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There might be a better way to do this. Create a new tech with a very high cost, call it "Blind Research", and make it the only tech that can be researched. Every turn, check research progress using Lua, assign a researchable tech at random, and while there are enough bulbs for it, give that tech to the player, deduct bulb cost, and assign a new random tech, until there aren't enough bulbs for the next tech.
This would require some updates however, as Player.bulbs requires 3.2, and Edit.give_bulbs requires 3.1.
Rename all techs to
?
, remove all help text, and shuffle their costs and connections so people don't know what they're researching.The text was updated successfully, but these errors were encountered: