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Technology Repeated
   
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866.586 KB
2018年12月15日 16時24分
2024年1月12日 12時53分
26 項目の変更履歴 ( 表示 )

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Technology Repeated

解説
More Repeatable Technologies
Ever reach the late game and wonder if there is more to physics than slight buff to shields or energy weapons? This mod adds enough additional balanced and repeatable techs that you will not be forced to alternate between 4 options until you become bored enough to declare yourself a fallen empire. There are still enough techs for a semblance of choice towards the end game, as well as viable paths to focus on to specialize your late game empire ships or economy.

Changes from Vanilla Repeatables
In addition to there being more techs, any repeatable technology will become half as likely to appear again for each level you take, making it difficult to choose only a single path to stack a single modifier. Some repeatables give a focus or a specialization, which will decrease the chance of discovering other techs within that specialization. It is not a hard limit, but it forces a choice, specialize in a single field at the cost of others, or try to keep things balanced.

All cost reduction techs are capped at 5 levels, so it is not possible to reach 0 build cost or maintenance. Many of the other strong modifiers, such as evasion, disengage chance, pop growth, and jobs/population are also capped at 5 or 10 levels if they would be otherwise overpowered. Also, keep in mind most are multiplicative, not additive.

Fallen empires do not start with 10 levels of all the new repeatables (they still do with vanilla ones). If they awaken, they can start to research the new repeatables.

Changes from Technology Ascendant
This was originally a spinoff of a larger technology overhaul: Technology Ascendant. Now it is a standalone of only repeatable technologies, it works with Technology Ascendant but it is not required.

Modifiers and Specialization
Specializations decrease the chance of discovering the other specializations in that category by 40% per level. Focuses do the same by 50%. These represent a choice for your empire, if you decide to heavily militarize your society, it will be harder to shift towards production, and becoming a savant in all fields is nearly impossible.

ENGINEERING PHYSICS SOCIETY Alloys +5% Motes +10% +3 Basic jobs/50 pops Rare Crystals +10% Planet Maintenance -5% (job specialization) max +15 Exotic Gases +10% max -25% +2 Processing Jobs/50 pops Station Production +10% Ship Maintenance -5% (job specialization) max +10 Ship Hull +5% max -25% +1.65 Military Jobs/50 pops Disengage Chance +10% Damage to Shields +5% (job specialization) max +8 max 50% (tactical focus) (weapons specialization) Terraforming cost -5% Sublight Speed +10% Damage to Armor +5% max -25% max 100% (weapons specialization) Pop Growth +5% Evasion +5% Damage to Hull +5% max +50% max 50%, multiplicative (weapons specialization) Pop Assembly +5% Titan Hull +1000 Small Ship Cost -5% max +50% max -25% (ship focus) Housing +3 Captial Ship Cost -5% Fire Rate +2% max -25% (ship focus) Force Disparity Combat Bonus +10% Ship Build Speed -10% (tactical focus) max -50% Collateral/Morale Damage +10% Trade Value +10% (exclusive) Tracking +5, additive Collateral Reduction -10% /Trust +10 Sensor Range +1 (exclusive) max -100%

Compatiblity
Save game compatible, can be added to an existing game. Overwrites vanilla repeatable techs, but only for weighting (00_soc_repeatable, 00_phys_repeatable, and 00_eng_repeatable) should be universally compatible with other mods.


Credits
German translation by Nolotow
Russian Translation by Pegas
Japanese Translation by Rio Mizuhoshi

Original, full version here:


Try out some of my other Mods


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240 件のコメント
star-of-the-fogotten 6月25日 20時18分 
it works mostly fine for me in 4.0+. the job techs almost never show up though but thats about it really.
Why not Zoidberg 5月19日 19時48分 
judging by the numbers you have here on the mod the only thing that need to change for the new pop system is the max jobs and housing need to be multiplied by 100. The rest should work the same since this mod does not change the output of said pops
starchitec  [作成者] 5月8日 21時49分 
maybe? A few of the repeatable job techs might not make any sense anymore. Might need some other adjustments with the new system.
Sammich 5月8日 20時45分 
will this work with 4.0?
Icarus 2024年12月24日 10時37分 
Works with 3.14, ACG and the compatibility patch
kibitz! 2024年7月16日 0時09分 
the mod works on 3.12 in my experience so far. the only relevant issue I've noticed is that the '+1 of x type of job per y number of pops' repeatables currently also apply to the lathe, but the pops won't fill said jobs so it has no significant impact
NotFox 2024年6月29日 18時39分 
I haven't had any problems with it.
KeinNiemand 2024年6月29日 14時14分 
Does this work with 3.12?
GnoSiS 2024年6月19日 20時50分 
works with 3.12? if so please state it and perhaps update the version. Thanks!
NotFox 2024年6月19日 18時55分 
Really? That's news to me, I didn't think there were any hull techs in vanilla. Just goes to show how long It's been since I played without mods lol. Thank you for putting up with my questions.