Stellaris

Stellaris

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BRT : Balanced Repeatable Techs
   
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30 Jan, 2023 @ 6:46pm
7 May @ 10:31am
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BRT : Balanced Repeatable Techs

In 1 collection by BaBoFantasy
[Collection] BSB : Better Ship Behaviors
6 items
Description
BRT : Balacned Repeatable Techs
BRT is a fix for unbalance in Stellaris repeatable techs.


UPDATE 20240508

Updated for Stellaris 3.12.


Problems in Stellaris Repeatable Tech Balance

Stellaris repeatable tech has long been out of balance.
1. The numbers of unlimited repeatable techs and level 5 limited repeatable techs are 4/1 for physics, 7/3 for sociology, and 8/1 for engineering.
2. Engineering repeatable tech is even more difficult to progress than physics repeatable tech, as there are too many engineering techs.
3. Defense-related repeatable techs are one each for shields and armor, and there are no hull repeatable techs. In comparison, offense-related repeatable tech increases firing rate and damage respectively. Therefore, the more you research repeatable tech, the weaker your ship will be, and the battle will be over in the blink of an eye.


Physics Repeatable Techs

Removed energy weapon firing rate repeatable tech.
Added research speed repeatable tech.
Added ship hull repeatable tech.
Fleet command limit repeatable tech moved from Sociology.

Finally, the physics repeatable techs in BRT are:

- Energy output +5%
- Research speed +2%
- Ship shield +5%
- Ship hull +5%
- Energy weapon damamge +5%
- (Lv 5 limited) Building cost -5%
- (Lv 5 limited) Fleet command limit +10

5 unlimited techs, 2 level 5 limited techs.


Sociology Repeatable Techs

Removed Strikecraft firing rate repeatable tech.
Army damage/health repeatable techs merged into one.

Finally, the sociology repeatable techs in BRT are:

- Food output +5%
- Unity output +5%
- Army damage +10%, health +10%
- Leader lifespan +5
- Strikecraft damage +10%
- (Lv 5 limited) Naval capacity +20
- (Lv 5 limited) Starbase capacity +1

5 unlimited techs, 2 level 5 limited techs.


Engineering Repeatable Techs

Removed kinetic/explosive weapon firing rate repeatable techs.
Defense platform damage/hull repeatable techs merged into one.

Finally, the engineering repeatable techs in BRT are:

- Mineral output +5%
- Defense platform damage +10%, hull +10%
- Ship armor +5%
- Kinetic weapon damamge +5%
- Explosive weapon damamge +5%
- (Lv 5 limited) Build speed +10%

5 unlimited techs, 1 level 5 limited tech.


Compatibility Information

Modifies only 3 of the vanilla Stellaris files.
- common/technology/00_phy_tech_repeatable.txt
- common/technology/00_soc_tech_repeatable.txt
- common/technology/00_eng_tech_repeatable.txt

It is highly likely that it will not be compatible with other repeatable tech related mods.
Fully compatible with BSB.
Compatible with ASB, ACE, NSC, ESC NEXT, and ACOT.


Please enjoy and give me good feedbacks!


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Popular Discussions View All (1)
2
1 Feb, 2023 @ 6:07am
A few questions/suggestions.
TrueWolves
22 Comments
THIÉN-THẦN SÁT-CỘNG 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