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Better Origins 3.14: https://limewire.com/d/39MpS#gWfL6OE6vF
Better Traditions 3.14: https://limewire.com/d/iz88o#pBPoKIG62c
Better Perks 3.14: https://limewire.com/d/GCNDV#9UNvD3mWQe
i am a huge fan of your mod collection (it makes me pick stuff i normally would never pick, so I thank you for making these mods!)
If possible i would really like that! (mainly looking at 3.11)
Hope this helps with your game!
It seems to slowly taper off in interactions by late game, but its so incredibly useful early game that it might be fair that it tapers off. The Treebark Foundry is so effective for a singular build slot that it let me practically ignore a dedicated Alloy world in favor of just tossing one on a few colonies.
It feels like a great Origin in regards to letting you entirely modify your early game building if nothing else. The only thing that comes to mind to look into if you wanted to spice it up late game is some sort of species trait akin to Genetic Memory that gives you a bonus per colony age which resets if a Tree ever gets destroyed. Like 0.5% Farmer Output per Tree Age, capping at 100%. But it absolutely doesn't need it and feels fun already.
But the other issue you mentioned has nothing to do with my mod, it must be another that is causing it.
2. For tree of Life, Great to hear!
3. For Subterran, I will see what i can do!
Thanks for the feedback!
I like the changes to Tree of Life. It always felt particularly left behind as far as Hiveminds go.
Potential idea for Subterranean; with the latest patch their mining district specialization allows a number of buildings that are normally Urban district only. Could you perhaps add Mineral Purification for them as a guaranteed research option from the start? I've already had some interesting times mixing those two aspects and a way to know I'll get the option for it early game would be great.
Really enjoyed using them in the past and I'd love to get into 4.0 with them too.