RP Rebalanced Technology Costs


Algorithmically changes the costs of technologies and increases your usage of basic science packs when researching advanced techs. Both features are optional and have several algorithms to choose from. See the mod portal for details, examples, and graphs.

Tweaks
5 months ago
1.1 - 2.0
260
Manufacturing

g Increase other space age science cost?

4 months ago

Love the mod, was partially what I wanted.

What I'd like to see added is some option to sort of read the tech tree in reverse and increase the space/vulcanus/gleba/fulgora/aquilo/promethium tech cost based on how few techs they end up supporting. The reason being that otherwise you don't need to produce much of them since they are only used for a limited subset of techs, while the Nauvis science packs are used for everything. So you only need to fully scale Nauvis science while science production on other planets can be anemic, and this mod currently makes this problem worse.

E.g., rather than something like a tech costing 36r/25g/16b/9p/9y/9space/4vulcanus/4gleba/1promethium, we'd end up with something like 36r/25g/16b/9p/9y/16space/16vulcanus/16gleba/25promethium.

I'm unsure of how you'd want to calculate prices, but I'd suggest taking the total cost of all repeatable techs and then divide out the cost for each so that the total cost of each space age science tech to research 1 rank of all repeatables is the same as the total amount of blue tier science needed. So if 10k blue science is needed to research a tier of all repeatables then so would 10k space science, 10k vulcanus science, etc. Of course what to calibrate the tech costs too could be another option, setting them to the same as purple tech to make it cheaper or green to make it more expensive.

4 months ago

That's an interesting idea. Black science suffers from this in the base game too. It's only needed for a handful of technologies so you can get away with a tiny factory with big stock piles.

I am a very slow factorio player, partly because I keep modding it, so I'm only now getting to white science. I'm honestly a bit disappointed in it. It's basically free and I have a surplus with only two assemblers. So it's more like red science. I haven't gotten to the planet sciences yet but I'm sad to hear that it's basically the same tier as green or blue science.

I created this mod to help balance mixing lots of big mods like Space Exploration with other tiny mods like Aircraft (or my own mods). All of those mods followed a mostly linear progression in tech costs so my simple depth-based approach worked well. I am going to try and think of some other balancing algorithms to try.

What do you think about changing the science recipes for the late game techs to be more expensive? That has a similar effect, albeit a lot more annoying to balance.

What do you think about a mod option that lets you set the tech-tier for any tech beaker? It would override the ones I calculate. So you could set space science to being tier 1 and then the rest would rebalance accordingly. That would give costs like:

16r/8g/4b/2p/2y/16space/8vulcanus/8gleba/1promethium

The tier calculation tries to ignore missing science packs in the cost to support mods like Krastorio, where the old science packs become totally obsolete. So even if you hard-code something to like tier 100, it would still treat it like it was n+1.

4 months ago
(updated 4 months ago)

What do you think about changing the science recipes for the late game techs to be more expensive? That has a similar effect, albeit a lot more annoying to balance.

Not sure what you mean. I think the overall costs are fine and very configurable right now. Just the proportions are off. Unless you mean adding new science pack requirements to late game/repeatables?

What do you think about a mod option that lets you set the tech-tier for any tech beaker?

That would work quite well.

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