Stellaris

Stellaris

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Rebalanced Research & Tradition Penalties
   
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698.000 B
2018 年 6 月 16 日 下午 3:50
2018 年 6 月 16 日 下午 5:10
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Rebalanced Research & Tradition Penalties

描述
2.1.1 Niven compatible!

Rebalances research and tradition penalties. Research time will be significantly increased with every new colony, but reduced slightly with every new pop. Conquring systems will no longer affect tradition costs, only colonies will. And even then the penalty for colonies has been reduced by 75%.

Heavy expansion and developing colonies put a burden on a the progress of a civilization's science industry; however, once populated and developed, colonies should be able to provide increased overall scientific output.

Each colony will incur a 10% research penalty while each pop gives a 1% research boost.

Compatibility
Only touches 'common/00_defines.txt' lines:

NGameplay = {
TECH_COST_MULT_NUM_SYSTEMS = 0.00
# Each System adds +X% tech cost Default 0.01
TECH_COST_MULT_NUM_COLONIES = 0.10
# Each Planet adds +X% tech cost Default 0.05
TECH_COST_FREE_POPS = 0
# First X pops do not add any tech cost Default 10
TECH_COST_MULT_NUM_POPS = -0.01
# Each non-free Pop adds +X% tech cost Default 0.0
TRADITION_COST_MULT_TRADITION_GROUP = 0.05
# each adopted group adds +X% to total cost Default 0.05
TRADITION_COST_MULT_NUM_COLONIES = 0.05
# Each Planet adds +X% Tradition cost Default 0.20
TRADITION_COST_MULT_NUM_SYSTEMS = 0.00
# Each System adds +X% Tradition cost Default 0.01
}


Note: I'm completely open to balance and improvement suggestions! I threw this together really quickly after becoming rather frustrated with how slow wide empires develop technologically. That being said I do want to keep the game balanced in order to accomidate both tall and wide strategies throughout the early, mid and late game.


20 条留言
Nord  [作者] 2020 年 6 月 29 日 上午 11:51 
Bro I haven't touched this in over two years. None of it works. o7
randy 2020 年 6 月 29 日 上午 5:50 
Doesn't do anything as of 2.7.2.
AdmiralKoerner 2018 年 9 月 2 日 下午 8:22 
Yea I had to remove it and put in another mod instead. It was mearly an idea to make it balanced without being forced to swap to another mod due to an empire getting 70,000 researched tech as everything costs 0 research points. Having say 20% minimum research cost would prevent something like that... if it could even be put into the mod. Another possible way if the game allows it is using multiplacation and division instead of addition and subtraction.. that would be rather tricky to balance though...
Nord  [作者] 2018 年 9 月 2 日 下午 12:49 
@AdmiralKoerner The mod is save-friendly. So you can turn it off and on without breaking anything.

That also means you can fiddle with the numbers that I listed in the description to see if you can arrive at a place where you still feel research is balanced towards the end-game.

Lemme know what you find out!
AdmiralKoerner 2018 年 9 月 2 日 上午 10:29 
Great mod but I just encountered a little problem.. you can get down to research costing 0 points.. just research things instantly which is a bit game breaking. If the game allows it I would suggest make a minimum research amount of 20% of research cost.
Nord  [作者] 2018 年 7 月 20 日 下午 8:42 
@Kolby Register More than happy to try!
Kat 2018 年 7 月 19 日 下午 12:55 
Hey, I've been trying to make a mod which uses the defines to lower the time it takes to complete anomalies and cant seem to get it working, seeing as you made something similar, do you think you'd be able to help?
Flynn 2018 年 7 月 15 日 下午 3:17 
No problem. I've made sure it links back here and given credit where due! Could probably do with a little bit more balancing but it'll do for now :P
Nord  [作者] 2018 年 7 月 15 日 下午 3:02 
Thanks @Flynn, I haven't had much time to keep an eye on this.
Flynn 2018 年 7 月 11 日 下午 7:43 
I have now created my own version that no longer has the trouble of you being able to gain free tech prices.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1435545710