FTL Redefined – Meaningful Hyperdrive Progression!

This mod aims to improve hyperdrive tier progression, and also adds 2 new tiers of hyperdrive to fill the void between the tier 3 hyperdrive 3 and the tier 5 jump drive. You’ll find that instead of windup times improving, hyperdrive tiers now affect the speed which ships move through hyperspace! The differences between tiers are also significant enough to be noticeable, while not being so severe as to cripple your progress. You can also adjust these speeds via the mod’s settings menu according to your personal preferences.
These changes apply to AI empires too, so you won’t need to worry about being at a disadvantage – although advanced start AIs will have an even bigger technological advantage as a result, so you’d better catch up fast!

Much thanks to Navar for making the original mod, and YoshiWoof22 for putting in the work to create the compatibility update!
Hyperdrive 1:
Hyperlane speed: Reduced to 6% of the vanilla value. This translates to about 50 days in hyperspace for an average hyperlane length. Note that this isn’t as significant as a 94% reduction may sound, as the vast majority of vanilla hyperdrive time is the windup process.
Overall this drive will typically take around 60 days (including 10 day windup) from starting the windup process to reaching the next system, compared to vanilla’s 18 days. This is the worst difference there is, it only gets better from here with new techs.
Hyperdrive 2:
Hyperlane speed: 12% of vanilla value, which is 25 days on average in hyperspace.
Hyperdrive 3:
Hyperlane speed: 20% of the vanilla value, which is 15 days on average in hyperspace.
Overcharged Hyperdrive:
Tech tier: 3 (same as hyperdrive 3, but research cost is halfway between tier 3 and tier 4 research)
Tech requirement: Previous hyperdrive, Cold Fusion Power
Micro Wormhole Drive:
Tech tier: 4
Tech requirement: Previous hyperdrive, Wormhole stabilisation
To prevent cheesing with the eager explorers jump drive, I increased its cooldown to 400 days – but additionally gave it hyperlane capability, albeit making it take 110 days on average in hyperspace plus a 20 day windup. Alternating jumps and hyperlanes should still be quite competitive, likely stronger, than the tier 1 hyperdrive though for early game surveying.
Lastly, other jump drive values remain unchanged, except for adding the final tier hyperdrive added by my mod as a prerequisite to research the first jump drive.
Incompatibilities: Any mod which change the vanilla hyperdrives, the eager explorers basic jump drive, or the research tree for Jump Drives or hyperdrive 3. Mods that simply add new hyperdrives are fine to use.
> Ancient Empires 1.9 is incompatible for now, though I have a plan written up for them to fix it when we get in contact.
> Unique Ascension Perks is possibly incompatible, I wasn’t able to confirm what their particular changes were used for
Load order: Anywhere you want, as long as it’s not above mods which need to be at the top or below those which need to be at the bottom.
Revisions:
Old revisions of this mod are available below. Click the link to download.