Tech Eras

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Author: Panaxiom

Last revision: 21 Dec, 2020 at 19:00 UTC

File size: 913.41 KB

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Description:

Ever felt like discovering something as significant as fusion power was barely a footnote in your empire? Ever wanted each tech tier to feel more significant before replacing it with the next? This mod is for you!

WHAT IT DOES

This mod alters the base tech tree prerequisites to center around energy production tiers: Fusion, Cold Fusion, Antimatter, and Zero Point Energy.

Three new rare research options are added for each tier:

Physics: Power Theory
Engineering: Power Experimentation
Society: Power Infrastructure

Each of these must be researched in order before you can research the power generator tech for that era. Once the generator is researched, all other technologies based on it are also unlocked for research.

All ship components are divided up into their respective eras. A few significant techs, mostly rares, are also assigned to an era. Most other techs were not touched to avoid a situation where there are no research options available.

COMPATIBILITY

Anything that changes the vanilla tech tree will conflict with this mod. No techs were changed, only their prerequisites, so mods that add new stuff should be fine. Load this mod before (above) more complex mods to avoid breaking them.

FUTURE IDEAS

Considering a larger mod that replaces all of the vanilla ship components with era unique ones, and adds in era specific buildings for planets. Would be cool to have events that coincide with your civilization’s milestones as well. I would need to learn a lot more about Stellaris modding first, because I’m a total novice!