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Technology Ascendant
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27/jul./2018 às 18:07
27 de fev. às 10:11
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Technology Ascendant

Descrição
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.

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.

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

Credits
Big thanks to OldEnt for getting this updated to 3.1.2!
Russian translation by knon20
Chinese translation by 兽耳娘是好文明
Japanese translation by Rio_Mizuhoshi


Images adapted from:

Try out some of my other Mods



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Discussões populares Ver todos (2)
67
2/nov./2023 às 7:57
AFIXADO: Balance, Weights, and Numbers
starchitec
1
14/out./2021 às 8:59
Compatibility
Sir Rolin
1.371 comentário(s)
starchitec  [autor(a)] 4 de abr. às 23:12 
Its always been a balancing act with how many you can get- but right now, its a soft cap that each additional one you get dramatically reduces the chances of drawing further, and the effect stacks. (there once was a hard cap, but that also has drawbacks). 4 to 5 is what I would say is reasonable for a full campaign. However, you roll chances every time you research a technology, so if you are blazing through repeatable, eventually you will still roll them. I generally end games around that point so it hasn't been a problem. You can make the penalty increase by editing scripted_variables/TechAscendant_settings.txt- cummulative penalty is the one you would increase if you wanted to make it harder to get them in the late game
AnotherExample 4 de abr. às 19:59 
Hey just played a whole playthrough using this mod. Must say its a really nice idea. But I feel a few could be tuned down a bit. Like the empire size from pop n shield hardening fx. But most importantly - There should be a cap on how many breakthroughs you can aquire. I ended up with 6-8 of them. Which seemed a tad too much. Especially compared to the AI's performance. At least an option to set a max and how many would be really awesome. Then this would be a mainstay of a mod for me.
Thanks for your time developing this mod :)
manmuel 4 de abr. às 13:24 
ah ok, thanks for the clarification. maybe some mod like merger of rules does something weird then, it's just that my run of the mill research labs produce maybe a third of the engineering output of society and I can't pin down why, so this mod seemed like the most likely candidate, sorry
starchitec  [autor(a)] 2 de abr. às 23:25 
Which policy did you set it to specifically? They are meant to be able to shift one level at a time- so if you are at Priority Engineering you cannot immediately switch back to Balanced research (you would have to go to one of the midway engineering focuses first). As for the modifiers, they should be working- but note they wont change the amount of engineering research you produce in the top bar- it modifiers engineering research speed (the percent modifier you can see above the tech you are currently researching)
manmuel 2 de abr. às 17:59 
Admittedly it could be some problem with one of the countless other mods I'm running or just having a bad modifier setup but I tried to put more emphasis on engineering research policy wise and it just backfired immensely, with seemingly engineering having about half of physic and society. Are you sure the modifiers are working right? Also setting it back to normal is greyed out while I could switch to other philosophies
Mikara 25 de mar. às 19:15 
@Eroes did you ever find out if that crash in Expanded Events was still prevalent? Playing a multiplayer game and trying to identify what is causing our game to crash round mid game. This is the only post i seen related to crashes in our mod list.
Eroes 12 de mar. às 21:44 
Thanks, I found it. Apparently it was from Expanded Events.
starchitec  [autor(a)] 12 de mar. às 13:00 
hard sand is not a breakthrough from this mod, so that is a crash from something else. Also the response text for this mods events is generally "Marvelous" You can find what mod an event comes from by enabling debugtooltip in the console, and hovering over the event to get the event ID.
Eroes 12 de mar. às 11:10 
I believe it is this mod since it deals with breakthroughs, but I am getting a hard crash in my game with this running. I get an event for Breakthrough: Hard Sand, but the display shows a ? for technology gained, and when I click "Excellent" to remove the window, the game instantly crashes. I went back a few autosaves to hopefully avoid it, but it always happens on the same date.
starchitec  [autor(a)] 9 de fev. às 8:05 
The AI has the exact same chances as you do to roll these techs, there are just more AIs so yes, usually some AI will get them before you, especially if you on a difficulty where the AI is getting bonus tech production. The techs are simply not OP enough that getting a few is going to make an AI steamroll the galaxy.