Age of Wonders: Planetfall

Age of Wonders: Planetfall

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Research Rescaled
   
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13 May, 2020 @ 5:28am
13 May, 2020 @ 6:32am
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Research Rescaled

Description
tl;dr: Re-scales research tiers to convert some early and lategame time to midgame play.

To me, the best part of Planetfall is when higher tier units/mods begin to appear. However, with the current research costs, you spend the first half of every game running vanilla units with the same mods, just because researching anything higher than T1-3 would need to wait until turn 30. Then later on, when you actually have a research engine going, you realise Big Doomsday costs only 30% more than any T9 tech, so the optimised play is to ignore most T8/9 techs as you could be casting doomsday instead.

This is a reduced version of my previous mod, Skip the early game, which is now unsupported post Tyrannosaurus patch. That patch buffed the early game economy and nerfed the late game one, so less drastic changes were needed.

The early techs feel slow because they are simply overcosted for the amount of research you can generate at the time. Then, your research is expected to increase theta(k^n) (i.e. exponentially), but costs only increase tier-on-tier theta(k^n) for the first 6 tiers. The next 4 are a gentle linear slope, which explains why the last few tiers fly by so quickly.

This mod inverts all the problems above. T1 tech is almost free. T2 starts at 100 research, and the rest scale from there, with the later techs spiking harder than the early techs. T10 (Doomsday) spikes extra hard, costing the equivalent of three T9 techs. The three other T10 techs have been reduced to T9 to make sure they are still options.

Secret tech unit unlocks have been standardised. The first unlock is always T3, the second is T5/6 depending on the unit's tier, and the third is T7, or T9 for Herald and Teacher.

CHANGELOG:

Research costs
Tier
1
2
3
4
5
6
7
8
9
10
Original
100
150
300
520
800
1200
1700
2200
2750
3600
Modded
5
100
150
225
325
675
1350
2700
5400
16200

Secret tech unit unlocks
Tech
1st unit (T2)
2nd unit (T2/3)
3rd unit(T3/4)
Synthesis
3
5
7
Celestian
3
6
9
Promethean
3
6
7
Psynumbra
3
6
9
Voidtech
3
5
7
Xenoplague
-
4
6
Heritor
3
5
7

Cosmite Mastery: T10 > T9

/CHANGELOG

If anything doesn't work 'as advertised', drop a comment and I'll be around to fix it.


Check out my other mods:
12 Comments
Walayimuna 3 Mar, 2023 @ 4:47am 
I wish there was a mod like this, but instead with multipliers, like tech cost x2, tech cost x5, tech cost x10, and so on, so that you actually use the units you research for a significant amount of time, as the game it is now, you build some and them ignore building units until you mass produce max level ones
BTAxis 11 Jun, 2022 @ 1:54am 
I made an updated version of this mod. It's available here .
Valisk 18 May, 2022 @ 2:37pm 
how i can edit that mod file to change tech costs?
Pumpkin-King 26 Aug, 2021 @ 2:31pm 
Do you know of a way to disable repeatable techs?
Zorander 11 Jan, 2021 @ 5:53pm 
Yes, I saw that as well. The individual techs only have a tier level and an additional modifier that Triumph doesn't really seem to use. It's also set to 0 for the T11 techs, so I assume it can't be a multiplicative modifier? Otherwise they'd be free.
I feel like I went through most of the tech-related packs now and still haven't found this central one that apparently controls tech costs.
Do you remember which one it is?
\Content\Title\Packs\TechGroups\Definitions_TechGroups.rpk has a category called Definitions Techgroups - Cost Data which seems to control operation costs but not tech costs? It also only goes up to T9. Sorry for spamming your comment section with this :/
Apoplekt  [author] 11 Jan, 2021 @ 6:39am 
Thanks for doing pre-research. I don't think there is an easy way to see the edits from the mod files, even for myself I have to depend on memory, so you'll probably have to take my word for it. Afaik, the entry for each individual tech only allows you to change how much extra (or less) cost it has from its tier's definition, so for sweeping changes you should be looking for another file which defines the tier itself.
Zorander 11 Jan, 2021 @ 1:48am 
Thanks for the quick reply. I got the game recently and the tech cost curve immediately seemed wrong to me. I think your changes to the tech tree scaling are rather reasonable.

I'm currently trying to look into this myself using the modding tools. The endless research options seem to be handled via ...\Content\Title\Packs\TechGroups\Endless_Skills-Techgroups.rpk and are just considered to be T11.
Is there a way for me to see the changes you're doing in your mod's "Research Rescaled.acp" file or is it basically closed source?
Apoplekt  [author] 10 Jan, 2021 @ 11:51pm 
As previous comment said, probably not? I'll attempt to check/fix soon(tm).
Zorander 10 Jan, 2021 @ 4:57pm 
Does this mod still work seamlessly with the Star Kings expansion?
SQW 28 Dec, 2020 @ 4:40pm 
Nice idea but your borked the [future tech] research so they become extremely cheap to research comparable to mid techs requirements.