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We agree onhating the long windup time approach, I just couldn't figure another way.
I kept standard wormholes available for every ship class, with the basic integrity field only for science ships (would add corvettes if we could seperate them from military class), while warp and hyperdrive restricted to military and transports, and jumpdrive for military only.
Well, but if military were to use wormholes, then warp or hyper might not be worth upgrading. going to do some testing..
Agreed on the upgrade worth, my personal pref FTL mix is max wormholes and level 1 of either warp or hyper for science ships to survey outside my SoI with.
instead of making wormhole theory starting tech, I made it available to all with high weight like "New worlds protocol", so it must be researched and is likely first choice.
Starting a game right now, im a warp species so im hopping I will not be able to research hyper if I changed the code correctly as I was using the "All FTL" version as base. So each species has choice between their starting ftl theory and wormhole that must be researched, and no ftl drive at game start.
Even if it's not my personal taste I'm interested in learning vicariously how you're coding to get these effects you want. Keep up the good work, and feel free to publish when you're happy with it. I'll add a variants section soon and be happy to link to your mod there too.
Well I buffed wormhole theory weight and didnt change the others, just removed weight modifiers for warp and hyper regarding having already researched wormholes, dont know if its enough.
I didnt have much time to play test yesterday, but in the time I had I can confirm: Wormhole theory was first pick, so after a while I was able to retrofit my science ship with the integrity field "drive" and ordered the constructor to build the wormhole station. Some years later the practical wormholes tech showed up, and right after that the practical warp tech.
So I'll continue from there in a few minutes and update when I have further info :)