Techcompat system has been around for quite a few years now, and even though it's received tweaks, adjustments and region-based updates over the years, it's never had a full proper review, so there are a few corners of it that are a bit out of pace with how everything else now works ingame, and there's probably a good few cells that are just outdated due to oversight. So, we've decided to go through the plugin and give it a thorough review, and to make things more manageable we'll be taking this in phases.
As the first phase, we've decided to look at availability of open-use tech across all IDs. For the purposes of this phase, "open-use tech" refers to following tech trees:
Civilian/Generic Weapons
Civilian/Generic ships
Sirius-wide Civilian Weapons
Sirian-wide Civilian Ships
Borderworlds Ships
Edgeworlds Ships
Edgeworlds Weapons
Generic Unlawful (Transports)
Liberty Civilian Guns
Liberty Civilian Ships (Light)
Liberty Civilian Ships (Heavy)
Bretonia Civilian Weapons
Bretonia Civilian Ships (Light)
Bretonia Civilian Ships (Heavy)
Kusari Civilian Weapons
Kusari Civilian Ships (Light)
Kusari Civilian Ships (Heavy)
Rheinland Civilian Weapons
Rheinland Civilian Ships (Light)
Rheinland Civilian Ships (Heavy)
Gallia Civilian Weapons
Gallia Civilian Ships (Light)
Gallia Civilian Ships (Heavy)
Every pre-existing cells to the above have been buffed to 100%, so this phase did not add or remove any tech cells, but if an ID already had access to any of these cells at any percentage, they'll now be able to use it without a powercore penalty.
Only exceptions to this change (for lore or balance reasons or pending further review) are: