Stellaris

Stellaris

73 ratings
Additional Repeating Techs
   
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4.633 MB
13 May, 2016 @ 4:59am
19 Apr, 2021 @ 5:41am
33 Change Notes ( view )

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Additional Repeating Techs

In 2 collections by [AoN] Xato_VRNG
Paradox Gaming Group Mods
5 items
Axis of Nerds Stellaris Multiplayer Mods
8 items
Description
Updated to v 3.0 But i still need to to balance it and test it more but not gotten any crashes yet.


Added three new techs that gives you points you can use in planetary decisions to improve a planet.

Updated to match stellaris 2.3, still need to rebalance techs and fix 2 modifiers, but it is working
Uploaded the old version as a separate mod if somone wants to continue a old game
Version 2.1
Keep gettign errors trying to upload it will have it working soon i hope:)
Before 2.1
http://sp.zhabite.com/sharedfiles/filedetails/?id=1309735145


Adds a few more Repeating Techs

After i found out that there was no way to keep increasing Gene points further, so i added extra Gene points as a repeating tech.
At the same time i also added a few more Repeating Techs.

I tried to make this mod compatible with most other mods.

To make the techs show up you have to research Gate techs for each science category(as suggested by Peter34).

Here are all of the tech bonuses:

Society
-Biological trait points +1 (Only Biological Empires)
-Biological and machine trait points +1 (only for rogue servitors and driven assimilators)
-Mountly influence gain +0.5
-Pop hapiness +1% and pop ethic drift +1%
-Pop food requirement -5%
-Society research speed 10%
-Terraforming cost -5% and terraform speed 10%
-Building upkeep -5%
-Starbase limit +1
-Pop growth speed +5% (Only Biological Empires)
-Robot Build Speed +5% (Only Machine Empires)
-Unity +5 and +5%

Physics
-Ship weapon damage +2%
-Robot pop output +3%
-Pop ethic drift based on distance from capital -2.5%
-Physics research speed 10%
-Naval Capacity +10
-Leader experience gain 5%

Engineering
-Ship upkeep reduction 2.5%
-Spaceport ship buildtime -5% and -5% starbase upkeep cost
-Ship sublight traveling speed 2.5%
-Engineering research speed 10%
-Ship health and armor auto repair 0.5%
-Energy and mineral max stockpile +5000
-Megastructure build speed 10% and megastructure build cost -5%
-Robot trait points +1 (Only Biological Empires)
-Machine trait points +1 (Only Machine Empires)
142 Comments
Dustreaper 28 Feb, 2022 @ 5:01am 
You mean the vanilla infinite repeatable tech?
Hlalakar 28 Feb, 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 9 Aug, 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 14 May, 2021 @ 12:06pm 
Are there limits on these?
Peter34 15 Mar, 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] 14 Mar, 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 13 Mar, 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 14 Feb, 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] 14 Feb, 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 13 Feb, 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.