Stellaris

Stellaris

Not enough ratings
Rebalanced Research Penalties - Variant A
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
684.000 B
11 Jun, 2017 @ 2:33pm
19 Nov, 2017 @ 10:30am
2 Change Notes ( view )

Subscribe to download
Rebalanced Research Penalties - Variant A

In 1 collection by Nord
Adams Modpack (1.6.x) Lite
72 items
Description
UPDATE: 1.8.* Čapek compatible!

Rebalanced Research Penalties - Variant A:
Each colony will incur a 20% research penalty while each pop gives a 0.625% research boost.

A fully colonized planet with:
25 tiles = 4.375% research penalty (15.625% research boost)
20 tiles = 7.25% research penalty (12.5% research boost)
15 tiles = 10.625% research penalty (9.375% research boost)
10 tiles = 13.75% research penalty (6.25% research boost)
5 tiles = 16.875% research penalty (3.125% research boost)

Note: This is a variant of the original, as requested by @aidynmaster.

Compatibility
Only touches 'common/00_defines.txt' lines:

NGameplay = {
TECH_COST_MULT_NUM_COLONIES = 0.2 # Each Planet adds +X% tech cost
TECH_COST_FREE_POPS = 0 # First X pops do not add any tech cost
TECH_COST_MULT_NUM_POPS = -0.00625 # Each non-free Pop adds +X% tech cost
}

---

My other mods:
Rebalanced Research Penalties
Better Border Brightness
Hip Hyperlane Highlights
Green Ripple Ping
Less Aura Glow
Scifi Night Lights
12 Comments
AdmiralKoerner 3 Apr, 2018 @ 9:06pm 
Are you able to update this to 2.0?
Zares 9 Jul, 2017 @ 5:40pm 
@NordikaMan
This variant feels the best and I think AI is better with this variant rathen than with 40%/planet :) Sometimes research is too smooth and easy, but Alphamod+Expanded Spaceport Modules give more possibilities in boosting research. I can finally colonize average and even small planets :), so does AI! And we all know that AI doesn't care about a size of planets.
Zares 9 Jul, 2017 @ 5:40pm 
@aiidynmaster
I'm not sure, if I understand you in 100%. You think that new colonies should hinder research (this mod gives 20% penalty/planet), but not if fully developed - there is a small bonus per new pop. It's more about balance.

Or you mean the realistic side of this? Maybe you should think this way: New founded colony = research penalty, because scientists study the planet to help colonists survive, then this colony slowly develops = more scientists = more help = a little less penalty. Why is there still penalty with fully populated planet? Maybe... their minds are busy with new problems on the planet - overpopulation, diseases, etc. :D And why it affects planets? Well, it affects global research rather than local research output on the planets. Scientists are connected to the Internet and their planet-related jobs hinder researching new techs, unless they have psionic/synthetic abilities :)
Jack Kenseng 1 Jul, 2017 @ 4:55am 
@NordikaMan

The whole research penalty thing both bothers me and interests me. While I do think new colonies should hinder research, a fully developed planet should not. It's called Skype and the Internet guys. >_> The more minds you have on a subject, the better.

And why would planet D that was just founded hinder planets A, B, and C? What do scientists have to do with the process of colonization anyway?
Zinogre 21 Jun, 2017 @ 3:30pm 
Would a similar rebalancing for Unity be feasible?
Not a Teddy Bear 19 Jun, 2017 @ 4:02pm 
yes this is amazing now i can have my huge empire taking up one fith of the galaxy ad still research stuff easily! where has this mod been all my empires space faring life.
Nord  [author] 15 Jun, 2017 @ 11:24am 
@Zares No problem! Let me know what you think and feel free to tweak the numbers to your liking.
Zares 15 Jun, 2017 @ 4:31am 
Yaaay! Thank you for this variant :) I'll finally be able to colonize average and small planets without thinking bad about penalties!
Nord  [author] 14 Jun, 2017 @ 4:53pm 
@WERWOLF-SS This doesnt affect AI directly.

@nDervish Have you found any balance that seems appropriate? Ultimately, like I mentioned in the original mod description, this concept will need a different implementation all together so that you can tie a colony size directly to the penalty, rather than a flat rate regardless of colony size... One day... Busy getting my own game up on Steam!
nDervish 12 Jun, 2017 @ 5:26am 
@NordikaMan: Based on your original version, I've been messing around with different settings over the last few days and, although I'd really prefer for a large, fully-developed world to provide a bonus rather than a penalty, you'd need to also rescale the tech costs to make higher-tier tech more expensive, otherwise research gets to be stupidly fast, because the vanilla tech costs rely on population-based research penalties to inflate their costs.