Tweak the price of all science research technologies, including infinite ones, with a global decimal multiplier.
Key Features vs. Vanilla
The key difference between this mod and the native new game option is support for decimal factors.
- Reduce research cost: Set the multiplier to
0.5
to make technologies cost half as much. - Slightly increase cost: Set the multiplier to
1.2
for a 20% increase. - Fine-tune your game: The vanilla option only allows whole numbers (1x, 2x, 3x, 4x), while this mod gives you precise control.
Price of Infinite Technologies
Additionally, this mod allows you to control the exponential cost growth of infinite technologies.
- Slower Progression: A multiplier of
0.5
means prices increase half as much per level. - Flat Cost: A multiplier of
0
removes the growth entirely. - Steeper Curve: A multiplier above
1.0
makes the growth even more extreme.
Advanced Feature: Tier-Based Scaling
For those who want to extend the mid-to-late game without making the early game a slog, you can enable exponential price scaling based on Science Pack tiers.
- Tier Growth Factor: An exponential multiplier for each new science pack required. A factor of
2.0
means technologies using:- Red science cost 1x
- Green science cost 2x
- Blue/Military science cost 4x
- White/Purple/Yellow science cost 8x
- ...and so on.
- Curve Adjustment: A secondary factor, when set below 1.0, will taper off the exponential growth, preventing extreme costs in the late game.
- Automatic Mod Support: The mod procedurally determines the tiers by analyzing the research tree. This means that science packs from other mods are automatically supported.
How to Use
- Tweak the values in Settings > Mod Settings > Startup from the main menu. All settings default to
1.0
(no change). - To quickly check the results of your settings, use the in-game command
/top-expensive-techs
to see the top 5 most expensive technologies.