Board Thread:General Discussion/@comment-24012277-20131027011007/@comment-98.109.209.192-20140204013201

Speaking of Research points, no attempt seems to have been made to even out the amount of research you will have to do. I played the original about 4 times, and then tried this mod, and I noticed that, because of all the new features and topics being added, i was dragging behind horribly because I had to spend so much more research points just getting improvements and topics, and it didn't help that features were so expensive mid-late game(80-150 RP)

I felt things like "Bosses" and "Realistic Water" were uneccesary, Quick Save as well perhaps. Bosses could just be assumed to be in the game already if you want them to, Realistic Water is part of the Physics engine, so it would autimaticaly be included with the Physics Engine you provide for the game(basic physics, advanced physics, etc...)

Also, is that awful Vacuum Cleaner event a part of the mod? If so, please remove it. I've had it in both of my playthrough's of this mod.

Now, I realize my words may seem harsh, but I did still enjoy the mod, I just saw a few flaws. Below is what I suggest, though the sugestions may or may not be possible.

1. Reduce the research cost of new Topics. 5 or less should do.

2. If possible, make it so the player starts with more topics at the start of the game, possibly make it so you start with the staples automatically, like Fantasy, Sci-Fi, Horror, Mystery and maybe some others.

3. Reduce the research cost of new technology in general mid-late game. For example, things that cost 80 research points could instead cost 50, 100 RP projects to 70-80, and so on.

If it's possible for me to change those research point requirments myself, I'd appreciate being told how. I played through this with no research point issues considering in the last office you can keep the R and D Lab or the Tech Lab running and gain research points extremely fast as well as do contract which if medium can earn you quick research points in a pinch.