Research Cost Curve


Increases science costs every time it finishes

Tweaks
3 months ago
2.0
198

g [Fixed] Change the defaults

4 months ago

Hi this is a great mod, but on the default settings it does nothing. I would recommend to put some default values that does something, perhaps multiply science costs by 5%?

3 months ago

It's meant for people to mess around with it, but I guess a sane default can give people a feel for the mod without touching anything.

3 months ago

Nice! That's quite a brutal default setting haha.
I recently reduced my setting from 1.1 to 1.05 in my current playthrough, perhaps I'm just a pussy 😉

3 months ago

It's 15 researches until 1000x.

You asked for something so people understand how it works, but it's definitely not set in stone.

The mod is mainly for people who want to do e.g. 1000x or 100x but don't want the very start to be extremely painful.

3 months ago

It's 15 researches until 1000x.

You asked for something so people understand how it works, but it's definitely not set in stone.

The mod is mainly for people who want to do e.g. 1000x or 100x but don't want the very start to be extremely painful.

I like this idea, but there is no simple way to count the total number of technologies in the current game? I would like to predict in advance how many times the final technology cost will increase and adjust the initial parameters accordingly?

3 months ago

It's 15 researches until 1000x.

You asked for something so people understand how it works, but it's definitely not set in stone.

The mod is mainly for people who want to do e.g. 1000x or 100x but don't want the very start to be extremely painful.

The maximum research multiplier that could have been achieved before was 1000, but this is a bit unreasonable. In the current version of the game, the maximum research cost that can be set to create a new game can now exceed 1000

3 months ago

This mod was created when a friend was doing 1000x and the very start was seemed extremely painful. It was made to make the start more bearable, while most of the game stayed in the value they chose.

You can change the values in the settings menu to your preferred values. You can limit it to 100x or 10x or 1000x - whatever you want. You can change the multiplicative and additive multipliers however you want.

I don't really understand what you are trying to say.

3 months ago

This mod was created when a friend was doing 1000x and the very start was seemed extremely painful. It was made to make the start more bearable, while most of the game stayed in the value they chose.

You can change the values in the settings menu to your preferred values. You can limit it to 100x or 10x or 1000x - whatever you want. You can change the multiplicative and additive multipliers however you want.

I don't really understand what you are trying to say.

At present, there is no problem. I have found that although the technology research cost multiple can be entered as a number exceeding 1000 when creating a new game, the maximum research cost multiple in the actual game is only 1000x. I originally thought that there was no upper limit to the technology research cost multiple, and I wanted to control the parameters to avoid the later technology research cost becoming a number that cannot be played normally

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