Stellaris

Stellaris

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Hyper's tech mod (1.5.1 version)
   
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948.000 B
12 Apr, 2017 @ 1:04pm
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Hyper's tech mod (1.5.1 version)

Description
So, this mod adds 8 technologies to the game. Only 5 have infinite repeats. Also leave a comment below on what techs I should add, if no one leaves any comments below, I'll probably do something similar to what I did this update. And that would not be hard.
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Changes of features present in the 1.5.0 version of this mod:
The Original three technologies have had their cost dropped by a factor of 10, this includes the cost increase. They will also appear earlier in the game as they are now tier one technologies. However to combat this, I have nerfed them as I saw fit. Instead of -1, which makes it repeatable forever, the max level for the three is 100.
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Unchanged feature of the mod:
The two influence techs remain the same from last version of the game.
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New features of the mod native to the 1.5.1 version:
Replacing the original three techs at tier three are the same techs, but better. Not only are they 2x as good, excluding tech choice increase of course, they also make it easier to research the research type Computing. Which is the same research type that all of the techs in this mod use as their type.
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Base cost of the technologies:
The new base cost for the first three techs is: 300 initial, +100 for each subsequent level. The base cost for the other five is: 3000 initial, +1000 for each subsequent level.
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What the tech does:
The original three techs do this: +5%*(level of tech researched) research speed to all tech categories, +5%*(level of tech researched) research speed to the tech category the tech is from and +1*(level of tech researched) option on the research table. (Originally could stack infinitely, has been nerfed to +2000% research speed to all tech categories and +300 options when you get to choose what you are going to research)
The first new tech does this: +1*(level of tech researched) influence per month. (Tested, is not working)
The second new tech does this: +10%*(level of tech researched) influence per month. (Tested, is not working)
The latest additions do this: +10%*(level of tech researched) research speed to all tech categories, +10%*(level of tech researched) research speed to the tech category the tech is from, +20%*(level of tech researched) research speed when researching anything that is off the research type Computing and +1*(level of tech researched) option on the research table. (Currently can and will stack infinitely, supposedly)
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Planned to be added next update:
Three new repeatable techs: Tier 5. Will cost 50x more than tier three techs. So 150,000 initial, and it will increase by +50,000 for each subsequent level. These 3 techs will be all of the physics/society/engineering repeatable techs combined into one tech, for each category. They will also be at least 2x stronger.
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May or may not be added next update:
Three new repeatable techs: Tier 5. Will cost 10x more than tier three techs. So 30,000 initial, and it will increase by +10,000 for each subsequent level. These 3 techs will be an even stronger version of the brand new tech that have already been added. Because why not.
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Should be working the next update:
The Influence techs should be working properly.
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4 Comments
Hyperspearman.Swf - TheRyuSword  [author] 19 Apr, 2017 @ 2:13am 
Update: I have; with help from the author of ISBS; found out what the new modifiers for influence are. I have fixed my version of the mod. But the problem is I don't know how to update the steam version of the mod.
Hyperspearman.Swf - TheRyuSword  [author] 16 Apr, 2017 @ 11:00am 
If nobody comments what I should do with this mod, I'm going to not update it with anything fresh for the mod. And I won't find out why the influence techs are broken.
Hyperspearman.Swf - TheRyuSword  [author] 15 Apr, 2017 @ 10:30am 
No one has commented anything in this mod. Besides me... FFS guys. It's like you don't want new content in this mod.
Hyperspearman.Swf - TheRyuSword  [author] 12 Apr, 2017 @ 1:33pm 
Because this is a new mod, the sub goal has been reset. The minimum sub milestone is 10 subscribers. When the milestone has been hit, I update the mod with new techs.