Based on Rampant (new AI and enemies). Does not require high evolution or a large base for an interesting fight. Much more diverse active enemy factions (above 15% evo) ATTENTION!!: <New enemies> are ENABLED by default. <New enemies> will replace other enemies. You can enable other enemies - <allow other enemies> parameter. Enemies with their own AI may work incorrect. 1. Redesigned AI (not necessarily the presence of pollution, multiple fixes, rebalance) 2. Redesigned enemy factions.
Add support to have multiple races of enemies and add various enhancements to enemy races. E.g Enemy becomes tougher as they level based on your pollution and killing factors, custom attack wave with flying units, custom race spawns and etc. Please visit the mod page or search "ERM -" mods to download the new demo races.
Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses non-homing blockable biter projectiles. Adds new Enemies (disabled by default). Difficulty setting in mod options menu.
Adds advanced diplomacy system, diplomatic requests, needful commands, auto-diplomacy, customizable protection from theft of electricity, custom balance settings, building prohibition radius near enemy and integration with chat mod, etc etc. Has compatibility with any PvP scenario. High performance with the system. >33 translations
Modified version of Combat Technology by sjlevin with more advanced configuration options and a slightly better attempt at balancing research costs. Also features options to retain research value when the research queue is empty by either storing all leftover research value or decaying stored research value by a percentage over time.