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Edge Civilization(边缘文明2)

Edge Civilization This mod overhauls RimWorld's research mechanism with an Age of Empires-style era upgrading system and cross-era research penalties! Features: [b]Era System:[/b] • 5 Eras: Stone Age, Medieval, Industrial, Space, Ultra • Build specific buildings to upgrade your era • Research speed affected by era gaps (configurable) [b]7 New Buildings:[/b] • Stone Age Totem (2x2) - Upgrades to Medieval, provides Battle Spirit • Medieval Castle (3x3) - Upgrades to Industrial, garrisonable • CNC Machine (2x2) - Produces I-Beams • Electronics Workbench (2x2) - Produces CPUs • Capacitor (1x1) - Boosts production efficiency 100% • Lithography Machine (2x4) - Produces Super Chips, upgrades to Space • Super AI (5x5) - Boosts research speed, upgrades to Ultra [b]Building Era Upgrade Mechanism:[/b] After constructing specific buildings, if your current era is lower than the building's era, you automatically upgrade: • Build Stone Age Totem → Upgrade to Medieval • Build Medieval Castle → Upgrade to Industrial • Build Lithography Machine → Upgrade to Space • Build Super AI → Upgrade to Ultra [b]Era Research Speed Penalty System:[/b] Research speed dynamically adjusts based on the gap between your current era and the research project's era: Penalty Rules: • Current era [b]<[/b] Research era: Speed × K × K × ... (multiply by K for each era gap) • Current era [b]>[/b] Research era: Speed ÷ K ÷ K ÷ ... (divide by K for each era gap) Examples: • Industrial Era researching Space Era: Speed reduced to 40% (1 era gap) • Industrial Era researching Ultra Era: Speed reduced to 16% (2 era gaps: 40% × 40%) • Space Era researching Industrial Era: Speed increased to 250% (1 era gap: ÷ 0.4 = 2.5x) [b]Research Blueprints:[/b] • Configurable blueprint requirements for 6 key research projects • Obtain from loot, trading, or quests [b]Mod Settings:[/b] Era Penalty Coefficient K • Range: 0.1 - 1.0, Default: 0.4 • Controls the impact of era gaps on research speed • Vanilla game uses 1.0 (no penalty) • Lower value = greater penalty for era gaps • Example: K=0.4 means researching 1 era ahead reduces speed to 40% Era Progress Requirement Coefficient Y • Range: 0.0 - 1.0, Default: 0.5 • Controls the research points required to advance to the next era • Required research points = Current era's total research projects * Y • Y=0.0: No research projects needed to advance • Y=1.0: Must research all projects to advance • Y=0.5: Need to research half of the projects to advance (default) Blueprint Requirement Count • Range: 0 - 10 • Adjustable for each research project • Set to 0 to disable blueprint requirement for that project Research Points System: • Research points = Number of researched projects in current era • Each era has independent research points statistics • Automatically includes research projects added by other mods • View current research points and requirements in Civilization menu Debug Tools: • One-click set player era (Stone Age, Medieval, Industrial, Space, Ultra) • Convenient for testing research speed under different eras • Modify blueprint counts for Electricity, Microelectronics Basics, Multi-analyzer, Precision Assembly, Advanced Precision Assembly, and Space Navigation Basics [b]Compatibility:[/b] • RimWorld 1.6 only • Requires Harmony and Fortified Features Framework • Automatically corrects era tags for mod-added research projects Usage Instructions: 1. Install mod and adjust settings (K value, Y value, blueprint counts) 2. Use Civilization research tab to unlock new research projects and buildings 3. Construct civilization buildings to upgrade your era 4. Research speed automatically adjusts based on era gaps 5. Researching civilization buildings requires meeting research points requirements (determined by Y value) FAQ: Q: Combat Extended compatible? A: Should be compatible Q: My colony started with pre-researched technologies, can't experience full mod content? A: When creating a world, click the "Edge Civilization" button. This automatically clears all researched projects and used blueprints when creating a new save, and changes current era to Stone Age. There's also a corresponding function in mod settings. Q: How should I upgrade my colony's era? A: Research technologies, or construct buildings under the "Civilization" research tab. Q: I don't like the blueprint mechanism, can I adjust it? A: Yes, adjust in mod settings, no restart needed. Q: I set K value to 1, why is there still cross-era research penalty? A: Vanilla game has built-in penalties. Q: What is the research points system? A: The research points system tracks the number of researched projects in each era, used to control research conditions for civilization buildings (including research projects added by mods). Q: How can I view current research points? A: View in the Civilization menu interface. Q: What does the Y value do? A: The Y value determines the proportion of research points required to advance to the next era. Y=0.5 means you need to research half of the projects in the current era to research civilization buildings. Q: How can I adjust the research points requirement? A: Adjust the "Era Progress Requirement Coefficient Y" in mod settings. "。