Stellaris

Stellaris

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Additional Balanced Repeatables x2
   
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18 Apr, 2021 @ 7:46pm
16 Mar, 2023 @ 3:20pm
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Additional Balanced Repeatables x2

Description
Compatible with Stellaris 3.7.x

[ ] = Modder Commentary


Overview:
This is a variation on my Additional Balanced Repeatables mod. All infinite repeatables are twice as powerful, but cost twice as much. The cost to reach any given amount of effect is preserved. Fallen empires will have only researched 5 of each repeatable instead to 10 at game start, and so be just as powerful. If you have grown tired of having to constantly babysit your research end game, but don't trust auto-research, this is for you.

[I've omitted all repeatables that can only be researched a limited amount of times (most 5x) from the x2 treatment, as I cannot limit them to be only researched 2.5 times. An alternative would be to limit them to either 4 or 6 and adjust the effect of each level, but this would often result in messy numbers. Keeping them as is also allows the player to more easily tell what repeatables are finite just from looking at the cost, which is a nice bonus]


The Hard Numbers:
All research costs listed in thousands.

Base cost of each infinite repeatable is changed from 50 to 95, and cost per level from 5 to 20, allowing cost to reach each level of effect (effective level) to remain the same.

Cost of each repeatable = base cost + (lvl x lvl cost)

Cost to Reach Effective Level:
EfLvl Vanilla/ABR ABR2
1 55
2 115 115
3 180
4 250 250
5 325
6 405 405
7 490
8 580 580
9 675
10 775 775
11 880
12 990 990
13 1105
14 1225 1225
15 1350
16 1480 1480
17 1615
18 1755 1755
19 1900
20 2050 2050
...

Cost to Obtain Individual Effective Level:
EfLvl Vanilla/ABR ABR2
1 55
2 60 115
3 65
4 70 135
5 75
6 80 155
7 85
8 90 175
9 95
10 100 195
...


Compatibility information for this mod can be found in ABR's Compatibility Information thread.

Please report all bugs in ABR's Bug Reporting thread (and mention you are using this variation) as any bugs will likely also affect the parent mod.
6 Comments
Peter34 18 Oct, 2023 @ 9:45am 
Will this mod be updated for v3.9.x?
Peter34 28 Jul, 2023 @ 8:35am 
There's a bug, where the description for the vanilla Tech Doctrine Reactive Formations is missing, and it also seems to not cause a +20 increase in Fleet Capacity.

Is that caused by this mod? I note it hasn't been updated to v3.8...
Peter34 20 May, 2023 @ 11:12pm 
Does this mod work with 3.8?
Omicron 19 Jan, 2023 @ 3:13am 
I am not Commander Shepard, but this is still my favorite Repeatables mod on the Cit-- err Workshop. :steamthumbsup:
Everfar  [author] 4 May, 2021 @ 4:19pm 
The strike craft and defense platform repeatables have been reverted back to being split, as no linear buff to them can compensate long term for the research cost reduction of having them split. Instead the draw weight of them has been reduced and I don't know why I didn't just do that in the first place. All currently researched strike craft repeatables will turn into +10% damage, and defense platform repeatables will turn into +10% hull.

Again, sorry for the disruption.
Everfar  [author] 4 May, 2021 @ 4:01pm 
My method of stopping fallen empires from getting some of my new repeatables (disengage chance, ship build speed, and hull HP) seems to have been broken by 3.0.1 or 3.0.2. For now I have put a small event in the newest version that will give any FE with the techs a negative empire modifier to cancel them out. The event runs on galaxy creation and every decade. If you wish to run it immediatly, use the command "event abr.10 [empire ID]". You can find the empire ID of each FE with the command "debugtooltip".
An example would be "event abr.10 21" if a FE was empire 21.

Sorry for the delayed reaction.