Stellaris

Stellaris

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Technology Diffusion
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7.10.2023 klo 3.53
27.11.2023 klo 6.40
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Technology Diffusion

Kuvaus
Balance Stellaris research! Tired of huge tech gaps between empires?
This mod grants bonuses to less advanced empires based on diplomatic relations with more advanced ones. Similar to other Paradox or Civilization games.

A small mod in terms of functionality, but a giant leap in impacts!

What does this do

These bonuses are in the form of an added flat output modifier per research area, based on neighbors, diplomatic treaties and research point production differences.
The trigger to determine if an empire can obtain bonuses is not year-based (like in EU4), nor on what precise tech those neighbors have researched, only on the technology ratio (a vanilla number which is used to show infos like "overwhelming" or "inferior" in the contact menu).

The modifier is not OP, techno-centrists empires will still be ahead but by far less than in vanilla.

I don't know for you guys but sometimes I already knew by 2300 that the game was easily won.. everyone being this soon "pathetic" in tech is quite frustrating sometimes, since everything is then impacted (fleet power, economy...). This won't be the case anymore for most empires. Just look at the screenshots above! (btw if you're looking for the same mapmode, I used this mod and then added a few colors to better see the differences betweend empires).

You will see AIs faring much better indeed, they will not be a century behind by 2350!
The rate of diffusion is entirely configurable in a running game through Dynamic Mod Menu.

Works especially well with mods that adds new techs, like gigastructural engineering or more modules/weapons/buildings. Technology Ascendant is compatible too (and recommended in addition, if you're looking for the feeling of a tech "overhaul"!).

Compatibility & performance

This mod was actually built with compatibility in mind, so nearly all mods out there should work with. This is just an event that adds empire modifiers. Performance shouldn't be impacted too.

Compatible with Stellaris version from 3.5 onwards and you can add or remove in a running game. Technology diffusion only uses research and diplomatic vanilla features without overwriting any files.
Since changes are made in gameplay though, not ironman compatible obviously.

How it works & things to know:

Every empire will be checked against a few conditions, and if they match, a specific value will be added to the total applied modifier.
For performance reasons this is updated by empire, every time they have researched a technology. The modifiers last 5 years so be careful not to research 10-year-long technologies!

  • The more diplomatic treaties you have, the more the bonuses (non-agression pact or treaties like trade, migration...). Common borders are not required - Though if you are neighbors with open borders, you (or them) get twice the bonuses. Note you only get a quarter if you have closed borders. And you get nothing if you are rivals! ;

  • The more the tech differences the more bonuses the empire behind gets - that means you'll get less and less bonuses the closer you get (if you get closer...). Being part of the galactic community will help a bit more ;

  • Modifiers will scale with your own research production so you do not get huge bonuses. Also keep in mind that, regarding absolute values, it's still preferable to invest in your own research. This is precisely why this mod is not game breaking ;

  • Enigmatic engineering is taken into account, and is equivalent to closed borders with everyone! ;

  • Being at war with a neighbor... is the same as opening borders with them! After all, in war one can study the enemy planets & ships... This helps xenophobe/aggressive empires that have far less positive relationships. ;

  • Obviously Fallen Empires are not taken into account, you won't build ringworlds by 2250! Same for crises, marauders etc. For newly added crises by mods, as long as they are not implemented the wrong way you won't have balance issues.

If you find this a bit vague, it's volontary. The idea is to emulate unplanned, decentralised and/or informal exchanges between scientists throughout the galaxy. So maybe you should not know the ins and the outs in detail, otherwise you'll be able to influence/optimize this... But if you prefer, you can click here to see all the numbers.

All in all this helps AIs a lot, so you can still have real contenders by late game. This also opens up new ways to play, for example you can try not investing in research at all on planets! And do not ignore wormholes or gateways, as they count as neighboring someone! (once opened/traveled).

Why you might want this mod?

  • First as said previously, this will help balance the game and keep your play interesting. Some AIs will still be contenders by late game, so you'll have real rivals and real "galactic" issues other than crises.

    The game will seem much more alive, AIs will fight a bit more if they don't like eachother, because in vanilla aggressive empires that focus on ship building gets far behind in tech as the game advance, as they don't invest much in research. This won't be the case anymore, unless they are blocked by a hostile federation or other contexts reasons.

    Also, primitives reaching the galactic stage will now be able to learn technologies faster, and have a (little) chance to be more than just a planet to easily conquer. "Confederation of Cradle of Decay" is an example in the screenshots above.

  • Second, this little addition may change how you use diplomacy. If you are ahead in tech, signing treaties now means giving them bonuses! Are you sure you want to do that? While rivalries and closed borders takes more importance than in vanilla, to help prevent this natural diffusion.

    You may also think twice before signing a research agreement or opening your borders with an enemy federation member...

    On the contrary if you are behind in tech (now you can afford to be!) you might want to prioritize improving relations with high tech empires.

  • Third: new ways to play will open up as mentioned before. Wormholes & gateways can now become huge strategic interests, since empire(s) on the other side are considered neighbors!

    You may also consider attacking someone just to become a neighbor of the game's technology leader... Or even getting in a war just to get a temporary tech boost? Many possibilities of role-play and strategical gains!

Let me know if you have any suggestion, the base mecanism of this mod won't change but the numbers can :)

You can find here the Italian translation pack: https://steamproxy.net/sharedfiles/filedetails/?id=3049043081, feel free to contact me to add yours in other languages!
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11.4. klo 14.57
Brilliant idea for tech!
zxwv1234567
71 kommenttia
danielthelaw 18 tuntia sitten 
@StarOri I'm pretty sure Unity represents societal development. So same as technologies are spreading between different countries, ideas and culture are spreading too.
The only problem is that this should be represented by the Ethics attraction from neighbours, probably... As Unity represents internal development.
But gameplay-wise, I think AI-player balance would benefit a lot from Unity spread.
StarOri  [tekijä] 22 tuntia sitten 
Yes this is save friendly, can add or remove anytime. I actually mentioned that in the "compatibility & performance" part :P

I did not, regarding unity. I'm not sure to see how or why it should spread like technologies. Actually I'm not totally sure of what is unity in a role-play manner, isn't that an internal "meter" of your empire capacity to be... unite?

@Doviena Not sure what you mean! This mod doesn't change what is considered a neighbor. I'm just using the vanilla feature to know of which you are being neighbor or not.
Doviena 14.9. klo 22.38 
So this works, but due to its considering Gateways as neighbor/bordering, the Xenophobic FE on the other side of the galaxy declared Border Cleansing on me....
danielthelaw 21.8. klo 7.57 
Great mod!
Have you considered doing the same with Unity production?
I dont remember - is it save-friendly or need new game?
Add description about it.
Greyjoy's Anatomy 21.7. klo 8.35 
Just discovered this mod looks great Ori! Always felt the AI needed a boost in tech
StarOri  [tekijä] 18.7. klo 5.16 
I'll release a new version soon that includes espionnage in the bonuses, so agressives empires without friends will also have ways to "get some diffusion". I figured indeed "purifiers" and other genocidal empires are often getting to large differences with the others.

I think I'll also add an option in the menu to remove the spread altogether, in case of temporary issues like the one below.
StarOri  [tekijä] 18.7. klo 5.14 
Hello there, so I'm back on this!

From what I've seen the mod is still working with the current version yup, and the menu is still accessible ingame. Dynamic mod menu is still working indeed (it is required for this to work, and I think you must load it before Tech Diffusion, that was maybe your issue @2M4L?).

@Osium I'll take a closer look but I didn't see any issue so far, what you're describing is also weird. You can share a save if you want (well, if you are still playing with the mod 2 months later..)

@Melon_Sour That's a nice idea thanks, I'll work on it!

@Dr. Nolegs Hmm I see it makes sense indeed... Not sure what I can do there though, the mod ignores fallen and crisis empires but custom ones like this that starts with many techs...
This origin has always seemed OP to me already, maybe we can consider this behavior is okay.
The possibility to disable the spread for players may help here if it's not wanted.
Dr. Nolegs 16.7. klo 22.27 
I found an awkward interaction, the Imperial fiefdom's Indolent overlord empire applies the diffusion effect, which skyrockets early tech.
Xx_Ang3l0fD3@th_xX 12.6. klo 8.45 
anyone know how to get the menu again?