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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.

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