This is certainly better than it was, but it's still not in a very good state. It's strictly worse than it was in 4.0.14 and should be reverted until you all have a chance to do a more careful balance pass on Cosmogenesis, etc.Fallen empire building techs are less likely to crowd out your research options.
A few points I noticed from my late-game playthrough:
- I did 5 rounds of tech for each branch of research; out of 105 draws, 56 (53%) of them were FE repeatables. So it's still cutting the options for repeatable tech to half of what a non-cosmogenesis empire would have. This no longer unplayable, but it's still pretty bad. (In fact, I'm looking at my earlier post about this and see that in 4.0.15 I drew 64% FE repeatables, so it looks like this is only a modest reduction in the draw chance.)
- There are still separate repeatable techs for each building and its upgrade. This doesn't make any sense, as they both increase the build limit for the same building. Only one tier of the FE tech should be repeatable; this would cut down on FE repeatable spam by a factor of 2.
- I still think that it's way too tedious having one tech per building; it would be better to have each tech improve a group of buildings:
It would be better for each repeatable tech to increase the limit of a category of buildings. E.g. "Perfect Arcologies II" could increase the Justice Complex, Shrinkspace Depot, and Sky Dome. If you take the names and categories from the Cosmogenesis crisis levels, that cuts down on the number of repeatable techs from 32 to 5, which is a lot more sustainable.
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