Research Cost Curve


Increases science costs every time it finishes

Tweaks
3 months ago
2.0
198

g When switching between saves and enabling/disabling/redownloading setting changes

3 months ago

When switching between saves and enabling/disabling/redownloading settings of this mod can change, I havn't found the exact cause yet.

Probably i have to be cautious when doing this, but perhaps you have some tips?

Or perhaps the game can start with a message, hey the settings are like this?

3 months ago

Starting a new game uses the current settings in the main menu's mod settings.

Loading a save would use the data in that save - which does not change the main menu settings, as far as I know.

2 months ago

Same here, I've added this mod to my already existing save and it doesn't work at all. But when I was trying it in sandbox it works as intended, though it ignores any of the changes you've make in settings after the world is created.

2 months ago

doesn't work at all

You mean you completed a (non-infinite) technology and it didn't affect the price of other technologies?

What are the parameters you chose?

Can you run the command "/c game.print(game.difficulty_settings.technology_price_multiplier)" before and after you finish a technology? They should have a different value.

2 months ago

I tested it again, and it definitely works.

Does it write a message for you e.g. "Research price multiplier updated: (2 + 0) * 1.58 = 3.16x"?

2 months ago

The doesn't work at all was a bit of a stretch (sorry for that), though it doesn't account for previously researched technologies that's why I've said that. Any plans on adding compatibility for existing saves?

2 months ago

You mean like apply it according to the number of techs you researched until it's loaded?

It's meant to be used for the beginning of a game, like first few hours, rather than something you add late in the run.

Late in the run you're probably already at max, so what would the mod help...

2 months ago

I've started a new run recently (playing with a lots of mods too, so I've kept the multiplier low), I've just changed the research multiplier for the save myself and it all works fine.

Also having the mod actually count the researches you've made and dynamically set the research cost would be a great feature.

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