Additional Balanced Repeatables

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Author: [Boo] Everfar

Last revision: 16 Mar, 2023 at 22:20 UTC (2)

File size: 123.9 KB

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Description:

Compatible with Stellaris 3.7.x

Stellaris’s tech tree can be viewed here[turanar.github.io] for reference (e.g. checking draw weights, prerequisites, etc). Tech tree reference not made by me.

For those wanting less late game micromanagement, a variant of this mod with all infinite repeatables being twice as powerful, but twice as expensive, can be found here.

[ ] = Modder Commentary

General

– Added x1.25 draw weight for matching scientist expertise to repeatables just like other techs
[Yes, this isn’t part of vanilla. I was as shocked as you are. This allows you to actually influence what repeatables you draw]
– Changed draw weight modifier for if another repeatable was already drawn from x0.01 to x0.5
[This previously allowed repeatables to be drowned out by a couple final techs you might not really want]

New Repeatables

NonFE: Designates that Fallen Empires will not have already researched up to 10 of the tech

Physics/Computing – Computer-Aided Shipyards (xInf) (NonFE):
– Ship Build Speed +5%
Prerequisite: Self-Evolving Logic
[Late in the game, with no more starbase upgrades but fleets still getting bigger, players begin to experience a shipyard choke. The Mega Shipyard was created to help with this, and being one of the less expensive megastructures one is hard-pressed not to build it. But for those without the DLC or simply wishing to spend the alloys and time elsewhere, this is a repeatable version of the solution]

Physics/Computing – Escape Algorithms (x3) (NonFE):
– Disengage Chance +5%
Prerequisite: Extended Combat Algorithms

Physics/Particles – Dimensional Testing (x2):
– Jump Drive Range +10%
Prerequisite: Jump Drive
(One-third usual draw weight, see Tech Reweighting thread below)
[This repeatable is more situational; I don’t think people want it popping up too much when they’re aiming for the other particles techs like energy weapon damage and speed. As for the effect, I chose to increase range instead of decrease recharge time as this leans into making it better at what it’s already good at (getting around inconvenient hyperlane terrain) instead of trying to fix its weakness that it needs for balance]

Society/Statecraft – Tailored Learning (xInf):
– Leader Experience Gain +6%
– Ship Experience Gain +2%
– Army Experience Gain +2%
Prerequisite: Galactic Administration
[Allows you to make more use of the higher leader levels and their insane experience requirements if you so wish. Given how small the benefits of each leader level is, I have little fear of this being too powerful]

Society/Statecraft – Oracular Economics (xInf):
– Trade Value +3%
Prerequisite: Galactic Markets
[There are repeatables for minerals, energy, and food so why not trade value? I imagine +5% trade value would give more benefit than +5% of the others, hence +3%]

Society/Military Theory – Structural Layouts (xInf) (NonFE):
– Hull +5%
Prerequisite: Battleships
[Two reasons for this. First, the lack of hull repeatables allowed disrupter type weapons to become stupidly overpowered late game and only ever more so as they accrued energy weapon repeatables. Second, for keeping disengage chance relevant even when the game is deep into repeatables like weapon damage and speed.
This is in society to keep it from competing with the other HP repeatables]

Society/New Worlds – The Planetary Canvas (x5):
– Terraforming Cost -3%
– Terraforming Speed +10%
Prerequisite: Climate Restoration
(Moderately reduced draw weight, see Tech Reweighting thread below)
[Stellaris is very stingy with terraforming cost reductions, and for good reason. Each reduction can save a lot of energy. Speed on the other hand is much less of a big deal]

Engineering/Industry – Search and Extract Refinements (xInf):
– Mining Station Output +8%
Prerequisite: Nanite Mineral Probes
[There was no repeatable for space mining, allowing it to be left behind. Simple as that]

Engineering/Voidcraft – Void Construction (xInf):
– Starbase Upgrade Speed +15%
– Stabase Module Build Speed +15%
– Stabase Building Build Speed +15%
– Megastructure Build Speed +5%
Prerequisite: Corps of Engineers
[A way to speed these up that isn’t an ambition. There was a planet build speed repeatable, but nothing for off-planet construction oddly enough. The ability to build starbases faster helps keep them more relevant in late game]

Vanilla Repeatable Changes

Applied Superconductivity, Transgenic Crops, and Extraction Patterns Repeatables:
– Now also affect starbase production of energy, food, and minerals respectively

Assembly Algorithms Repeatable:
– Changed Build Speed +10% to +15%
– Added Planet Decision Enact Speed +10%
– Added Colony Development Speed +10%
– Changed max level x5 to xInfinite
[It did not need to be limited to only five and was in fact overshadowed by other repeatables in engineering. There was no way to speed up planet decisions and almost all with enact times are things like Upgrade Habitat, Exhibit Art Monument, and Arcology Project, making this fit well here thematically]

Fleet Management Procedures and Admiralty Support Staff Repeatables:
– Combined under Fleet Management Procedures, no benefit lost
– Now provides Naval Cap +20 and Command Limit +10
[The only mechanical benefit for increased command limit is allowing an admiral to command more ships at once. This also reduces overcrowding in the society category given the four new repeatables I’ve added here]

An Overview of all Repeatables, Tech Reweighting, and a couple Other small changes can be found in a thread below because I ran into the character limit for this post.

Compatibility information for this mod can be found in its thread below.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.