Soft evolution


Evolution depends on players, research with different accounting, teams, destroyed buildings, launched rockets. There are settings. Compatible with any PvP scenario. UPS friendly. Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization

Tweaks
8 days ago
0.16 - 2.0
180
Owner:
ZwerOxotnik
Source:
https://github.com/ZwerOxotnik/factor...
Homepage:
https://patreon.com/ZwerOxotnik
License:
MIT
Created:
5 years ago
Latest Version:
1.5.0 (8 days ago)
Factorio version:
0.16 - 2.0
Downloaded by:
180 users


this not all information

About balanced evolution from research

  • After any team has researched any technology, a balance check will be performed that checks all teams.
  • If the team has not researched the technology "logistics 2", then the team is not taken into account.
  • Checks activity of teams, if the players have not played enough in comparison with the other team that played the most, then that team is not taken into account. (not necessarily)
  • After those checks, the evolution factor is calculated.
  • The mod counts from each teams the technologies researched + number of rockets launched. After (all technologies researched + number of rockets launched divide by all technology) = new evolution factor (not to be confused with evolution factor, because evolution factor will never be more than 100%)
  • If "Can balancing be omitted?" set true then
    evolution factor = new evolution factor
  • If "Can balancing be omitted?" set false then
    If evolution factor < new evolution factor then evolution factor = new evolution factor. (It is more difficult to progressing a team that has just begun to play)

Found an Issue?

Please report any issues or a mistake in the documentation, you can help us by submitting an issue to our GitLab Repository or on mods.factorio.com or on forums.factorio.com.

Want a Feature?

You can request a new feature by submitting an issue to our GitLab Repository or on mods.factorio.com or on forums.factorio.com.