Put research costs on a curve you design. Set the tech cost multiplier for early game, late game and infinite research, preview every tech's new science cost for your exact modpack on a companion web page, then paste one line into the settings. Tune difficulty for any modpack. In the spirit of Technology Overload.
Small changes concerning balance, gameplay, or graphics.
Version: 0.2.0
Date: 2026-09-27
Features:
- Research cost multiplier on a curve you design, from the first research to the last, with separate multipliers for infinite research and research time.
- Techs are placed on the curve by the science spent to reach them, so techs from any mod land where their cost puts them.
- Writes rcs-export.txt and rcs-report.txt to script-output/research-cost-shaper/ every time the game starts, for the companion page at https://bits-orio.github.io/research-cost-shaper/
- /rcs-export shows the export and the page address in game, with Select buttons for copying.
- /rcs-check, and a check at game start, report techs that a later mod or the map's price multiplier changed after the curve was applied.
Info:
- Techs that opt out of cost multipliers (ignore_tech_cost_multiplier) and trigger techs are left unchanged.