[Og] Research Is Difficult
Description:
Recently, I grew tired of the increasingly formulaic game flow. In my search for a solution, I discovered the mod "Lost Tech." This mod can effectively solve the problem of formulaic gameplay by randomizing research, but the downside is obvious - there are too many techprints in the mod environment, and it may take a year to unlock Machining. In the early stages, there is little technology without techprints and it is almost stagnant. And I know what a carpet is, I don't need a techprint to tell me how to lay a piece of cloth on the ground! (╯°Д°)╯︵ ┻━┻
So I came up with an idea, what if we only lock node technology and complex technology, wouldn't it improve the game experience while limiting research? This is where this mod comes from.
This mod categorizes technology into three types - node technology (basic technologies that define an era, such as electricity), complex technology (technologies that require a lot of special knowledge in addition to basic technology, such as Gunsmithing), and common technology (too simple or required knowledge is already included in prerequisite technology), and adds techprint requirements for node technology and important technology.
[list]
[*] [b]Node Technology:[/b][list]
[*] Electricity: 2 techprints, value 1500
[*] Microelectronics: 4 techprints, value 2000 (yes, I know 4 techprints is a lot, but analog electronics is driving me crazy, so I think it's [i]reasonable[/i] for the pawns to need 4 techprints to understand the diode and the transistor and the field effect tube)
[/list]
[*] [b]Complex Technology:[/b][list]
[*] Noble apparel: 1 techprint, value 1000 (knowledge for royal apparel is included)
[*] Biofuel Refining: 1 techprint, value 1000
[*] Drug Production: 1 techprint, value 1000
[*] Sterile Materials: 1 techprint, value 1000
[*] Nutrient Paste: 1 techprint, value 1000
[*] Hydroponics: 1 techprint, value 1000
[*] Gunsmithing: 2 techprints, value 1000
[*] Xenogermination: 1 techprint, value 1000
[*] Shield Belt: 1 techprint, value 1500
[*] Bionics: 1 techprint, value 2000
[*] Growth Vats: 1 techprint, value 2000
[*] Charged Shot: 1 techprint, value 2000
[*] Fabrication: 1 techprint, value 2000
[*] Biosculpting: 1 techprint, value 2000
[*] Neural Supercharger: 1 techprint, value 2000
[*] Multi Analyzer: 2 techprints, value 2000
[*] Recon Armor: 1 techprint, value 2000
[*] Powered Armor: 1 techprint, value 2000
[*] Cataphract Armor: 1 techprint, value 2000 (yes, only one)
[*] Ship Basics: 1 techprint, value 2000
[/list]
[/list]
As you can see, this mod doesn't actually add many techprints. You don't have to spend a lot of time searching for the techprints you want. However, it does have a huge impact on research and gameplay, and it may help to break the formulaic flow.
If you don't want a certain change, simply find the xml file with the same name as the technology in the folder and delete it.
need a easier version? check turkler's mod:
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2910923103]https://steamcommunity.com/sharedfiles/filedetails/?id=2910923103[/url]
Compatibility:
It should be compatible with any mods unless they make a lot of change to the vanilla research system.
Researches added by mod will be common technologies as default.
Update:
1.5 update ---- change package id so might need reactive in mod list.
Special Thanks:
Code from turkler
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2910923103]https://steamcommunity.com/sharedfiles/filedetails/?id=2910923103[/url]