Looks like the last released version is the final version after all, because I've started work on research part of the game. The framework for research is now implemented. It now processes research per turn, and have the code ready for the UI. Everything is implemented for research, except for the research screen, and the sitrep report of a technology that've reached completion.
I'd like to take the time to explain how technology will work in this game. It's not quite the same as other 4x games that I've played. I think all of them have either one-time research for each technology, or limited amounts of levels you can research. For example, in Master of Orion, once you've researched Stellar Converter, you now have that weapon. You can't improve on it except by researching higher technologies that help minitazure the weapon. In Space Empires, you can research the same technology several times, but then the limit is reached.
The improvements either reduces space, or improves damage, but in most cases, it also requires re-designing your ships to use the latest technology. The way my game's technology works aims to minimize frequent ship re-designs.
For one, a technology's space usage is always the same. If level 1 laser cannon requires 7 space, it will always require 7 space, even if it's level 25 or 1,000. What's different is that the damage output is improved. The accuracy stays the same. It's the same with other fields. Engines move faster, but use the same amount of space.
Now you might be thinking, why no minitazurations? My goal is to prevent the "Ultimate Ship Design" that you can put all the best weapons and own everyone with just one ship design. I wanted a "Rock, Paper, Scissors" approach. So different engines will take up different amount of space, each with their own galaxy and combat speed. Different armors and shields performs differently against each weapon type. Different computers impacts the efficiency of different weapons.
If an armor is 80% effective against particle weapons, it means it takes 120% of the damage. If a shield is 50% effective against particle weapon, then it absorbs 50% of its total resistance from the damage before the damage is applied to the armor.
So if I have the armor and shield as described above, and the shield's resistance is 4, and the particle weapon does 10 damage, then the shield absorbs 2 points of damage before it's applied to armor. The remaining 8 is boosted to 9.6 damage due to the armor's weakness against particle weapons. So 9.6 points is deducted from the ship's HP.
Computers can either boost or gimp different weapons. SO you can't just pack a lot of death rays, and huge bombs, and expect it to handle everything. You need ships that's dedicated to bombing, and ships that's dedicated to beam weapons. If a comptuer have 50% beam efficiency, all beam weapons on that ship have its damage cut by 50%, and its accuracy cut by 50% as well.
If you have any questions about how technologies work in my game, feel free to post them in comments!