Terra Invicta

Terra Invicta

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[0.4.48] 科技树重置
   
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Jun 12, 2024 @ 10:05am
Jan 10 @ 9:42am
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[0.4.48] 科技树重置

In 1 collection by Joseph.C
Trisolaran Crisis Series
14 items
Description
A complete redesign of the vanilla technology tree, all global techs are no longer entangled together like before, making them easier to understand and read. It can work on old saves.

Applicable version: 0.4.48

原版科技树的完全重新设计 —— 所有全球科技不再像以前那样纠缠在一起,更容易理解和阅读。可以在旧存档上运行。

适配版本:0.4.48


Principle:

1. Removed all loops and shortcuts in the vanilla technology network, e.g., A→B→C; A→B, A→C, B→C dependencies may appear in vanilla, in which case you only need to choose one of them;

2. Select some techs as "key technologies" and divide the whole tree into different technology generations. (e.g. G1: chemical missiles, rail guns, infrared lasers; G2: nuclear missiles, coil guns, visible light lasers; G3: plasma weapons, ultraviolet lasers)

3. Removed unnecessary dependencies of some techs.

4. Divide all techs into different small tiers, T1-T10 cost 500 - 1000 - 2500 - 3500 - 5000 - 10000 - 25000 - 50000 - 60000 - 75000 - 100000 respectively, so that you only need to look at the cost of the technology to know its corresponding Tier.

5. T3 techs only precedes the techs in T2, and does not include any T1 techs, and the same is true for other cases, making the tree hierarchical.


Balance adjustment:
1. Laser technology is spliced ​​into an independent and complete technology line. Now they will no longer be scattered all over the technology tree;

2. The split in energy techs is eliminated, that is, the fusion line is placed behind the fission line to form a complete energy technology line;

3. The redundancy of late energy techs is eliminated -- tokamaks, electrostatic confinement, Z-Pinch, and magnetic nozzles are placed in earlier technologies;

4. Added some early techs are . Their role is to make the technology tree more coordinated as a whole. Since they are all very cheap (500), you don’t have to worry about slowing down your development pace;

5. Reduced cost of early military techs. Now you don’t need to spend too much time on military to obtain early equipment to fight aliens;

6. The independence of materials and energy technology has been strengthened. Except for a few key techs, it is no longer dependent on the development of social science.



原理:
1. 移除了原版科技网络中的所有回路和短路,例如,原版中可能出现 A→B→C; A→C,B→C 的依赖关系,此时这两者只需选取其中之一即可;
2. 选取部分科技作为“关键科技”,以它们为分割,将应用科技线划分为不同的科技代(Generation);(例如,G1:化学导弹、轨道炮、红外激光;G2:核动力导弹、线圈炮、可见光激光;G3:等离子武器、紫外激光)
3. 移除了部分科技过多的前置依赖。
4. 按造价将科技划分为不同的小 Tier,T1-T12 分别花费 500 - 1000 - 2500 - 3500 - 5000 - 10000 - 25000 - 50000 - 60000 - 75000 - 85000 - 100000,这样你只需要看一眼科技的造价就能知道它对应的 Tier
5. T3 科技只以 T2 中的科技为前置,而不包含任何 T1 科技,其它情况亦然,使得整体的科技树层次分明。


平衡性调整:
1. 激光科技拼接为独立完整的一条科技线,现在它们不会再散落在科技树的各处;
2. 消除了能源科技中存在的割裂,即把聚变线放在裂变线的后面,构成一条完整的能源科技线;
3. 消除了后期能源科技存在的冗余,把托卡马克、静电约束、Z-Pinch、磁喷嘴放到了较前的科技里去;
4. 加入了一些早期科技,它们存在的作用是让科技树整体更协调,由于它们都很便宜(500),所以不用担心会拖慢你发展的节奏;
5. 降低了早期军事科技的造价,现在你不需要花费过长的时间在军事科技上就能获取打外星人的前期装备;
6. 强化了材料和能源科技的独立性,除了少数关键科技外,不再依赖于社会科学的发展。








This mod is a submod for TrisolaranCrisis2005.

作为TrisolaranCrisis2005项目的一个子mod
4 Comments
Raphx Apr 2 @ 11:59am 
this need to be in base game y would play this but need french
64368627 Jan 18 @ 7:07pm 
而且这个MOD似乎不兼容作者的另一个联合国MOD 两个MOD一起启用 有科技文本变英文的情况发生
shimmer Jul 10, 2024 @ 5:10am 
并不支持原存档运行,添加了几个新的初始科技,这是原存档不存在的,加载原档会跳出。
StormFather Jun 18, 2024 @ 5:12am 
Great mod. The devs need to see this, would really improve vanilla it being layed out like this.