Stellaris

Stellaris

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Rebalanced Tech Tiers
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2 Apr, 2020 @ 6:01am
15 Oct, 2022 @ 7:53am
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Rebalanced Tech Tiers

Description
A mod that rescales the cost of lategame techs to make lategame research slower.
35 Comments
HiddenPrior 15 Mar, 2023 @ 10:55am 
Has anyone tested if this works with 3.7 ok?
atr14  [author] 15 Oct, 2022 @ 7:56am 
Thanks for keeping this alive and checking @mohard, I've updated this for 3.5; removed the tradition scaling since that's under work by paradox, and checked that everything should work OK.
mohard 27 Sep, 2022 @ 12:22am 
[Continued from the previous comment]

To have some comparison to vanilla, I then disabled the mod and ran the same save for a few more years. The research went so fast in comparison that the notifications actually felt spammy! I was actually feeling bothered by how often I'm pinged to select a new tech, it quickly became a chore. In general, the vanilla research felt like when I'm playing civ5, and am backfilling some techs from 2 eras back after beelining hard for a wonder.

TL;DR mod seems to work fine on the current Stellaris version, and I personally prefer the research experience over the vanilla one.
mohard 27 Sep, 2022 @ 12:21am 
Fornax (3.5.2) test run update:

FYI, just ran an experimental game with the mod enabled, seems fine, no bugs that I noticed. The exponential tech scaling made the research a lot slower, but more rewarding at the same time. The techs and ship classes seem to be relevant for much longer, which is good IMO. Each pick is a bit more impactful, as it's not something you'll just blaze through, but a noticeable time investment. At the same time, unlucky drafts hurt more, it took me >50 years to get to lvl 2 of kinetic weapons... It's harder to just beeline to the higher tech tiers, and particularly high-value techs (like proton launchers) as the techs get very expensive very fast.

In the year 2266, my test empire with no tech civics/traits (just the +10% research ascension perk) with a single capital tech world took around 4 years to research a tier 3 technology (wormhole travel).
mohard 13 Sep, 2022 @ 11:18am 
Hey @atr14, did you maybe manage to check if the current scaling works well with vanilla 3.4? (or essentially with anything since you've last posted). Just curious. Either way I plan to run a game with the mod enabled to see if I like it, so I'll be back with some feedback soon-ish, I hope.
LAJ-47FC9 11 Feb, 2022 @ 3:01pm 
Actually, I still managed to get seven tradition trees filled by 2300, with no particular focus on unity. It might need tuning up some more!
atr14  [author] 8 Feb, 2022 @ 5:55am 
Thanks @LAJ-27FC9 (Liara), looks like a great addon! The current version should be OK tech wise for vanilla, but the tradition cost scaling is probably too high. Once the new version comes out of beta I'll be doing an update to re-balance this for the new sprawl scaling.
LAJ-47FC9 7 Feb, 2022 @ 5:59pm 
Hey, great news to followers of this mod! I've created an updated version, with ESC and Guili's Techs compatibility. You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2746707863
LAJ-47FC9 7 Feb, 2022 @ 12:16am 
EDIT: forget GE&M compat, that'll be a pain. I'll see if it works normally and go from there.
LAJ-47FC9 7 Feb, 2022 @ 12:01am 
Okay, this one should be simple enough that it'd be compatible across a lot of versions, after looking through it. My question is, and it should be pretty easy but I like to be sure, how to make it work with GE&M?
Oh, yeah, and an update to make launchers not complain so much.