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Stellaris

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Technology Ascendant
 
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Jul 27, 2018 @ 6:07pm
Feb 10 @ 9:06pm
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Technology Ascendant

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Description
Dynamic Research
Have you ever felt technology across the galaxy was too equal? No one rising to the top in a certain field, but lagging behind in others? Do you miss institutions from EU4? I know I do.

This adds twelve breakthrough technologies, one for each specialization (particles, materials, biology, etc) that dramatically increase research speed in that field, along with other unique empire bonuses. They are incredibly rare, likely to originally spawn in a single empire across the course of the game.

New Mechanics
Breakthroughs have a unique spread system, and depending on your relationship with your neighbors you are more or less likely to learn their secrets over time. The goal is that different parts of the galaxy may end up specializing in entirely different fields, with one empire far ahead in biology and society while in an opposite corner another empire is on the cutting edge in physics.

Each breakthrough is more likely to spawn under different ethics and traditions, with bonuses for specific ascension perks, and scientist skills, making it nearly impossible to spawn all of the breakthroughs yourself, and hopefully spreading different technology boosts across the galaxy. However, having a neighbor who has a breakthrough will do far more for you than stacking all the perfect modifiers to spawn the technology yourself. Once a breakthrough appears, it will begin to spread. All neighboring empires will have dramatically increased chances of drawing that tech and friendly empires will get double the spread bonus. The Enigmatic Engineering perk however will block breakthrough spread.

Specialization
Over time, your empire will specialize depending on the technologies you choose. This happens because every breakthrough that you take in Engineering will slightly decrease your chances of drawing a breakthrough in the other fields Society and Physics, or visa versa. Hive and Machine empires ignore this specialization rule to balance out the fact that they do not have any ethics that can boost spawn chance of a specific breakthrough, and that they are less likely to have friendly neighbors to share tech with. Hives and Machines will generally have a slightly lower chance of spawning breakthroughs at the start of the game, but should catch up as other empires begin to acquire specialization maluses.

Once an empire gets 3 breakthroughs, they will not be able to spawn any more themselves, they have become set in their ways and lost their innovative edge. The only way to get the remaing breakthroughs is to have them spread from neighbor empires, or take the technological ascendancy ascension perk.

The game will monitor your relationship with your neighbors, and if opinion falls below zero you will get a popup to inform you that the chance of breakthrough spread has fallen, and again if you can boost relations back to positive. You should also recieve pop ups every time a known empire aquires a breakthrough, and you can see in the tooltip what is needed to boost spread chance. There is also mapmode added that shows the number of breakthroughs each empire has.

Since the mod works by boosting research speed, you will complete the tech tree faster than in a usual game. To balance this, I usually play with the game start slider for tech/tradition cost at 1.25x or 1.5x.

New Features for 2.2
  • Living starships breakthrough gives you access living ship sections, which consume food rather than alloys.
  • Psychohistory breakthrough creates The Foundation on your capital, granting a unique job and a few events.
  • New repeatable technologies with a stacking weight mechanic, like breakthroughs. The more levels of an individual repeatable you take, the less likely you are to draw it again, forcing you to spread out your research. There is a stand alone version here: Technology Repeated Do not run both Technology Ascendant and Repeated.
  • New Research Philosophy Policy. Steer your planetary research labs towards a particular field, hoping to get the breakthrough you want sooner, or perhaps, balancing out your research once youve made a few. Research policy is also a stand alone mod, Technology Guided. No need to run both.

Compatibility
Few vanilla files were harmed in the making of this mod, so it is in theory compatible with nearly everything. Overwrites vanilla repeatable techs, but only for weighting (00_soc_repeatable, 00_phys_repeatable, and 00_eng_repeatable) Overwrites ecumenopolis complete event (mega.200, is still compatible with gpm)

Since spread modifiers are tied heavily to ethics, leader traits, traditions, and ascension perks, any mod that adds those may change the balance of this mod. It will still work seamlessly, but breakthrough spread will likely be slower since empires and scientists will have modded traits that do not boost tech spread.

Mods which add research alternatives can cause you to get more breakthroughs than you otherwise would. Since you cant draw the same research twice in a row, you need twice the number of valid tech options as research alternatives. This mod can generally support up to 7 alternatives with 14 repeatables in every category, at 8 or more alternatives, you may get breakthroughs because there are no other tech options. Bug or feature, take your pick.

Ecology Mod now has built in compatability with a repeatable tech to add waste workers to clean up after all of this mods repeatable jobs.

The mod can be installed mid-save, the new technologies will simply be added to the tech pool. If you would like to translate let me know and I will link and credit you below.

If you miss tiles terribly here is a Legacy 2.1.* Version

Future Plans
Continued balance testing and tweaking. Current tech chances are still subject to change. Feedback is always welcome. Add new events, and possibly an espionage system that could allow breakthroughs to spread from non adjacent empires. A civic for a technology centered megacorp, which would have branch office buildings that sell research, and earn money based on tech/breakthrough disparity, in return for increasing breakthrough spread.

For more details and feedback:
Paradox Forum Discussion[forum.paradoxplaza.com]

Credits
German translation by Khazahm
Russian translation by «(PeGaS)» and greenpinkredfire
French translation by Vilcoyote

Images adapted from:

My other mod, Now Updated to 2.2!


Thank you to everyone in the Stellaris Modding Den for helping me figure things out
[discord.gg]
Popular Discussions View All (1)
27
Jan 12 @ 3:23pm
PINNED: Balance, Weights, and Numbers
starchitec
< >
477 Comments
starchitec  [author] Feb 13 @ 10:03am 
Yep. Rebalancing those a bit is on my todo list
Muggins Feb 13 @ 9:28am 
I feel like out of everything in this mod, the job specialisations might be a bit much, even at the base rate of 1 per 50 pops.
starchitec  [author] Feb 12 @ 9:15pm 
oops, yeah I added the Titan section later so I must have forgot that line. I assume it shows up for any empire type. Will fix when I can, on mobile for a few days so it will take a bit
Astral Feb 12 @ 8:49pm 
Minor bug: it seems that, as a machine empire (in particular, Determined Exterminator) my Titan designs are automatically unlocking the Living versions despite not having them researched. Though, looking at the file, they're all missing the line for:

prerequisites = { tech_voidcraft_breakthrough }
starchitec  [author] Feb 12 @ 9:30am 
yeah there is some weirdness thanks to limitations. Basically all the specializations work for 10 levels, after that they behave like vanilla techs (no decreasing weight) Most are limitless but a few like jobs will cut off after 10 or so levels (of any type) many of the specializations cut off the other versions entirely after you take enough of them because of weight rounding. At some point Id like to rework that so its a bit more clear what is going on.
Elitewrecker PT Feb 12 @ 5:17am 
On the other hand I have >20 of the shield specialisation and e couple of the others before only shield kept appearing.
I also have an equal number of the disengagement and the no retreat focus but the engineering one stepped showing up.

So Isn't specialisation supposed to reduce the odds of the others appearing? If so that's why I don't understand why complex stopped appearing.
starchitec  [author] Feb 12 @ 4:08am 
That actually sounds about right. I need to do a balance pass when I get a chance and Ill try to make the limits more clear. But likely your chance of getting conplex drones is now zero
Elitewrecker PT Feb 11 @ 11:52am 
Well ye I knew that, but that's the problem, I only had 5 of those (and none of the others) before it stopped appearing, then I got 3 of the military and nothing more, and now I have the military or menial as choices, but still no more of the complex spec.
starchitec  [author] Feb 11 @ 11:46am 
There is a cap- its actually sort of flexible. Each one you take decreases the chance of another (or one of a different specialization) appearing. Eventually it rounds down to zero and the techs will stop appearing. How many levels depends on what other job specializations you take
Elitewrecker PT Feb 11 @ 10:55am 
Ok, new question, apparently I wasn't having problem with the complex specialization showing UP, only with it CONTINUING to show up, I only researched it 5 times and it stopped appearing. Is there a cap for it?
The production specialization is showing up now though so that's fixed.