Stellaris

Stellaris

Additional Balanced Repeatables
 This topic has been pinned, so it's probably important
Everfar  [developer] 12 Apr, 2020 @ 8:59pm
Repeatable Overview, Tech Reweighting, Other
Overview of all Repeatables
Physics (8):
Particles - Energy weapon damage (xInf)
Particles - Energy weapon fire rate (xInf)
Particles - Jump drive range (4w) (x2)
Field Manipulation - Energy from jobs (xInf)
Field Manipulation - Shield HP (xInf)
Computing - Ship build speed (xInf)
Computing - Building cost (10w) (x5)
Computing - Disengage/Emergency FTL (x3)

Society (13):
Biology - Food from jobs (xInf)
Biology - Leader lifespan (xInf)
New Worlds - Monthly unity (10w) (xInf)
New Worlds - Starbase cap (8w) (x5)
New Worlds - Terraforming (8w) (x5)
Statecraft - Leader/ship/army experience gain (xInf)
Statecraft - Trade value (xInf)
Military Theory - Strike craft damage (8w) (xInf)
Military Theory - Strike craft fire rate (8w) (xInf)
Military Theory - Army damage (10w) (xInf)
Military Theory - Army health (10w) (xInf)
Military Theory - Hull HP (xInf)
Military Theory - Naval cap and command limit (x5)

Engineering (11):
Voidcraft - Defense platform damage (5w) (xInf)
Voidcraft - Defense platform hull (5w) (xInf)
Voidcraft - Void build speed (xInf)
Materials - Armor HP (xInf)
Propulsion - Explosive weapon damage (xInf)
Propulsion - Explosive weapon fire rate (xInf)
Propulsion - Kinetic weapon damage (xInf)
Propulsion - Kinetic weapon fire rate (xInf)
Industry - Minerals from jobs (xInf)
Industry - Mining station output (xInf)
Industry - Planet build speed (xInf)


Tech Reweighting
Repeatables with draw weight lowered from the default of 12.5:
- Jump drive range, 4
- Building cost, 10
- Admin cap, 10
- Starbase cap, 8
- Terraforming, 8
- Strike craft damage, 8
- Strike craft fire rate, 8
- Army damage, 10
- Army health, 10
- Defense platform damage, 5
- Defense platform hull, 5
(Matching scientist expertise still increases their weight by 25% but also increases these techs' weights by a fixed 2 beforehand. For example, the building cost repeatable with a computing expert would have (10 + 2) * 1.25 = 15 weight)
[These techs usually aren't what someone just getting to repeatables is going to be researching a lot of. Decreasing their weight helps with countering overcrowding]

All Non-repeatable Command Limit Techs:
- Reduced draw weight by half, 255 to 127.5, 210 to 105, etc
[I've mentioned my thoughts on command limit in the main description. The ship class techs also provide enough command limit cap most of the time.]

Ground Defense Planning:
- Reduced draw weight by half, from 190 to 95
[Soldier jobs just aren't useful enough that early in game for you to have an extra building slot to spare for one]

Gene Clinic:
- Reduced draw weight by half, from 190 to 95

Improved Reactor Boosters:
- Reduced draw weight from 135 to 70


Other
Modular Engineering:
- Added Starbase Building Build Speed +25%
- Added Starbase Module Build Speed +25%
[There would otherwise be no way to increase build speed for these until the repeatable I added. In addition, it makes the technology more worth taking for something other than allowing you to research Corps of Engineers later]

Assembly Patterns:
- Added Planet Decision Enact Speed +15%

Construction Templates:
- Added Planet Decision Enact Speed +30%


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Last edited by Everfar; 31 Dec, 2022 @ 5:02pm