Songs of Syx

Songs of Syx

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Free Tech Boosts
   
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Tweaks and Balance: Cheats
File Size
Posted
Updated
98.946 KB
23 Dec, 2023 @ 7:03am
7 Jul @ 3:40am
8 Change Notes ( view )

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Free Tech Boosts

In 1 collection by Kirtash
Kirtash's mods
7 items
Description
Supported versions
V65 - V69

Description
This mods adds several tech nodes that are free (V69+ read notes below), allowing the player to choose/forget them at any point.
Most of these new nodes give a 10% boost per level in a certain stat, like 10% more ore from mining, and have a maximun level of 10.

The point of this mod is to allow players to, at any moment, buff a certain stat, and whenever they want, forget that knowledge. For example, if you think ore production at the beggining is very slow and want to buff it only while you are under 500 population, and then forget the free bost and use vanilla ore technologies, this may help you.

The reason why each level gives a 10% boost and the maximum level is 10, is because the AI factions can use these technologies aswell, if i put a very high level the AI factions will produce a lot more, screwing the economy for the player.
For V69+, AI does not benefit from these boosts!

Compatibility
This mod only adds, it doesnt touch any vanilla file, therefore it should be compatible with all mods.
Should be safe to add/remove to a save, do a backup first just in case! Your allocated knowledge points may reset after adding the mod.

Notes
From V69, free technologies seem to bug the game and reset technologies, to fix this, technologies cost the minimun instead of being free.

If you find any bug or error, let me know
Any feedback is welcome, enjoy and have fun :)
Mod ID: 3120833855
65 Comments
Kirtash  [author] 8 Jul @ 12:00am 
phew
MWRK 7 Jul @ 9:14pm 
Working, thanks!
Kirtash  [author] 7 Jul @ 3:41am 
Updated the mod, should now work, please tell me if its still bugged.
Basically, technologies added by the mod cost 1 innovation instead of 0 to solve the bug
Kirtash  [author] 7 Jul @ 12:46am 
yeah, thats what i was going to test, on vacations so its not easy to do right now, but i will try to update the mod once i can
MWRK 6 Jul @ 3:41pm 
I just tested with another similar mod that has the boost tech cost 1 and they don't seem to deactivate, so that might be the best call
Kirtash  [author] 6 Jul @ 11:56am 
Hm... i will have to test a way to solve that, but since i wont touch the game code it might be tricky to find a solution other than making these techs cost something, the minimun, so the game doesnt deactivate it on its own
MWRK 6 Jul @ 11:07am 
Yeah that could be it, I only noticed that I lost the bonus because I'm stuck in the negative on knowledge when I load my save.
GhostArcher06 6 Jul @ 3:28am 
I think it happens with the tech boost activated. I successfully recreated the issue and without vanilla tech selected I have the amount of innovation and knowledge boosted, but if I spend more than my non-boosted income, on load it will deactivate all tech (including the boosting tech) because I'm overspending. Don't know if there is some calculations done before loading mods or something like this, but the game seems to tell "You're overspending so I deactivate all techs, including the ones the makes it so you're not overspending"
Kirtash  [author] 6 Jul @ 1:45am 
Its only the bonuses deactivating right, the rest of the techs from vanilla dont deactivate? I will have to see if maybe having no cost bugs it in some way on v69...
Kirtash  [author] 6 Jul @ 1:15am 
Thats really odd, i am away on vacations roght now but will check once i can, though nothing has changed between versions in my mod, which is what confuses me