Stellaris

Stellaris

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Technology Ascendant
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2.285 MB
Jul 27, 2018 @ 6:07pm
May 5 @ 9:01am
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Technology Ascendant

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 thirteen 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.

This mod predates the short lived breakthrough system from the 3.11 Technology Open beta- it is considerably different both in intent and implementation.

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 research pact with 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.

Breakthroughs do not appear in the tech pool as regular techs, instead they are added by an event that rolls your breakthrough chances when you complete any technology. A pop up with flavor text will appear when a breakthrough may be researched, giving you a chance to accept or decline that breakthrough. You can only have one breakthrough available at a time. When other empires discover breakthroughs, you will be notified and have a situation log entry that explains what the breakthrough does, what your chances of getting it are, and what you can do to improve them. There is also mapmode added that shows the number of breakthroughs each empire has.

Espionage can aid in acquiring breakthroughs known by your rivals. Having a scientist asset from a foreign empire with a breakthrough will multiply your chances of discovering it yourself.

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.

Other Features
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 you've made a few. Research policy is also a stand alone mod.

Technology Repeated has been fully spun off into a separate mod. It is not required.

Compatibility
Few vanilla files were harmed in the making of this mod, so it is in theory compatible with nearly everything.

Compatibility Patch for Stellaris Evolved.

Since spread modifiers are tied heavily to ethics, leader traits, traditions, and ascension perks, any other 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.

Minor tweak to the game rule "can_species_be_assebmled" to block assembly of psionic robots with Deus Ex Machina breakthrough

The mod can be installed mid-save.

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

Translations
If you would like to help translate let me know and I will link and credit you below.
Italian Translation by Rahl81
Russian translation by knon20
Chinese translation by 兽耳娘是好文明
Chinese translation by 卡尔文迪斯梅特
Japanese translation by Rio_Mizuhoshi


Credits
Big thanks to OldEnt for getting this updated to 3.1.2!

Images adapted from:

Try out some of my other Mods



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Popular Discussions View All (2)
69
Jul 28, 2024 @ 10:29am
PINNED: Balance, Weights, and Numbers
starchitec
1
Oct 14, 2021 @ 8:59am
Compatibility
Sir Rolin
1,429 Comments
Mr.Manga 11 hours ago 
Ah ok
starchitec  [author] 14 hours ago 
Thats not from this mod, this has no buildings.
Mr.Manga 18 hours ago 
Are all of the buildings from this mod supposed to work properly? Can’t seem to build the public information bureau(not sure if that’s what it’s called, but it gives 2 extra envoys.)
Vlad_1492 Jun 22 @ 6:24pm 
[BL]StarNerpo - how did you fix the psychohistorian count?
eqN Jun 14 @ 4:57am 
Absolutely love this mod!

Noticed a minor issue, "The Final Frontier" breakthrough lists a modifier as just "50%" and doesn't say what it does fully/correctly.
To clarify, this is only true for the event when you unlock the breakthrough. In the tech tree it seems to be looking alright.
[BL]StarNerpo Jun 11 @ 10:20am 
Please fix psycohistorians for 4.0
i will do it myself for now tho
starchitec  [author] Jun 2 @ 8:23am 
well, psychohistory isnt really psychic- its being so good at math you can calculate the future, ala Hari Seldon. But yes, Ill need to adjust the jobs count
Nikal Jun 1 @ 7:30am 
Speaking of psychohistory, it should probably be limited to empires which have organic populations. As funny as it is, that determined exterminator shouldn't be psychic. ;P
jankosi May 25 @ 10:47am 
FYI psychohistory still gives 1 job instead of a 100.
Nikal May 25 @ 4:23am 
Also this one.

[12:09:01][effect.cpp:533]: Wrong scope for effect 'set_timed_pop_flag' at file: events/TechAscendant_flavor_events.txt line: 468
Current Scope: pop_group
Supported Scopes: pop