**Civilization at the Edge - MOD Summary**
This mod completely overhauls RimWorld's research system to make technological progress more logical and paced.
**Core Features:**
1. **Era System & Research Penalties**
* Technologies are now grouped into eras: **Medieval, Industrial, Space, and Ultra**.
* Research speed is dynamically adjusted based on the gap between your colony's current era and the technology's era.
* Researching ahead of your era is **slowed down significantly**, while researching older tech is **sped up**.
2. **Blueprint Requirements**
* Key, era-defining technologies (like **Electricity, Multi-analyzer, Advanced Precision Assembly**) now require **blueprints** to unlock.
* Blueprints can be found in **loot, traded for, or obtained from quests**.
* The required number of blueprints for each tech is **configurable** in mod settings (can be set to 0 to disable).
3. **Civilization Research Tab**
* A new research tab is added, containing special **"Civilization" buildings**.
* Constructing these buildings (like the **Stone Age Totem, Medieval Castle, Lithography Machine, and Super AI**) will **upgrade your colony's overall era**.
* This tab also includes new production buildings (**CNC Machine, Electronics Workbench, Capacitor**) to support your industry.
4. **Fully Customizable**
* Adjust the **Era Penalty Coefficient (K)** to control how harsh the research speed penalties are.
* Configure the **number of blueprints** needed for each major technology.
* Use **debug tools** in mod settings to change your era or blueprint count for testing.
**Key Notes:**
* Compatible with **RimWorld 1.6** and automatically adjusts techs from other mods.
* For the best experience, it is **recommended to start a new game**.
* Most settings can be tweaked to your liking in the mod options menu.
This mod aims to prevent unrealistic tech-rushing and creates a more immersive progression from a tribal start to a spacefaring civilization.