Infinite Research Cost Tweaker

by hathair

Customize the infinite research cost scaling formulas and how they interact with the technology price multiplier.

Tweaks
1 year, 11 months ago
1.1
1.35K

g Multiplier not applied to initial techs

1 year, 11 months ago

In (K2)SE, additional science packs are frequently tacked on to the initial few tiers of an infinite tech, ie. Cargo Rocket Safety 1 takes red, green, blue, and yellow packs, Safety 2 takes all of those plus space packs, Safety 3 takes those packs and adds Utility, and then Safety 4-infinite takes those packs and adds astro science. In this case, the divisor only affects 4-infinite and leaves 1-3 multiplied by my science multiplier.

Interestingly, it doesn't seem to work at all with the more complicated infinite techs, specifically artillery speed does not appear to be reduced at all, even at the 14-infinite stage.

1 year, 11 months ago

Thanks for the report - I designed this for vanilla so it doesn't surprise me it doesn't work quite right for SE. I'm trying to avoid per mod exceptions but will take a look at the SE tech tree when I get a chance and see if there's a decent workaround.

1 year, 11 months ago

I just uploaded 1.2.0 which includes a new option to apply the divisor to the pre-infinite tech tiers! Let me know if you see any issues in SE, though note that it only checks for the vanilla techs. No promises for any SE-exclusive infinite techs.

1 year, 11 months ago

I just uploaded 1.3.0 which handles the SE infinite techs I found - select that preset and it should be good to go. If I missed any you can type them into "Custom tech list" separated by semicolons. I included a few examples on the mod description page.

New response