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License: GNU General Public License v3.0
The Tech Advancing mod used for improving the techlevel from time to time
License: GNU General Public License v3.0
Russian.zip
Russian translation for TechAdvancing-1.0 (17-10-2019)
I don’t know how to pull request, sorry
Where can I find Beta18 download?
On loading savegame.
an option for hardcore players to disable ability to research tech with the level higher than yours+X, where I can customise X in mod menu.
title
Could a tech level be tied to the total value of its techs+previous techs? Say a tech level is worth 20,000 points (all its tech values and those below)... this way you could skip a few things you dont need like cooling in cold biomes or (for example and what made me think of this) the entire Skaven or Druid trees - instead of having to learn them to advance tech level you can skip them and invest in electricity or geothermal power. Once you've acquired the 20,000 points you're tech level increases. This lets you ignore modding in tech trees or useless things, but they still contribute to the total tech amount required to level up
-- copied from steam comments
Also, second question, is it possible to customise ratio for tech levels? (Like I want to play with x2 for next level, x4 for MY+2 level, x8 for MY+3 and so on, there are only a few tech levels, so is that really diffucult to implement?)
Add a new settings page and display how close many projects you need to research to level up to every techlevel.
Also somehow show what techs are left to be researched, possibly with mouseover a number.
Could also show the current techlevel or something
When creating a map with the type Colony then exiting and making a Tribe the medieval limit doesn't get applied if selected.
Config-values are also loaded from the last map.
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