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.
This is a fork
Of the Technology Ramp Up mod
Changes from the original:
- Added setting keep ramping infinitely beyond final multiplier
- Infinite technologies get ramping multiplier as if every level was a separate tech (keep ramping until final multiplier, or beyond if enabled)
- Updated for Factorio 2.1 - default final tech in Space Age is solar system edge instead of prometheum science