Ship Techprints
Adds techprint requirements to the ship researches.
Adds techprint requirements to the ship researches.
"Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology."
Ever find it odd that your researchers apparently need to learn new foundational knowledge to figure out how to install drills into robotic arms they created? While they can effortlessly grasp the concepts of the revolutionary technology that is the Johnson-Tanaka drive without a problem?
Well this patch seeks to mend that by locking off the JT drive and the interstellar grade nuclear powerplant researches for the ship behind techprints!
The techprints can be sourced from questing and trading with either the empire or outlander factions.
2 techprints are needed for the starship reactor.
3 techprints are needed for the JT drive.
The base value of both techprints is 2500.
Probably safe to add mid-game.
(Always make a backup just to be safe!)
(Also fun fact, after failing to find a circuit texture I liked for the preview, a locally AI generated one was made instead and then simply colorized!)
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