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1) The Labyrinth structure is OP at level 1 and at level 4 is basically a cheat. The numbers are just too great.
2) Getting 100% shield hardening via tech is something I don't know how I feel about. Probably OP. I would keep the repeatable as a normal tech (1x).
3) If possible, the food -> zro tech should give you a special project to convert your populace. That way I can run auto-select tech and not have to manually avoid it all the time when I'm not ready for it.
Hey,
Thank you for your feedback.
1) In some tests I have done, I have also found that jobs generate too much unity and progress is too fast. This is due to the ability that creates a pop, as it can almost be spammed as the cooldown can be reduced by reducing the shroud delve cooldown. This is also one of the reasons why bonuses are strong, as they require pops and under normal circumstances it can be quite long. I will think about reducing some bonuses and also replacing the power that creates pops by something else. This should already make progress less easy.
2) The idea behind this was first to gradually reinforce shroud summons since they have no armor and little hull. They were destroyed very easily by weak ships if they had strikecraft weapons or any weapons penetrating the shield. I'm working on a redesign of the summoning system, so this bonus will probably be replaced by something else.
3) Indeed, I also encountered this problem where the technology was available but I did not have enough zro production to take it... This technology may disappear in the future in favour of a complete transformation of the species, which will undoubtedly be done through a special project, as you mentioned.
Oh, I had completely forgotten about that. To tell the truth, I've rarely played a xenophile, so I didn't even remember it. I'll take it into account for the next update to avoid making the mod unplayable ^^.