Technology Repeated

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Author: starchitec

Last revision: 12 Jan at 20:53 UTC (13)

File size: 845.82 KB

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Description:
More Repeatable Technologies

Ever reach the late game and wonder if there is more to physics than slight buff to shields or energy weapons? This mod adds enough additional balanced and repeatable techs that you will not be forced to alternate between 4 options until you become bored enough to declare yourself a fallen empire. There are still enough techs for a semblance of choice towards the end game, as well as viable paths to focus on to specialize your late game empire ships or economy.

Changes from Vanilla Repeatables

In addition to there being more techs, any repeatable technology will become half as likely to appear again for each level you take, making it difficult to choose only a single path to stack a single modifier. Some repeatables give a focus or a specialization, which will decrease the chance of discovering other techs within that specialization. It is not a hard limit, but it forces a choice, specialize in a single field at the cost of others, or try to keep things balanced.

All cost reduction techs are capped at 5 levels, so it is not possible to reach 0 build cost or maintenance. Many of the other strong modifiers, such as evasion, disengage chance, pop growth, and jobs/population are also capped at 5 or 10 levels if they would be otherwise overpowered. Also, keep in mind most are multiplicative, not additive.

Fallen empires do not start with 10 levels of all the new repeatables (they still do with vanilla ones). If they awaken, they can start to research the new repeatables.

Changes from Technology Ascendant

This was originally a spinoff of a larger technology overhaul: Technology Ascendant. Now it is a standalone of only repeatable technologies, it works with Technology Ascendant but it is not required.

Modifiers and Specialization

Specializations decrease the chance of discovering the other specializations in that category by 40% per level. Focuses do the same by 50%. These represent a choice for your empire, if you decide to heavily militarize your society, it will be harder to shift towards production, and becoming a savant in all fields is nearly impossible.

ENGINEERING PHYSICS SOCIETY Alloys +5% Motes +10% +3 Basic jobs/50 pops Rare Crystals +10% Planet Maintenance -5% (job specialization) max +15 Exotic Gases +10% max -25% +2 Processing Jobs/50 pops Station Production +10% Ship Maintenance -5% (job specialization) max +10 Ship Hull +5% max -25% +1.65 Military Jobs/50 pops Disengage Chance +10% Damage to Shields +5% (job specialization) max +8 max 50% (tactical focus) (weapons specialization) Terraforming cost -5% Sublight Speed +10% Damage to Armor +5% max -25% max 100% (weapons specialization) Pop Growth +5% Evasion +5% Damage to Hull +5% max +50% max 50%, multiplicative (weapons specialization) Pop Assembly +5% Titan Hull +1000 Small Ship Cost -5% max +50% max -25% (ship focus) Housing +3 Captial Ship Cost -5% Fire Rate +2% max -25% (ship focus) Force Disparity Combat Bonus +10% Ship Build Speed -10% (tactical focus) max -50% Collateral/Morale Damage +10% Trade Value +10% (exclusive) Tracking +5, additive Collateral Reduction -10% /Trust +10 Sensor Range +1 (exclusive) max -100%

Compatiblity

Save game compatible, can be added to an existing game. Overwrites vanilla repeatable techs, but only for weighting (00_soc_repeatable, 00_phys_repeatable, and 00_eng_repeatable) should be universally compatible with other mods.

Credits

German translation by Nolotow
Russian Translation by Pegas
Japanese Translation by Rio Mizuhoshi

Original, full version here:

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