Stellaris

Stellaris

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Techcost scaling
   
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28 Dec, 2018 @ 6:26am
28 Dec, 2018 @ 7:17am
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Techcost scaling

In 1 collection by Doomwarrior
Doomwarriors Balancing Mods
3 items
Description
Test Version, this mod aims to increase base cost of technology so you dont breeze through everything in a matter of a few months in the end. Especially meant for fallen empire mods or gigastructures. It needs to feel like an achievement to get the best tech not like a walk in the park.

anyway...still testing, use at your own risk ;) its rather unfinished

What it does:
Mid game starts hitting your science output cause science is getting more and more complex...which reduces effectivity of your entire output up to 50%

Endgame tech gets even more complex hence why over the course of some decaded your science output decreases even more percentage wise, which means you get more points still, but the efficiency drops cause you lose bonus on it to counter the crazy increase in science points.

It basically means its slowing you down, increasing science still pays off but it isnt as crazy anymore.
12 Comments
Maschinenmensch 19 Jun, 2024 @ 12:28pm 
Nice
Doomwarrior  [author] 24 Feb, 2019 @ 11:45am 
i´ll have a look into the files, maybe with the most recent patch they changed some stuff i rely on.
tyralion 24 Feb, 2019 @ 3:11am 
Hi, yes I was able to recreate the situation. I deactivated this mod, let the time run to 2336 mid January and then reactivated this mod. Same problem.
After that I deactivated every other mod except this one and the problem is still there. It is not longer a minute per day but still 10-15 seconds per day. But my test is singleplayer, that could speed thinks up. Also in this situation there are about 30 mods missing, so that could have caused additional problems.
Doomwarrior  [author] 23 Feb, 2019 @ 4:51pm 
And yes the game has a check on mid and end game, but its standard functionality, as there are several other actions hooked to this check
Doomwarrior  [author] 23 Feb, 2019 @ 4:51pm 
Sounds very strange, all it does is add a tech cost malus, basically everything is a few % more expensive. It does so by checking once a month as far as i remember. Its based on those standard checkups stellaris had already. I did not encounter anything like that, can you try reactivating and see if it happens again?
tyralion 23 Feb, 2019 @ 3:47pm 
Hi, I just played a game in multiplayer, and when the game changed from 2335 to 2336 the game slowed down massivley. Factor 50 or so. It took the game 5 minutes to process 5 days on fast. I guess the game decided now is endgame-time. When I deactivated this mod, left everything else as it was and tried again, everything was fine again. Do you have some information about this? Did you encounter something like this before?
tyralion 22 Feb, 2019 @ 10:22am 
Cool, thx for your work! :)
I am going to give it a try.
Doomwarrior  [author] 21 Feb, 2019 @ 8:48am 
it does work in its current state, not very cleverly implemented yet but it does what it is supposed to to for now.
tyralion 21 Feb, 2019 @ 8:33am 
Hi, dou you have any progress on this mod? Does it work? :) I would really to try it because the "rushing through tech" at the mid to endgame annoys me as hell!
Arn 2 Jan, 2019 @ 2:45am 
Wouldn't it be possible to edit the @tierXcostY values ? This would give you more control (higher cost for tier 4-5 techs rather than all techs having increased cost in mid game).

About mod compatibility, this would be (as far as I know) compatible with all mods that do use the default tech costs (I just checked ESC and it mostly uses the default values with only a few additional constants for specific techs). Compatibility for mods that do not use these defaut values could simply be added by redefining their constants (if that is possible, and hoping they defined tiers and used variables properly)