Stellaris

Stellaris

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Bedivere's Repeatable Tech Toolkit
   
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31 Dec, 2019 @ 4:45pm
25 May, 2022 @ 8:34am
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Bedivere's Repeatable Tech Toolkit

Description
For Stellaris Version: 3.4.4

Go here for Stellaris version 1.9.1.
Go here for Stellaris version 2.3.3.

Purpose:

The purpose of this mod is to clean up the tech tree in the mid to late game by adding new prerequisite techs for every vanilla repeatable technology.

What This Mod Does:

It adds three new technologies, one for each area of research, and is sets each new tech as the prerequisite for the vanilla repeatable techs in each area.

I added a new prerequisite, I did NOT replace the old, you still need to research the original techs required for each repeatable tech in addition to this new gateway tech. Of course, once you research the gateway tech to an area there is no going back, you will have access to every vanilla repeatable tech in that area that you have researched the other prereqs for.

The whole point is to allow the user easier access to the non-repeatable techs that tend to get crowded out mid to late-game especially for those running some of the larger mods that add whole new lines of technologies.

Name and Localisation of Techs:

-Physics:
-Physics Technology Unbinding
-"This technology is a prerequisite for all repeatable VANILLA physics technologies and must be researched in order to gain access to those technologies."
-Tier 5

-Society:
-Society Technology Unbinding
-"This technology is a prerequisite for all repeatable VANILLA society technologies and must be researched in order to gain access to those technologies."
-Tier 5

-Engineering:
-Engineering Technology Unbinding
-"This technology is a prerequisite for all repeatable VANILLA engineering technologies and must be researched in order to gain access to those technologies."
-Tier 5

Patch Notes:
3.4.4
Updated version information.
Updated Repeatable Techs to 3.4.4
2.6.2
Updated version information.
2.5.1:
Fixed old "ghost techs" showing up after researching any of the unlocking techs.
Updated to new mod format.
Updated tech costs to reflect tier level.
Changed the unlocking techs to "rare" to reduce visibility further on the tech list.
8 Comments
Bedivere  [author] 25 May, 2022 @ 8:34am 
Updated to 3.4.4
Bedivere  [author] 6 Nov, 2020 @ 9:01am 
I expect to have access to my modding computer by the end of the year, look for updates in January. I may experiment a bit in December but so far, it looks like I need that computer to update the mod(s) vs duplicating them.
Sonne 31 Mar, 2020 @ 10:24am 
Can you make the prerequisite tech more accurate?
For example the military techs, make a prerequisite tech for energy weapon damage and attack speed.
the division of these techs are pretty annoying and distracting.
Thank you for your great mod.
Bedivere  [author] 20 Mar, 2020 @ 11:12am 
Thanks! I should be able to get an update pushed soon, I haven't seen any complications with the new build so it will just be a version correction.
Ryusho Yosei 20 Mar, 2020 @ 1:36am 
Just letting you know this may need updating for 2.6, Not sure if it does but the launcher says it needs to be updated.
flodoomable 4 Mar, 2020 @ 2:48pm 
Still loving it buddy!
Bedivere  [author] 4 Jan, 2020 @ 9:48am 
Good catch, thanks! Fixed the typo.
NaCl 4 Jan, 2020 @ 6:21am 
Quick note: Steam page desctiption says "Engineering" reaseach unlocks "VANILLA physics technologies" and Physics says engineering