Stellaris

Stellaris

Additional Repeating Techs
142 Comments
Dustreaper Feb 28, 2022 @ 5:01am 
You mean the vanilla infinite repeatable tech?
Hlalakar Feb 28, 2022 @ 3:26am 
would it be possible to add one that adds +5 (or 10, or whatever) years to leaders' lifespans? You'd think a civilization that can travel FTL, build Dyson spheres, and transfer their minds into robots could achieve biological immortality, even if it is incremental.
Photon Aug 9, 2021 @ 2:58pm 
Thanks for making the mod :)
A bug I found: The ship auto repair appears as a 0.0% increase in my game.
Dustreaper May 14, 2021 @ 12:06pm 
Are there limits on these?
Peter34 Mar 15, 2019 @ 5:04am 
No. It's just something that another modder told me, long ago. So I don't know if it's current for 2.2.
[AoN] Xato_VRNG  [author] Mar 14, 2019 @ 4:45pm 
Not had much time testing everything yet, i do not know how the awakening affects moded techs.
Could you give specific examples?
Peter34 Mar 13, 2019 @ 5:09pm 
The Tech costs don't strike me as being inappropriate for 2.2, but some of the effects are quite powerful and would benefit from being toned down.

First of all, though, I'd like to hear if it's still true that upon Awakening, a Fallen Empire immediately gets 5 levels of every Repeatable Tech in the game, both vanilla Repeatables and Repeatables from mods, as an effect hardwired in the game's code and so impossible to disable via modding?
Peter34 Feb 14, 2019 @ 6:31pm 
As long as the Tech costs are no longer out of whack, I'm happy to test this mod.
[AoN] Xato_VRNG  [author] Feb 14, 2019 @ 12:05pm 
I still got alot of stuff i want to do and balance. But it it takes longer to test the mod now, since it takes longer to get to end game techs now.
Peter34 Feb 13, 2019 @ 3:27pm 
Nice! The other guy, with the mod whose name is quite similar to yours, decided to not update to 2.2 and to take a very long break from Stellaris. I'm in the middle of a game right now, but once that ends I'll try enabling your mod again.
[AoN] Xato_VRNG  [author] Feb 13, 2019 @ 9:05am 
yes
Peter34 Feb 13, 2019 @ 6:39am 
The cost scaling was horribly broken for 2.1. As in completely silly. Has that been fixed?
MangoFighter Oct 30, 2018 @ 1:21am 
@Peter34 Thanks for the clarification, hope this mod updates (the techs also show up too soon, while they should show up only after you researched a repeatable tech for instance)
Peter34 Oct 27, 2018 @ 9:26am 
No, this mod is broken and needs to be updated... While waiting for that to happen, I'm using a different mod with a quite similar name, something like "Additional Repeatable Techs".
MangoFighter Oct 26, 2018 @ 9:39am 
for some reasons the tech costs are way too low, would be nice to multiply their cost x10 (to make them cost like vanilla repeating techs), and that should not be too hard to do.
Or was it intended?
Vostok 1 Oct 7, 2018 @ 10:49am 
Hi can u make a seperate mod for machine traits only?:ODWC:
[AoN] Xato_VRNG  [author] Aug 15, 2018 @ 1:08am 
Some Techs have limited levels to stop them from bugging out the game.
Had some health issues irl, hoping to be able update the mod to the new expansion that will change alot of stuff.
PewPewsAlote Aug 14, 2018 @ 2:52am 
soooo. I was only able to research megastructure build speed like 5 times and now its completely gone. I cant even cheat more of it in
Boisegangpc Jul 23, 2018 @ 6:20am 
The Megastructure cost reduction repeatable tech, after reaching a certain point, will cause it to cost negative minerals and influence. All I can see right now for what that means is that it doesn't take away from your stockpile, but it's really wierd. If possible I suggest reducing the cost reduction per tech to something like 1 or 0.5% to mitigate this.
Peter34 Jul 13, 2018 @ 10:12am 
AI Optimization, for instance. The tier 3 (III) version has a base cost of 2940 Physics points. That sounds very, very wrong to me.
Peter34 Jul 13, 2018 @ 10:10am 
Are the Techs added by this mod scaling properly? They seem almost insanely cheap, to me, relative to the cost of the Techs from the vanilla game.

Did something change from 1.9>2.0, with how Tech cost scaling work, that didn't get implemented in this mod?
Sychin Jun 11, 2018 @ 2:41pm 
I ment that the tech would give +5 command limit or so, heck even a +1imit repeat tech would be nice for long term use.
Peter34 Jun 10, 2018 @ 11:27pm 
If you do add a Fleet Command limit Tech, I really think it should be +5 per level and limited to 5 levels.
Sychin Jun 10, 2018 @ 7:52pm 
Could you add a "fleet command limit" tech? Maybe a +5 or +10
[AoN] Xato_VRNG  [author] May 29, 2018 @ 12:29pm 
It might even work already, haven't tested it yet
[AoN] Xato_VRNG  [author] May 29, 2018 @ 12:28pm 
Yes, just not had much time recently. Might have some time for it this week.
Only tried the new expansion for about 30 min sofar:(
Peter34 May 26, 2018 @ 11:58am 
Will you update this mod to 2.1?
ig2wtc Apr 16, 2018 @ 5:13am 
according to sythetical empires:
being able to get the "Robot Build Speed" would be really helpfull, especially since not everyone owns the DLC
Doctor Proteus Apr 8, 2018 @ 6:03pm 
I agree with Exelsiar, you should make the technologies more expensive to research in the future.
Exelsiar Apr 2, 2018 @ 7:14am 
May also be worth making the Tech Gate only become available after some of the later tech has been researched?
Exelsiar Apr 1, 2018 @ 8:05am 
I can't help but feel these repeatables are Very cheap compared to vanilla. If you're still trying to work out what values to go with, maybe just use the same values as vanilla?
[AoN] Xato_VRNG  [author] Mar 27, 2018 @ 1:09am 
As far as i know synthetically ascended empires count as biological empire by the game definition, so they should both have robot trait points +1 tech and Biological trait points +1 as separate techs.
Gman Mar 26, 2018 @ 3:18pm 
synthetically ascended empires can use both biological and mechanical pops alot. If you look at that the +1 trait point tech for both bio and machine pops, you will see tht it is used only by rogue servitors and driven assimilators becase they use both Biological pops and mechanical pops quite alot, if not near equally. They would be unable to research the +1 trait points for just biological pops after ascending becase it would just be redundent.
Peter34 Mar 26, 2018 @ 3:05pm 
Why? That makes no logical sense. At all.
Gman Mar 26, 2018 @ 1:29pm 
I have a suggestion: make the "Biological and machine trait points +1" tech also available to synthetically ascended empires
[AoN] Xato_VRNG  [author] Mar 18, 2018 @ 11:00am 
I am planning on rebalancing the tech costs, just not sure by how much yet.
They increase in cost really quickly. So i might increase the base cost and reduce the increase per level a bit.
Lifariz Mar 17, 2018 @ 8:56pm 
Err, are the new repeat techs supposed to have such a low base cost?
[AoN] Xato_VRNG  [author] Mar 10, 2018 @ 3:34am 
I tested the new version in over 10 games so hopefully i didn't miss something, but let me know if you think i did:)
Also you can release your biological pops as vassals if you are a rogue servitor and give their race good traits can be nice or just fun for rp sake.
WatcherCCG Mar 9, 2018 @ 6:28pm 
They can, since it's still useful to breed out negative traits and add traits that maximize unity and happiness.
Peter34 Mar 8, 2018 @ 9:30am 
Can Rogue Servitors genemod their bio-POPs? Because I don't think they could back in 1.8, and if they still can't then there's no reason to give then +genemod points.
BenderTehRob0t Mar 8, 2018 @ 7:36am 
Thanks for the continued support!
[AoN] Xato_VRNG  [author] Mar 8, 2018 @ 7:30am 
I just did an update and fixed traits and some other minor things
I try to have techs in categories that mach their theme, however sometimes i move them to other categories to keep a balanced amount of techs in each category. After i add new techs i like to move some old ones to more fitting categories if i can.
Yea i agree that the +25 naval cap went from sorta weak to really strong and i am going to change it.
Peter34 Mar 7, 2018 @ 8:54pm 
But Growth Speed for Bio-POPs is logically under the Society category, as it is a Biology Tech, while build speed for Robots/Machines is under the Engineering category.
democracy's little pogchamp Mar 7, 2018 @ 6:45pm 
@Peter34, IIRC there's a repeating tech in vanilla that does +20 per level already, at least as best as I've been able to tell in my games. +25 doesn't feel like too much beyond that, but put together, they're a bit much.
Peter34 Mar 1, 2018 @ 7:55am 
Sorry, I see that there is a +Trait Repeatable Tech.
BenderTehRob0t Mar 1, 2018 @ 7:53am 
Just a quick suggestion: + "Growth Speed" could be swapped for + "Robot Build Speed" for machine empires, as its fairly pointless for them otherwise.
Peter34 Mar 1, 2018 @ 6:40am 
Also why are there no longer +Leader Cap and +GeneModding Points?
Peter34 Mar 1, 2018 @ 6:39am 
Naval Capacity +25 per level is too strong now, with reduced NavCap values in 2.0. Even with all percentage bonuses to NavCap removed. Maybe change it to +8 and cap it at 5 levels?

(Actually I think there might still be a Unity Edict that gives +% NavCap, but then that's the one exception to the new rule.)
WatcherCCG Feb 27, 2018 @ 5:12pm 
Odd, machine empires cannot get the +1 trait repeatable. Additionally, does the pop growth speed work on machines as well as organic pops? Because if not, that might be a good idea to add in. Also cheers for still being around to keep this up to date. I consider it a vital component of my Stellaris experience.
Anstid Feb 24, 2018 @ 3:38pm 
Thanks but I'm after the mod author's response, not the thread stalker who can't spell properly apparently.