Better Repeatable Technologies & Administration Rework
Last Updated: 3.10
Do you feel annoyed that the Paradonks remove the administration system in 3.3 just for their damned DLC?
Then this is for you.
Modifications on empire size and related techs & better 3x repeatable techs will make this part back closer to 2.8/3.2 versions feeling. And also won’t brings disadvantage to pacifist empires.
Attention: This mod give early time quick expand more challenge, may not friendly to new players.
By requested, here’s a modified Previous Version of this mod.
No changes in penalty of over-cap, only add technologies, edicts, policies and planetary decisions for dealing with the empire size.
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■ Mod Description:
= Empire Size =
– Former policies, edicts and decisions are removed. Admin techs are now focus on add administration power, unity produce and leader cap. Also can be research much earlier.
– Empire size effect change to: Over cap with each 100 will brings 100 unity monthly cost and 10% extra tradition cost.
This is more closer to the situation that before 3.3, it mean you may have to build more unity building to maintain the unity balance, more like the administration centers before.
Edict cost and planetary accession will still modified by empire size, then the techs will help, also won’t let pacifist empire go in disadvantage on this part.
– To compensate potential disadvantages to AIs, After AIs unlock the techs, they will receive extra minor bonus, this will cause AIs be stronger, but not much.
= Repeatable Techs =
– All repeatable techs merged, their complete effect and research cost been tripled. The general cost just a little bit higher than vanilla, but almost no difference.
– Some repeatable techs combined, such as: Missiles, Strike Craft, and Building Construction. Make them simpler and clearer.
– Some repeatable techs Modified, Examples:
Naval Cap and Command Cap techs research level limit removed, "Administrative Efficiency" changed to +50 Admin Cap, Ship Hull techs re-added. Strike Craft Repeatable Techs moved to Engineering Class. Leader Cap techs re-added.
– New repeatable techs, including trade, research points boost, alloy and consumer goods production increase and leader caps, they are balanced and considered. Some of them got research level limit, like housing, power projection, and research alternatives.
– AIs got higher favor to these more important repeatable techs, such as Ship Hull, Admin Cap, Energy Weapons and Shield.
Also got lower favor to these unimportant repeatable techs, such as Ground Army, Food Produces, Military Platform, Building Cost and Building time.
= Others = These parts can be delete as your need.
– More warship section templates are available, they will be unlock after corresponding ship hull upgrading techs researched.
Examples : Titan Massive Bow [X2],Titan Carrier Core [H4P2],Battleship Cae-Gun Core [L2H1],Battleship Hangar Stern
– A new weapon and its techs : [Arc Cannon]. Derived from [Universal Arc Emitter] Mod, this is a L-slot arc weapon, kind ‘a better and more expensive cloud lightning, or smaller arc emitter.
But not like the status of Arc Emitters in X slot. Compare with the same level weapons, it got a short attack range[100], unstable and poor damage[15.0 Dmg/t].
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■ Questions you may ask:
Q: How’s the Compatibility?
A: Vanilla File Replacement: 00_static_modifiers.
Not replace, then no effect, feel sorry about that.
Q: What’s the formula of cost of repeatable techs?
A: (3*[Vanilla Rep-Techs Base Cost:50000]-10000)+[Researching Rep-Techs Level]*(1+2+3+3)*[Vanilla Rep-Techs Increasing Cost:5000]
Q: Overall, has AIs become stronger, or weaker?
A: Stronger. But not significant.
But watch out for fallen empires, they are now much stronger.
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Data and effects been tested and adjusted multi times, for insuring reasonable and balance. But it is still not perfect, suggestions are welcomed.
No special loading sequence demands.
That’s all,
Good luck.
Revisions:
Old revisions of this mod are available below. Click the link to download.