So, I've had a lot of fun with the Darlok Hacker and Meklar Matrixlord challenges (research only computer tech until the Guardian is defeated). With how difficult the Meklar one was, I doubt that restricting any other races to just researching computer tech would really be feasible. Even the Meklar couldn't really rely on espionage to bring in the bulk of the research in the game. Maybe the Silicoids could manage it to, with the early expansion opened up by unconventional means.
But perhaps different technology restrictions or other restrictions would be more in the spirit of these other races anyways. Here are my preliminary ideas....
Klackons: can only research construction tech until the Guardian is defeated. (Should be possible to get large long-range colony ships up and running relatively quickly, thus giving some limited ability for early expansion).
Humans: No research restrictions, but until the Guardian is defeated, every ship must serve a pacifistic purpose—every ship must come with a colony base of some sort and must serve a dual purpose as a sort of space habitat. The starting colony ship is fine, of course, but the starting scouts must of course be scrapped on turn 1.
Sakkra: Only planetology research is allowed until the Guardian is defeated. Should be possible to get long-range ships pretty quickly and claim the hostile worlds first, then trade to backfill military techs as needed.
Alkari: Only propulsion research is allowed until the Guardian is defeated. Should be feasible with an aggressive foreign policy...
Bulrathi: Only construction and weapons research allowed until the Guardian is defeated.
Mrrshans: No research restrictions, but every ship design must have a weapon on it. Starting ships must be scrapped. (I believe there was already an imperium along these lines...)
Silicoids: No research restrictions, but no tech trading or trade agreements (xenophobic) until after the Guardian is defeated.
Psilons: No research restrictions, but is limited to having only 1 ship design active at a time until after the Guardian is defeated (pacifists).
Pregame Prediction: This game either becomes a hugely entertaining slugfest, or dies a huge disappointment from a horribly slow turnpace. 50/50 odds for each.
But, one thing's for sure: this game's gonna be HUGE!
Congratulations on making such a good mod! I have tried it a couple of times and it plays great.
I would like to know your opinions about possibly the best "blitz" setups on high difficulties. Here's what I thought:
Alchemy plus Mana Focusing always gives you a headstart (rush buy). However, if your power base is small, it does not boost you that much early in the game (works well with high elves - no blitz but rush buy everything, protect your city provisionally, then strike with high tier units - not so much blitzing of course).
This said, Alchemy seems the strongest pick in terms of price-to-effect ratio.
Possibly best buying setup at first: dwarves - alchemy - mana focusing - inquisitor. Huge tax rates, improved minerals, dwarf and miners guild bonus - with a rich world and a good starting position, you soon might have 100+ income per turn with just one city. Of course, not so fast because you need to raze everything - but I think you can just spread settlers. Arguably better than klackons (it seems Golems are a bit better in the hand of the player because of magic immunity). Slow speed can maybe be ovcercome by massive road building.
Trolls: also seems to work well with speed buying. However, picking useful warlord/Tactician reduces your power base (decreasing effectiveness). No or not much magic needed with this.
Most cost effective attack force at the beginning? Maybe not so race-guided (Barbarians with alchemy, warlord, tactician, or gnolls), but possibly ghouls (take conjurer, specialist for that matter). I am under the impression a death expansion is more cost-effective because of bootstrapping with undead and skeletons as instant garrisons (15p casting, even doable with little or no skil).
if you can spare it, two nature books plus earth lore seems very favorable for blitzing.
Have not really tried the other realms, but death seems somewhat better early on - even better than normal unit - rushes.
Well if there aren't enough people to start up a 15th game, we'll have to be content with lurking in 14.
Commonwealth -> Mass was a terrible leap of logic. Nobody cares that the state calls itself a commonwealth, and no good spymaster would expect his team to read Mass as Massachusetts.
Commonwealth -> Queen is bloody obvious, I have no idea why the team is outsmarting themselves trying to think that it's pointing away. The third word isn't as obvious but Capital seems strongest.
Yes, Australia is part of the British Commonwealth, and yes the Commonwealth recognizes the British Queen as its ceremonial head of state. But it doesn't actually matter whether these details are correct, it only matters whether the spymaster gets the team to say the right word.