Stellaris

Stellaris

Balanced Repeatable Techs
25 Comments
BaBoFantasy  [author] 11 Jul @ 12:20pm 
@Lyv
You'd probably have to ask the Paradox developers about that... I haven't tested it myself.
Lyv 11 Jul @ 7:51am 
Does strikecraft armor/shield/hull mult modifiers really work? The ship UI doesn’t seem to show any such modifiers, and even after I added thousands of modifiers to the fleet, strikecraft still get easily shot down by point defense in battle.
有电脑 18 May @ 7:06am 
I think tech like platform and army with 10 value in vanilla shouldn't be simply put together, or they
will have 4 times efficiency compared to other tech
Kaga the キツネ 16 Nov, 2023 @ 7:02am 
Sorry but I think Ship Hull upgrade is more logically to be in engineering, and Fleet Command should be in Sociology.
WHR | TMaekler 3 May, 2023 @ 1:35am 
There is a mod called "Additional Repeatable Techs Nerfed" - IMM does not throw any problems between your two mods. But I was wondering if there is overlap between both so we might get too much repeatable techs? Have you taken a look at that mod?
PookySmile 23 Mar, 2023 @ 7:06am 
Balanced Repeatable Technologies need some balancing.. =)

Obvious problems after short overview

1.Ship Hull upgrade sounds much needed but logically has to be in engineering
2.Fleet Command sounds more suitable for sociology near Naval Cap and Starbase Cap. The game has 3 similar cap upgrades - Fleet Command, Naval Cap, Starbase Cap. So it's only logical either to put all of them into 1 tree or split them between all 3 trees.
3.Speaking of Starbase Cap +5 total is too underpowered for a lategame super-expensive tech
4.Machines and Lithoids do not benefit from endless +5% food. They need some tech swap.

And also engineering having less repeatable techs does no sound balanced to me

Engineering is intended to be the most tech-heavy tree as it should be, at least make equal number of repeatables.

Think I need a couple games to experience pros and cons to have more to say.
Rohzdear 22 Mar, 2023 @ 4:32am 
Thank you for the quick update. I am using Technology Repeated by Starchitec and wanted to know if this mod would have good synergy with it.
BaBoFantasy  [author] 22 Mar, 2023 @ 4:29am 
@Rohzdear
OMG Thanks to let me know. :steamsad: I fixed it.
Rohzdear 22 Mar, 2023 @ 2:50am 
I am sorry, I'm not sure what this specific mod does, since all of the description is for the BSB mod.
RedFox_NT 14 Mar, 2023 @ 7:05pm 
5배 버전이나 10배 버전같이 한번에 엄청난 양의 기술포인트 써서 상승치가 대폭 증가하는 버전도 추가해주실 수 있나요?
bizmaster The Slav 4 Feb, 2023 @ 7:32am 
I think you should decrease the 10% hull bonus in engineering branch to only 5%, as it makes the physics branch less reasonable.And make the hull bonus a separate tech, leavign the defense platform bonus alone.
Also, add a +10% defense platform health to the defense platform damage tech.
In my opinion, it should be more balanced and encourage to use defense platforms in late game more.
明明灭灭 3 Feb, 2023 @ 3:29pm 
Do you want these to be five, so add RT of research speed
明明灭灭 3 Feb, 2023 @ 3:28pm 
@BaBoFantasy
I mean that the tech pool will eventually have five types of tech, physics, science, engineering, other RT are limited
BaBoFantasy  [author] 3 Feb, 2023 @ 3:23pm 
@明明灭灭
Not 5%, 2%
明明灭灭 3 Feb, 2023 @ 3:22pm 
I see that some mod producers will use Edict to control the appearance of some RT, including Ship Hull. Everyone play Stellaris in different styles. These are my personal ideas. I hope you don't mind
明明灭灭 3 Feb, 2023 @ 3:20pm 
I think the RT of research speed is a bit OP, My game uses some mods that are neither strong nor weak, I often have an advantage in the later stage of the game. I don't want to exceed AI too much, The stupid AI always doesn't know how to choose the best technology for research, I think this will make the technology gap between me and AI wider and wider, so I don't want to increase the research speed
明明灭灭 3 Feb, 2023 @ 3:13pm 
Repeatable technology increase the speed of research
This is to be the same as other RT tech,the final quantity is five.so, is my understanding right?
BaBoFantasy  [author] 3 Feb, 2023 @ 3:01pm 
@明明灭灭

- It seems that it will strengthen the fallen empire.
No. The result will be opposite. Because they were previously affected by fire rate RT, but now have no effect, they are likely to be weakened by that much. My mod reduced the number of RTs overall, so the bonuses the fallen empires received naturally decreased as well.

- Why Repeatable technology increase the speed of research?
I wanted to make all 5 indefinite RTs per research categories. Research speed RT is some kinde of placeholder. Without it, other Physics RTs - which is all valuable compared with some SOC/ENG RTs - will be more accessable. And as you mentioned, research speedi is powerful, so I restrained them to 2%, not 5%. And... I'm not sure that's powerful, cause that is like... making a stone tower with the rocks under the tower - 下石上臺. I wish U understand what I mean.
If you have other alternative for the physics RT suitable, please mention. I do love to get ideas from comments.
明明灭灭 3 Feb, 2023 @ 2:51pm 
I am looking for this kind of mod recently. It seems that it will strengthen the fallen empire. Others I want to know why Repeatable technology increase the speed of research? Does research speed gain great benefits in the game, or should it have an upper limit?
BaBoFantasy  [author] 3 Feb, 2023 @ 2:44pm 
@明明灭灭
Maybe yes. as they start with some level (somewhat 5 or 10) of all repeatable techs. Could you please specify your concern?
明明灭灭 3 Feb, 2023 @ 1:33am 
Will this mod affect the fallen empire?
bizmaster The Slav 2 Feb, 2023 @ 11:45pm 
Thank you!
BaBoFantasy  [author] 2 Feb, 2023 @ 8:01pm 
@bizmaster The Slav
Yes. Put BRT under Starnet/Startech in the PDX launcher mod playlist.
bizmaster The Slav 2 Feb, 2023 @ 5:07pm 
Compatible with Starnet/Startech?
seung hyun 30 Jan, 2023 @ 8:27pm 
감사합니다
잘 사용하겠습니다