was the creation of portable stargates that became known as Hyperdrive.
Hyper Fusion Reactors are the keystone of advanced technologies, including true interstellar travel.
In a fusion reaction, energy is produced when two atomic nuclei join together to form one. Hydrogen atoms come together to form helium atoms, energetic neutrons, and vast amounts of energy. Because it is easier to fuse than simple hydrogen, fusion reactors rely on the deuterium isotope of hydrogen that occurs naturally throughout the universe. The other key ingredient for reactors is lithium that does not fuse, but is used as a moderating agent to capture the high energy neutrons emitted by the base reaction. Lithium is common on inner planets in star systems.
The ancient empires of the galaxy, notably the Drengin and Arcean Empires, have had fusion reactors for aeons. They believed that they had mastered the technology as far as it could go. Their fusion reactors used magnetic confinement to heat and compress hydrogen plasma. While this method works, it requires a great deal of physical space and a significant expenditure of energy to power the reactor itself. Stargates use the old style fusion reactors, which is one of the reasons they are so large and tied to a single location.
To the surprise of all, the young Human race on Sol 3 managed to truly master fusion reactors. 'Hyper-fusion' is really a marketing term for an evolution in reactors. Humans chose inertial confinement, a different method and one largely unexplored by the other civilizations. Inertial confinement uses energy beams to compress and heat a hydrogen plasma. Instead of the reactor having to be the size of a small city, it could fit into a 2500 cubic meter volume. A truly efficient *and portable* reactor allows the engineering of applications for concepts that were thought impossible because they require such immense amounts of energy. With hyper-fusion reactors a myriad of new technologies became possible: artificial gravity, teleportation, the folding of space, and so forth.
One of their first applications was the creation of portable stargates that became known as Hyperdrive.
Marines got disabled. There were too many almost-similar invasion techniques.
The NoEvilTrade02-UP-proposal currently sets 4 options:
-5 routes
-3 routes
-1 route
-0 (= No Change/ Unlimited Routes)
The AI logic will vote on the higher number if good; which automatically means evil will vote low as possible, and neutral in between.
In other words, Good tries to limit evilroutes to 5, while evil seeks no limitation but neutral will actually seek out for the potentially greatest limitation (1 or 3).
In my tests it was mostly 5 because of mostly the Torians which due to their SA have the most IPs.
Re: The TechTree descriptions. The actual bonus effects are, thankfully, left out of most of the text, but a few - notably the ship hull branch do contain statements about 10% Hit Point bonuses. I've left them in the <Details>, though generally taken them out of the <Description>.
Are you aware of any that have been changed with this release? Or others that are problematic (I'm only about 30% of the way through the file)?
<Details>Quantum Power Plants are the ultimate productivity increaser. They take existing factory (and space mining) production and magnify it further.</Details>
Say what ?? Since when do they affect mining?
Opinion, please. I've never been convinced by the "unknowable Dread Lords totally Evil" line. Far too convenient and stereotyped. (Also I've never much liked the "some perceive time" BS, but it is what it is.) So I have revised the history a bit. See if this flies:
Way of the Arnor Learn the philosophies of the Arnor.
In the beginning the Precursors were one race. And they really are still one race. But the seeds for the discord between the two factions of the Arnor came in their creation. One group of Arnor was created with the ability to perceive time. Their creator considered them superior in believing that the perception of time passing is a key to self-awareness and thus full sentience. The other group was created without a sense of time. It was thought that this group eventually would provide stability for the other group, being unaffected by the long, long toll of years.
The ability to perceive time is something that mortals take for granted. Creatures that live a span of a century or so can have no real concept of the depths of eternity. What would it be like to live 1,000 years? What about 100,000 years? 1,000,000,000 years? And eternity would have only started. It is believed that the creator of the Arnor (later known as Draginol) alone of Mithrilar did perceive time, and that perception ultimately ruined his spirit.
For a long while, the Arnor worked together and indeed, the pre-Dread Lord Arnor were active in the universe and the timeless Arnor kept them grounded. For those who feel the touch of time are more driven to achievement than those who recognize eternity for what it is. Yet in time, those who were to become Dread Lords saw the emergence of the new sentients that followed from the release of the Telenanth as apparently inconsequential blips that, if left on their own, could come to dominate and ruin the beauty of the universe. Those that would remain Arnor saw the intrinsic value of the new beings. Thus did the neo-Dread Lords take occasion to exterminate the new beings when convenient, and the Arnor seek to save them. Whether one or the other is "evil" or "good" rather depends on whether it is you and yours that is getting killed. In absolute terms, neither really applies to either.
Ultimately, then, the only real difference between Arnor and Dread Lords is the perception of time and its effect on immortal beings.
Yeah it's best to take out all the specific values and simply reword it to some general terms ie "increase your ships hitpoints etc"
A Power Plant won't increase the base industrial output of an Asteroid Mine, but it will magnify the 'diminished-by-range'-industrial bonus that arrives at the planet.
Please be a little more explicit. If an asteroid mine level 2 is delivering 4 points, does building an QPP increase that or not? Do other PPs have a similar effect?
Has no one noticed that the descriptions of the techs Interstellar Refining and Molecular Fabrication are reversed? Apparently it has been that way forever. (Description of the improvements are correct.)
Issues based on playing test game, and from examining the data files.
Game: Immense; Suicidal; Slow tech; Drengin vs. Korx and Alt AIPs; 8 minors.
Weirdness:
All production-enhancing buildings do work/ get calculated the exact same way, so yes on both counts of your questions.
Any bonus from Asteroids will see a magnification of powerplants or racial MP/SP or SB support bonuses. However, this may not always visible because the game truncates results heavily and alot of Asteroid Bases are too distant from planets to give alot of base bonuses. Especially in the beginning when these bases raw output is still very low so oftentimes only +1 PP arrives at a planet and that may stay +1 appearing AS IF no magnification did happen.
Actually you can deduce that from the planetary 'Summary'-infobox how much raw asteroid base production of each mine arrives at the planet, below the industrial-enhancing bonuses are also listed together.
Hmm I just checked on the vanilla game + the last 6.1.2 and they all are fine. But I remember they've been off at some point, so it may be I 've changed them for 6.1.3.
Korx and Altarian are AIPs that research alot of defenses, and they will split their weapons-research apart and research multiple branches at the same time. Those AIPs are sort of reactory to what others do and try to follow them. (very crudely described now )
Drengin shouldn't do that - so the question is if they showed the same pattern?
I'm gonna revert Sensors to its old values and give it an additional balance-pass to size-mod and size but I currently have very little time on my hands so hold on for 3-4 days and it'll be up.
All other stuff you've been working on + the files you did send me will be integrated as well, but I'm not able to write a changelog on those since I don't know precisely what phrases you did change.
BTW we can't alter AIP behaviour. We can only accomodate the techtree so the AI can use it better but lots of things that are still flawed in some of the AIP can't have a workaround. We've got to accept some of their weaknesses otherwise we'd have to throw 2 from 4 AIPs over board which would greatly negatively impact the replayability-factor.
If you're having a game where a sole +300% bonustile caused havoc the one AI send me the savefile and I'll have a look into it.
I agree the single-speed bonus from the HypShipyard is rather lackluster but I heard voices in my mods-thread where someone does actually value such a bonus rather highly^^ so I don't know whta to do here? Any suggestions?
The Hyperion Logistics-building has been turned into a SA which means you now every civ can have its own = if you play a successful warfighting game and conquer enemy worlds you will collect those and your logistics will rise accordingly, so a only +6 may become +60 against max enemies^^
The +10% industry bonus on the Biosphere Modulator was there in vanilla, too. I think it's there to distinguish it from the Arceans Weather Control which also adds 3 new tiles to a planet. I agree it looks a bit out of place. Perhaps another bonus would be more fitting?
The problem with Terror Stars is that the AI can't use them and you can't have them somewhere early otherwise the AI is going to research them very early thereby greatly handicapping itself with spending RP into something completely unuseful. It's even more worse a Terror Stars can become eligible to completely break a game to the point where it will 100% crash and no reload will help you (ie. if you gift an AI an TerrorStar). Locking the tech far away seems a good solution to prevent that gamebreaking bug from happening, at least, in many games.
GravAccelerators will come back to a tech which all can access, do you have any particular tech in mind?
I've doubled the HypRe-Supply bonus for now (from 25 to 50 = 10 tiles, upward from 4 (.05 doesn't work on Range).
Halfing fleet-size was fully intentional to keep ALL the mods which are stored in the Galactic Library compatible. The library isn't working anymore so there's no chance of any of the authors to do that on their own.
The best way to deal with these kinds of "problems" is simply delete all data stored in your MyGames/TwilightofArnor-folder from one version of the game to another. There's nothing we can do to mod in backward compatibility
ManuCapital bonus is up to 50% in the coming version, but I've deleted the +10% economic bonus for now. It did attract too many spies on that improvement.
Drengin/Korath do get alot of production-enhancing buildings instead of research enhancing. Gaunathor did a rework on most of these buildings and I think he did a good job. However, if you think they lack too much in research we could tweak something here and there, that would be easy to increment a small researchbonus somewhere (especially since their research is "pain-based" )
The Drengin/Korath industry lines may need their descriptions changed.
Spies do work, haven't confirmed this on any existing improvement that there is, but on enough to be nearly sure. Just test it out if you've got doubts on some exotic building...
On your testgame - I'd say the Altarians simply never got the Cure researched? Or had to jack up taxes so high afterwards their pop was in the red region and not growing. Donno... anywqay for the sake of testgames I would turn MegaEvents off... their implementation is intended to temporarily unbalance the map but what you're trying to behold is the game in neutral balanced state
BTW I'd like to get feedback on the increased buildcosts of most improvements - do you see the AI suffering here, esp. AIP11, if they've got "never-finishing"-buildqueues at his planets?
And, what you think about the current state-of-affairs in TECHTRADEING? Too difficult? Too sloppy/exploitbably? Too less techs available? Anything....
^#) *!&G% browser just ate my long reply !!! I hate computers!
I didn't notice build costs as a particular problem. Haven't played with Thalan (AIP11?) yet. Some of these big projects have been nerfed to the extent that they're no longer worth building.
I would like to know what problem increased build costs was supposed to solve. If there is none, than what's the point?
Re: tech trading. As I posted above (or somewhere) TT is far from too easy. As Drengin I never got a trade agreement at less that 2:1 RP cost, even from my ally. Usually 3:1 or in the case of the hostile Altarian >4:1. Minors seemed recalcitrant, too. Any chance there is a racial bias in TT?
IMO the techs that are set untradable are justified. Arcaean speed techs should not leak. PQ techs are okay to trade, but willingness should be quite low.
Btw, I found that it is possible to see AIP-AIP trades directly: they're logged in DEBUG.ERR.
There is no way to do a changelog for the text editing. In some files practically every entry has been changed at least a little. The original writer had a very annoying style, full of redundancies, worthless phrases, weasel words and subjunctives, and had little concept of the agreement of numbers (the main verb agrees with the number of the subject, not the nearest noun). And he loved to talk about two subjects at the same time - no paragraph discipline.
So far I have made only two substantive changes: 1) de-emphasizing the evil nature of the Dread Lords (sure they want to kill you, but they have their reasons), 2) setting Iconian Industrial Replication I & II as Stealable (as per the text, see above).
Don't hurry on a new drop. I won't be finished with TechTree.xml until later in the week. It has all the worst of the original writer's "style", and several things have changed since it was written. I'm having to cross-reference entries to PlanetImprovements.xml.
[more later]
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