
DLC bug, little exploit
Trying the new DLC start date on normal after many normal games at the later dates.
- while you have negative tech research speed, researching multiple projects of the same type decreases the negative modifier. This can be sizable at the start. (eg from -50% to -39%)
- Servant faction researching technologies beyond the global tech locks. i'm playing as Initiative, My Servant faction has gone gangbusters, now they've unlocked Cybernetic Implants without Cybernetics global tech, and Neural Engineering without Applied Artificial Intelligence global tech. Their councilors are equipped with +2 implants. Interestingly I can't see either tech to steal (cybernetic implants / neural engineering) since I guess that Steal list is factoring in the global techs not being unlocked yet, so as a result I can't steal either. Majestic 12 (if they had it at one point, they don't now) would unlock T1 implants, not Neural Engineering.