Description
Multiplies technology costs based on how far into the tech tree they are.
It takes an initial and final multiplier, and smoothly increases the multiplier between them over the maximum depth of the tech tree. Specifically, it computes an exponential curve (like the mod's thumbnail) that goes between the initial and final multipliers over the tech tree's depth.
A technology's depth is the length of the longest chain of prerequisites. So if you have the chain A -> B -> C -> D, where B depends on A, etc., D's depth would be 3, C's depth would be 2, B's would be 1, and A would be 0.
You can also explicitly specify a "final technology", which sets the tech tree's maximum depth to that technology's depth; the multiplier will not increase past that technology.
The mod can also be set to ignore beginning trigger techs when calculating depth - these are trigger techs which do not depend on any pack-researched technologies, directly or indirectly. An example would be base Factorio's "Automation" technology.
Configuration
The initial and final multipliers are configurable at startup.
The "final technology" is configurable at startup, and takes the internal name of the technology - typically, something like "rocket-silo" or "promethium-science-pack" (without quotes).
Ignoring beginning trigger techs is configurable at startup.
Compatibility
This mod was tested to work with Space Age.
This mod just operates on the overall tech tree, and should be compatible with most mods. It will likely have problems with mods that add technologies after the initial data.lua stage (e.g. data-updates or data-final-fixes) - most likely just not applying the multiplier correctly.
Future Goals
Maybe move tech tree processing to the last data stage (for compat reasons).
Ability to set waypoints, technologies with explicitly set multipliers, which may decrease the multiplier for dependent techs.
A linear scaling mode.