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Abnwtwtud

Lt. General
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Jul 25, 2009
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I'm going to throw this out there as a possible fun mod: Doubled or tripled tech costs, with delayed arrival for late-game crises. Expand the game from 200 years to CK2 length of 500-700 years. It seems like it would be doable with increased tech costs and other adjusted modifiers.
 
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You could try my mod.
 
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I'm going to throw this out there as a possible fun mod: Doubled or tripled tech costs, with delayed arrival for late-game crises. Expand the game from 200 years to CK2 length of 500-700 years. It seems like it would be doable with increased tech costs and other adjusted modifiers.
I still need to delay the late game crises. Does anyone more if they are solo based on time or game or is it research levels are put in as well?
 
I know the answer to that one. Two of the crises are based on "dangerous tech" including the final level of warp/wormhole/hyperlane tech and Sentient AI. The third is time based and determined at the start of the game when the galaxy is generated.
 
I know the answer to that one. Two of the crises are based on "dangerous tech" including the final level of warp/wormhole/hyperlane tech and Sentient AI. The third is time based and determined at the start of the game when the galaxy is generated.

I didn't see this thread, but also made a double tech speed mod. Was also looking to what values to tweak. The dangerous tech disasters don't need tweaking if this information is right, but the third one is. I went through all the files in the common directory and didn't find any value to tweak this. Any ideas?
 
I've been playing around with something like this.

Slowing things down has an interesting effect on gameplay. So much so that I think the game was originally intended to be about three times slower than it currently is. By slower, I mean in the time it takes to do things like research, build, travel, colonize planets...

Some things I've noticed are that there is no need to do an early mineral rush, edicts make more sense, some of those techs like decrease colony time or improve survey speed make alot of sense, etc... And it doesn't seem to throw the entire economy out of balance... At least yet.... I'm still playing and only in early game with my latest changes. I haven't even looked at end game stuff yet.. The time based one sounds concerning.
 
Lots of mods doing similar stuff to this, mine will be as well. I think you'll have your pick of a lot of different ones that will do similar things to what you're asking for before too long.
 
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