Stellaris

Stellaris

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Technology Ascendant
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2.285 MB
2018 年 7 月 27 日 下午 6:07
5 月 5 日 上午 9:01
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Technology Ascendant

描述
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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热门讨论 查看全部(2)
69
2024 年 7 月 28 日 上午 10:29
置顶: Balance, Weights, and Numbers
starchitec
1
2021 年 10 月 14 日 上午 8:59
Compatibility
Sir Rolin
1,449 条留言
Demognomicon 11 月 26 日 下午 8:02 
@starchitec Any news on an update? I understand you're busy of course. Just wondering.
JefMarmelad 11 月 23 日 上午 6:33 
it is cause a crash in my mod builds. btw one of the best mods in my opinion. Not too big. Not too boring. harmonious for absolutely any mod Builds. always add it. what a shame. I'll keep an eye out for updates.
starchitec  [作者] 11 月 17 日 上午 10:06 
That was just me badly phrasing something with a double negative. I like 4.0, I was responding to the previous comment that implied modders seem to be demotivated by it which does not apply to me.
perl 11 月 17 日 上午 9:45 
Just curious what don't you like about 4.0? I personally found it refreshing
starchitec  [作者] 11 月 17 日 上午 9:43 
I havent really been demotivated by 4.0 (I have really enjoyed what I have played of it), just more a spare time thing. If someone has interest in updating it faster than I can get to it, they are always welcome (this happened once before, OldEnt updated the mod when pdx made some major changes to how modifiers worked). Eventually Ill get around to it myself, but no promises on when. As a side note, most of the mod works just fine in the current version.
Wairui 11 月 16 日 下午 7:03 
starchitec:
Your mod 'Technology Ascendant' is a great creative addition to the game - something you've clearly put much time and care into over the first few years. I and think many players who come across this hidden gem, would love to use it.
Since the advent of Stellaris 4.x seemed to have demotivated many modders, have you considered maintenance alternatives for your mod work?... that maybe you could make the files available to modders who are actively playing 4.x and are willing to balance, integrate, and make your work compatible with 4.x? Thanks so much for your contribution with this mod.
Azurian 10 月 24 日 上午 10:24 
Seems like its working alright in 4.1
Ia Locin 10 月 12 日 上午 9:09 
Hi, i just wanted to know, that i love this mod and would be really looking forward to an updated version!
Solar-Eruption 10 月 2 日 下午 11:07 
Love this mod mate. Does it work in 4.1 and latter? The screenshots are a bit old.
Ice_Queen_Kallen 9 月 28 日 下午 10:40 
anything?