Terra Invicta

Terra Invicta

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Technocracy
   
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Oct 24, 2022 @ 10:13pm
Apr 19 @ 5:04pm
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Technocracy

Description
Updated for Experimental version [0.4.74]

2%/Reduced effect version

This mod offers various repeatable projects for you to shape your gameplay as you see fit. Most of these techs are unlocked thematically. You can search the tech tree by tag words like: (R) for repeatable projects, [Upgrade] for upgrade projects and [+] for orgs.
If the tech tree offers a modifier, most likely, this mod offers a repeatable version of it.

Projects cover areas like:
-Councilor mission success modifiers.
-Nation Priorities. ex. Economy priority +5%
-Space colonization with Faster probes or more mining capacity
-Mc masking and efficiency. Hide your Solar system-wide empire under alien noses?? or tentacles?? or... you get the jist.
-Space and land warfare with endlessly scaling weapon damage or Army tier. Want to print a titan in a day? With enough Rp, all is possible.
-Org projects that offer better bonuses at higher costs. (org rework when?)
-Misc projects like starting XP for councilors, alien detection, officer promotion chances, and more for you to discover.

Feedback appreciated! Especially regarding balancing.
New ideas are also welcome.

Inspired by Earth Development and Repeatable Techs mods.
20 Comments
fred101j Dec 2 @ 11:28am 
Could you add orgs that boost traits like espionage and investigation? Also something that increases building build time. Very good mod btw, I usually create a world state so I have a squajillion research and your repeatables are a good way to spend them.
sneaky boi Jul 19 @ 10:14am 
never mind, relaunching the game fixed it
sneaky boi Jul 19 @ 8:53am 
Im having the same issue as sapphiron. Though i am running the game on the latest patch which may be causing it
Alehsandro  [author] Apr 30 @ 6:57am 
@fluffysnowcap Not without making it available to AI. Due to its upkeep, it might mess with AI performance. However, you can change it by editing the TIOrgTemplate.json file and replacing "allowedOnMarket": false, to "allowedOnMarket": true, Sadly, it will only apply to orgs generated after the change.
fluffysnowcap Apr 30 @ 2:58am 
Would it be possible to make the orgs sellable for 0, so you can remove clutter from the available org pool
Alehsandro  [author] Apr 19 @ 4:15pm 
@Sapphiron It might be a localisation issue. Let me check. Can you provide examples?
Sapphiron Apr 19 @ 3:17pm 
I am getting a weird issue with this mod, where the descriptions and names of the techs just show as variable names. Anyone know what that could be?
Alehsandro  [author] Apr 18 @ 3:20pm 
@Whitman What game version are you running? I made it on 0.4.74 and have not tested it on earlier versions.
Whitman Apr 18 @ 1:50pm 
Doesn't work CTD even if only mod
Evmeister88 Mar 30 @ 8:00pm 
Wondering; Backwards compatible? I'm on 4.38