Re: Modding Question about Game Setup
I decided to remove the Industrial Tech requirement and leave it with no tech area assigned. Then I placed the Colony Module component under Industrial 2 (in case of retro tech later). Finally I assigned the gas and ice planets to �Can Not Be Colonized� tech. That worked perfect. In my minds eye Industrial 1 is from the industrial revolution to a point further along in the information revolution than we currently are. I see humankind reaching that point sometime between 2010 to 2020. Then Industrial 2 is from the information revolution to the threshold of intra-system travel and a bit beyond for safe measure.
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