Stellaris

Stellaris

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Better Repeatable Technologies & Administration Rework
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Apr 15, 2022 @ 11:00am
Nov 4 @ 10:32am
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Better Repeatable Technologies & Administration Rework

In 1 collection by ChagatuAlin
Stellaris自用联机模组 / Self-Use Multiplayer Mods Group
29 items
Description
Last Updated: 4.0

A personal mod shared for public use.
Troubled by the empire sprawl penalties post-3.2? Annoyed by the lack of viable countermeasures? This mod might be the solution.
As the game environment has undergone too many changes, reverting the empire sprawl mechanics to a state similar to pre-3.2 is nearly impossible.
Thus, this mod no longer directly alters empire sprawl penalties. Instead, it focuses on introducing decrees and policy sets unlocked through progressively advanced technologies, allowing players to partially reduce or offset overall sprawl penalties by paying a corresponding cost based on their needs.
Additionally, it refines and overhauls repeatable technologies, effectively consolidating them with triple efficiency, while further expanding late-game administrative capabilities.

■ Mod Overview

= Administrative Technologies =

Introduces a series of mid-to-early game technologies to enhance basic administrative capacity, unlocking corresponding decrees and policy sets to further mitigate empire sprawl penalties at a progressively significant cost.

AI empires receive additional free bonuses upon unlocking specific technologies to compensate for their lack of flexibility, making them slightly stronger but not overwhelmingly so.

= Repeatable Technologies =

All repeatable technologies are consolidated, with their effects and costs tripled.

Some repeatable technologies are merged, such as building construction, missiles, strike craft, and defense platforms.

Rewrote the descriptions of repeatable technologies to make them more precise and coherent.

Adjusted certain repeatable technologies, for example:

Fleet Capacity and Fleet Command Limit technologies now have no research level cap.

Administrative Efficiency technology now provides +50 Administrative Capacity.

Hull Durability technology has been reintroduced.

Leader Cap repeatable technology has been reintroduced.

Strike Craft technology has been moved back to the Engineering field, etc.

Added new repeatable technologies covering areas such as Power Projection, Housing, Trade, Industrial Production, Resource Storage, Technology Research, and Leader Cap.
Rest assured, adhering to the principle of "balanced rather than overpowered," they are all well-tuned. Some technologies (e.g., Research Alternatives, Power Projection, Housing, Buildings) have research level caps.

AI now prioritizes researching more critical repeatable technologies, such as Hull Durability, Fleet Capacity, and Shield Hardening, while assigning lower priority to less crucial ones, such as Army Damage, Food Production, Platform Hardening, and Building Cost.

= Other Features = This section can be removed if desired.

Added several new ship module configurations, which unlock after researching the corresponding ship hull upgrade technologies, providing more possibilities for ship customization.
Examples include:

Titan: Giant Bow [2X], Carrier Core [4H2P]

Battleship: Battle Carrier Core [2L1H], Carrier Bow [2H]

Cruiser: Hangar Bow [1H]

Destroyer: Torpedo Bow [1G2P]

Corvette: Missile Core [3S]

Added a new weapon and its associated technology: Arc Caster.
Derived from the "Universal Arc Emitter" mod, this is an energy weapon that can be equipped in Large slots, filling the gap for large-scale arc-type weapons.
Unlike the dominant Arc Emitter, the Arc Caster retains the dual penetration advantage but features shorter range [100], highly variable damage output, and low base damage [15.0 Dmg/t].

■ Frequently Asked Questions

Q: How compatible is this mod?
A: The previous aggressive changes to empire sprawl have been removed, making it compatible with most other mods.

Q: What is the cost formula for repeatable technologies?
A: (3 * [Base Repeatable Tech Cost: 50000] - 10000) + [Current Repeatable Tech Level] * (1+2+3+3) * [Base Repeatable Tech Incremental Cost: 5000]

Q: Overall, does this mod make the AI stronger or weaker?
A: Fallen Empires receive a significant boost. Regular empires are only slightly strengthened.

Q: I only want the repeatable technologies part of this mod. How can I achieve that?
A: Keep only the files marked with "repeatable_techs" in the /common/technology folder and the /common/scripted_variables directory. Delete all other files and folders under /common.

All values have been tested and adjusted multiple times to ensure reasonable balance, though further refinements may still be needed. Suggestions are welcome!
No specific load order is required.

That's all.

Good luck!
Popular Discussions View All (1)
1
May 11, 2023 @ 5:05am
请问
WMK1234
135 Comments
WMK1234 Aug 4 @ 4:47am 
咱就是说能不能先核对一下?common目录只有scripted_values文件夹而不是scripted_variables,technology文件夹里还有administration tech标识,这个也是不能删的(甚至拼写还是错的administation少个r),自己写的代码能不能严谨一点?
人无再少年 Jun 25 @ 6:41am 
可以把最后的+50行政能力改成-50帝国规模吗?
yanganjili Jun 21 @ 10:05pm 
能屏蔽蠢驴的堕落建筑吗?
GnoSiS May 29 @ 2:38am 
Not sure if this is shown anywhere... I'll start a new game to check it out.
ChagatuAlin  [author] May 28 @ 6:34pm 
@GnoSiS 1 administrative capacity(or administrative power ), offset 1 over cap empire size.

@一蓑烟雨任平生 已经更了,主要是没啥时间加顺带要修一个之前遗留的问题所以比较久。

@扎克兰的恩情还不完 技术上可行但真的有必要做这个吗... 假如你说的是禁止自动随机研究灾飞科技的话,技术上来说倒是改得了的,但那样改的话会导致灾飞的AI不会去研究那玩意了,这样就对原版改动的太多了。
GnoSiS May 28 @ 10:32am 
How do the edicts that give administrative capacity work under 4.0?
人无再少年 May 21 @ 2:59pm 
或者把战列舰作为船体循环的前置科技改成擎天堡作为前置科技
大爱星尊 May 19 @ 11:22pm 
能禁止研究文灾飞的应用无限课题吗
人无再少年 May 17 @ 4:09am 
放手去做吧,愿意动手的基本上都可以凝聚力全dlc
ChagatuAlin  [author] May 16 @ 11:22pm 
@一蓑烟雨任平生 我猜测这是生物船科技树没有战列舰船体科技导致的,而船体循环的科技前置又恰恰尴尬的是战列舰船体。说不定把前置科技改成主宰会好一点。但主宰却又是DLC的专属内容,嘶,有点难办呢。