Technology Price Multiplier

by Jobus

Precisely tweak technology costs with decimal multipliers (0.5x, 1.2x, etc.), offering fine-tuned control beyond the vanilla game's integer-only setting. Also includes advanced options for infinite tech and tier-based cost scaling.

Tweaks
3 days ago
2.0
2.06K
Cheats

g [✅Fixed] Price growth for infinite tech affecting first level

4 days ago
(updated 4 days ago)

For example, the first infinite tier of mining productivity costs less than the previous non-infinite tier if I set Price growth for infinite tech to 0.25. I disabled the mod and this does not happen, it cost more than the previous tier.

The way this setting reads, means it should only affect level 2 and beyond scaling of infinite researches, not the initial cost? I kind of doubt it's intended for researches to get cheaper? I am not sure if it's affecting other infinite technologies.

EDIT: It is happening to all infinite technologies, many of them are cheaper than the previous tier.

4 days ago
(updated 4 days ago)

You are correct, I'm checking my math now, and it is indeed wrong.

About half of them should be correct, for example, these should work exactly as expected:

  • Physical Projectile Damage
  • Stronger Explosives
  • Worker Robot Speed

While many others, like Mining Productivity, does indeed get scaled at the first level (which it shouldn't), and also doesn't handle the price growth correctly at all.

The game uses two different formulas depending on the tech. My mistake was that I didn't notice this, so I treated them all like they were the same, causing half of them to get messed up.

I will fix this soon. Thank you for pointing it out.

4 days ago
(updated 4 days ago)

There might be more than 2 different formulas if memory serves, though I haven't checked since infinite research was first introduced. I know currently the Gleba health infinite research seems very OP with with infinite research set to 0.25, it barely scales allowing you to get thousands of extra HP (even at 10x science cost). Luckily I noticed this in my testing before starting my new save game, so hopefully this will all be fixed by the time I reach infinite researches :)

Thanks for the great mod.

3 days ago

I pushed update 1.5 now which should fix all the issues. I tested it a fair amount in-game and everything looks correct.

You were right, a lot of the Space Age stuff was scaled incorrectly as well. Turns out there are 5 different general formulas, took some work to get the regex and math right for all of it. >_<

Thanks again for reporting this issue. I'll mark the thread as Fixed, but please report back here if you find that I missed anything related to this, and I'll fix it as soon as possible.

3 days ago
(updated 3 days ago)

Thanks, did a quick test and it looks much better. One thing I noticed is that without the mod mining productivity is a flat 1000 science increase per level, with this mod set to 1x and 0.25, its 250 (as expected). With it set to 10x, it's 2500 science which means infinite science is scaling faster than vanilla even with a 0.25 multiplier due to 10x base. Not a big deal, I just expected that modifier to not scale with the base multiplier but it does make sense. I will just lower my infinite research to something like 0.15 so infinite research doesn't quickly get out of hand on 10x science.

Thanks!

3 days ago

Ah yep, lowering the infinite tech scaler to compensate is the intended way to handle that. The 'price factor' is just a final multiplier on top of everything else. It's meant as the most straightforward "just make everything exactly X times more/less expensive".

But your assumption is totally reasonable, that one variable would be for the base cost only, when the other is for the growth.

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