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).
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).