Stellaris

Stellaris

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Better Repeatable Technologies & Administration Rework
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15 Apr, 2022 @ 11:00am
12 Mar @ 6:14am
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Better Repeatable Technologies & Administration Rework

In 2 collections by ChagatuAlin
Stellaris自用联机模组 / Self-Use Multiplayer Mods Group
27 items
Stellaris自用及联机模组Mk.II
41 items
Description
Last Updated: 3.10

Do you feel annoyed that the Paradonks remove the administration system in 3.3 just for their damned DLC?
Then this is for you.

Modifications on empire size and related techs & better 3x repeatable techs will make this part back closer to 2.8/3.2 versions feeling. And also won't brings disadvantage to pacifist empires.

Attention: This mod give early time quick expand more challenge, may not friendly to new players.


By requested, here's a modified Previous Version of this mod.
No changes in penalty of over-cap, only add technologies, edicts, policies and planetary decisions for dealing with the empire size.

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■ Mod Description:

= Empire Size =

- Former policies, edicts and decisions are removed. Admin techs are now focus on add administration power, unity produce and leader cap. Also can be research much earlier.

- Empire size effect change to: Over cap with each 100 will brings 100 unity monthly cost and 10% extra tradition cost.
This is more closer to the situation that before 3.3, it mean you may have to build more unity building to maintain the unity balance, more like the administration centers before.
Edict cost and planetary accession will still modified by empire size, then the techs will help, also won't let pacifist empire go in disadvantage on this part.

- To compensate potential disadvantages to AIs, After AIs unlock the techs, they will receive extra minor bonus, this will cause AIs be stronger, but not much.


= Repeatable Techs =

- All repeatable techs merged, their complete effect and research cost been tripled. The general cost just a little bit higher than vanilla, but almost no difference.

- Some repeatable techs combined, such as: Missiles, Strike Craft, and Building Construction. Make them simpler and clearer.

- Some repeatable techs Modified, Examples:
Naval Cap and Command Cap techs research level limit removed, "Administrative Efficiency" changed to +50 Admin Cap, Ship Hull techs re-added. Strike Craft Repeatable Techs moved to Engineering Class. Leader Cap techs re-added.

- New repeatable techs, including trade, research points boost, alloy and consumer goods production increase and leader caps, they are balanced and considered. Some of them got research level limit, like housing, power projection, and research alternatives.

- AIs got higher favor to these more important repeatable techs, such as Ship Hull, Admin Cap, Energy Weapons and Shield.
Also got lower favor to these unimportant repeatable techs, such as Ground Army, Food Produces, Military Platform, Building Cost and Building time.



= Others = These parts can be delete as your need.

- More warship section templates are available, they will be unlock after corresponding ship hull upgrading techs researched.
Examples : Titan Massive Bow [X2],Titan Carrier Core [H4P2],Battleship Cae-Gun Core [L2H1],Battleship Hangar Stern
,Cruiser Hangar Bow [H], Frigate Missiles Core(S3).

- A new weapon and its techs : [Arc Cannon]. Derived from [Universal Arc Emitter] Mod, this is a L-slot arc weapon, kind 'a better and more expensive cloud lightning, or smaller arc emitter.
But not like the status of Arc Emitters in X slot. Compare with the same level weapons, it got a short attack range[100], unstable and poor damage[15.0 Dmg/t].

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■ Questions you may ask:

Q: How's the Compatibility?
A: Vanilla File Replacement: 00_static_modifiers.
Not replace, then no effect, feel sorry about that.

Q: What's the formula of cost of repeatable techs?
A: (3*[Vanilla Rep-Techs Base Cost:50000]-10000)+[Researching Rep-Techs Level]*(1+2+3+3)*[Vanilla Rep-Techs Increasing Cost:5000]

Q: Overall, has AIs become stronger, or weaker?
A: Stronger. But not significant.
But watch out for fallen empires, they are now much stronger.

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Data and effects been tested and adjusted multi times, for insuring reasonable and balance. But it is still not perfect, suggestions are welcomed.
No special loading sequence demands.

That's all,

Good luck.
Popular Discussions View All (1)
1
11 May, 2023 @ 5:05am
请问
WMK1234
108 Comments
閃光のハマース 21 May @ 1:10am 
我知道香草科研助手可以控制后期循环哪些科技,就是有个法案可以开列表ban掉一些不想要的循环科技,剩下的都是自己想要的,然后把原版的自动研究打开就行了。不过那个按照作者说只能识别原版的,其他MOD添加的新循环科技要另外写兼容
ChagatuAlin  [author] 17 May @ 5:46am 
@庞埃烈德 其实我也想弄成这样,但是没有办法通过常规的方式实现,我能设想出可能的办法,但是非常麻烦且不一定奏效... 在这方面有什么好的参考对象可以发给我看下哦。
而且同时也在考量更多且合理的行政力提升手段。
庞埃烈德 16 May @ 9:04am 
可不可以指定循环一些科技啊?一堆科技循环循环不想要的有点难受
ChagatuAlin  [author] 16 Feb @ 3:36am 
@Ruo 试着调整加载顺序试试,如果还不行就没办法了,这种情况是冲突模组替换了同样内容导致的
Ruo 12 Feb @ 10:27pm 
非常好mod,使我船体翻倍

但是好像跟古代帝国mod冲突,二者同时使用时船体循环无法使用(
ChagatuAlin  [author] 26 Jan @ 10:10pm 
@Deathy 这个挺麻烦的,可以弄但是不好弄,我现在就是原版环境狂暴运营到后期科技都跑的相当快,搞到最后都是让它自动选择研发项目,都不想管了
Deathy 6 Dec, 2023 @ 7:17am 
可以的话还是希望能加一下循环科技控制台,虽然3倍下原版产能还是ok的。但上点有强度的mod,即便是产能7个月1循,也极有可能出现一两个月打开一次科技台的情况。
ChagatuAlin  [author] 24 Sep, 2023 @ 7:08am 
@GnoSiS all right then, and I will change it in next update.
GnoSiS 23 Sep, 2023 @ 2:53am 
Yes, I'm just commented on that, because the notes above wasn't mentioning it. I made the changes to the files myself locally already.
ChagatuAlin  [author] 22 Sep, 2023 @ 10:51am 
@GnoSiS yes... maybe simply cancelled the research level limit of these two will be better?