Stellaris

Stellaris

Additional Balanced Repeatables
9 Comments
Peter34 1 Jan, 2023 @ 6:31pm 
Thanks for updating! This is the Repeatables mod I like best, and I've missed it. Although I'm thinking about trying your x2 variant instead. That sounds appealing too...
Peter34 30 Nov, 2022 @ 10:11pm 
Will this mod be updated to 3.6?
Peter34 12 May, 2022 @ 10:54am 
Please update this mod to 3.4.
Peter34 10 Mar, 2022 @ 10:54am 
Will this mod be updated for 3.3? In particular the +Admin Cap Repeatable doesn't make sense with the new 3.3 game mechanics.
Omicron 25 Jun, 2021 @ 2:59am 
A question, because the mod description doesn't mention anything like it:

Is it intended that some repeatables are twice as expensive as others?

I am currently playing with 1.25x tech/tradition cost scaling, and this as the only mod that modifies repeatable technology costs.

As an example, Aggressive Conditioning and Tailored Learning both cost 68,750 society research with this setting. Meanwhile, Interstellar Dominion and Fleet Management Prodcedures both cost 137,500 society research. This is for the first rank in all four technologies I mentioned. I see the same effect in the physics and engineering branches as well, with some repeatables starting at 68,750 and some at 137,500.

If this is not intended, I can post more details in your bug report thread.
SpaceMarine4040 21 May, 2021 @ 5:17pm 
A tech for housing percentage would be cool, not a flat increase as that would be too strong for habitats. In addition, combining missile and fighter damage into one tech and their fire rates in another would go a long way to making energy weapons less dominant. That way they still scale like
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.
Everfar  [author] 12 May, 2020 @ 3:55pm 
"Critter Components", and "Leviathan and Crisis Components" weight changes have been moved to my Ship Components Adjustments Mod