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You can increase the cost of all researches at once per faction.
I wouldn't alter buildings/outposts. It's not maintainable, and it alters balance between buildings (e.g an Aedanthropum at 2 research is very much less interesting than a Brood Nest at 4 biomass) as well as impact on some flat bonus research (e.g +2 research on outposts from AdMech).
I looked into the adeptus trait more, its not a flat rate exactly, its an additional 10% cost for each new research, which on one hand is great at increasing costs thereby delaying techs, although it can also further incentivize tech rushing because +10% of higher tech is more than +10% of lower tech. For instance, 10% of tier 1 is like 3.6 (if 36) whereas 10% of tier 10 is significantly greater. So with adeptus trait it would be inefficient to get numerous lower techs because later techs would then cost many 100s (perhaps 1000s) more than if they were just researched first. Even so, a small % might influence choices between being well rounded over rushing for something end tech.
all that is to say that the adeptus trait is a good thing to manipulate but it cannot be used in the way that nerfing research income was via features and buildings, probably because loyalty excessively exacerbates incomes. At 6 default, 2 cities is 24ish, whereas for my current game only 4ish. At the same time, 1 city with a research builidng for me now gives more research than 2 cities without research buildings. Technically it is a balance change, but I am seeing it positively as adding value to distinctions in choices: wide/tall, research investment over unit production etc. Derivatively, certain factions absolutely get new cities earlier than others, and with hqs being as they are, it unfairly benefits their research gain.
As it is default game mode, I dont see the point in ever building research, even setting myself at -15 I was getting new techs faster than I could make a single unit from the new buildings e.g., 10 turns left building a commissar and tech for tank commander is already done.
You're sure you're not confused with the increase to research cost common to all factions?
You have to add a couple of new/extra techs but then suddenly it becomes all a lot more interesting (if you do it right). Well may be not for the fast PVP play on the internet but I'm not after playing on the internet so there is logic in it.
At least that’s how I do it. But on the other hand it's quite strange why the xml doesn't contain a cost per tech. And so get a little control over the tech pace. But modding for Gladius means almost alway's you can skip plan A. B is good enough. C too otherwise you end up with nothing.
What i notice from techs that require multiple prior techs is that it is just listed as any of those techs, NOT as all techs (you could look at how Dozer-Blade is setup for instance). So, unless there is a way for the game to check an AND condition instead of ANY (or), there is a limitation on the amount of prereq pathways that can be made
on the other hand, you could do an infantry chain and a vehicle chain as you mention though, for example, which is probably good enough. to fit your example, the way its presented it seems as though you could do: baneblade needs extra vehicle armor, extra vehicle armor needs leman etc.