*The Mire still just gives its race a flat 66% reduction in all science skill, so this is really a gut-punch to that race until they can get rid of it. This is now applied after ALL other bonuses.
**Net effect: Here again, this really helps to provide variety between each game. If a high-tech race gets saddled with The ArkThe Mire, then they may really struggle to an unusual degree, rather than having their usual technological edge.
It is possible to get rid of The Mire? How ? I always thought the building was indestructible (at least I seem to remember that it can't be sabotaged using a (not so) hostile action...
The Mire and The Ark are automatically destroyed whenever a planet changes hands. So if the race starting with the mire loses their planet, the next race doesn't get it.
Thanks for the note on the typo, I fixed that.
Sidenote regarding invasion mode: Do you already have a rule in there that prevent the Obscura from picking the planet with the The Mire or The Ark as their starting planet? Might be reasonable...
Yup! And in betrayal mode you can never get it.
Those science changes are looking really good! Looking forward to the remainder of the changes!
Thanks! I'm really liking what it's doing so far in the observer mode alone, and during real gameplay it should be even better. I still have manufacturing and ship construction that I'm working on (and mostly done with), and then ground and space power which I need to look at balance on, and then the obscura. All the mechanics are all done, but getting them numerically sensible at all does take testing and tuning.
And with science, it took the addition of a couple of things, too. With shipbuilding I think I'll be adding a new tech or two, also.