Brad and Cari have both said that the over-exploitaion of a minor race too early on in the game is the normal reason a game is given an anomalous score. if you think logicaly about it how can a mod cause an anomalous score. a mod is a user written file that behaves in a pre-determined way.
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LM,
If I may... This is not quite the whole story... There are at least 2 well documented ways of getting a big fat 'zero' on submit. (There may be more, I haven't read every thread on the board. :)) One is basically too much money too early in the game, as you have mentioned. (I don't know if anyone know the exact paramters for this trigger.) The other is PQ. Not the PQ of individual planets per se but your PQ 'ability'. Cari has stated the limit on the PQ ability is 40%, higher than that and you get a zero. (There's a thread on this someplace, I just couldn't find it)
So here's my understanding of how using mods can trigger a zero based on PQ... As you researh tech you add to you abilities. I think it's a flat 10% for each ability listed in the tech. There's a PolParty mod around that adds 10% to the PQ ability, and then there's your ability picks at the start of the game. So off the top you could start with 15% or more. There are several mods in the library that add to the PQ ability as you research the techs and don't forget the Wonders and Trade Goods. All these stack of course.
So if you finish the tech tree and build the Wonders and Trade goods you can easily trigger the dreaded 'zero'.
And the reason I know this? Cause that's what happened to me and I had to ask our Goddess of Software to investigate.
I have since gone in and mod'd the mods to remove or nerf the PQ attributes of some of the techs, Wonders and Trade Goods.
If anyone knows different or I've misunderstood what's what... please jump in. Preferably with out the hob nails.
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