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Civilization at the Edge

**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.