UPDATE:
I've released the alpha here:
Unit_Tech Dependence
Would be great to get your thoughts on it, or feedback on any potential issues / suggestions.
ORIGINAL POST BELOW:
I've spent today crafting a mod that tries to readdress the balance between traditions and tech, and so far it seems to be working well.
The TL;DR is I've locked all techs related to bonuses in each tech tree (and some thematic ones) to only become available for research once the tradition is fully adopted, along with tying certain ascension perks to particular tradition trees to balance out the tradition tree selection.
In detail, each tree is associated with related tech from tier 2 onwards (with some minor exceptions). For example, all tier 2 tech related to research in all three tech trees now must have the discovery tree fully unlocked before they appear as a tech card to chose from. Likewise tier 2 tech relating to colonisation, empire management, admin and starbase cap are tied to completing the Expansion tree.
In addition, ascension perks are tied to completed trees, so with Expansion, you have 'Interstellar Dominion', 'Imperial Perogative' and 'Grasp the Void' as the only available perks if this is your first completed tree, with others unlocked as more trees are completed.
What this does is restrict what areas of tech are available to you over the entire course of the game, and makes choosing which traditions you complete first have more weight with your overall strategy.
What's more, the AI has these same restrictions also, so empires are more distinct as time goes on, and perks can radically alter a neighbouring empires composition as they acquire new trees.
Discovery is an interesting one, as it gives you access to research techs in all fields, and is generally useful, but you then put yourself behind in other useful techs, like upgraded alloys and CG (Prosperity, which only unlocks Arcology projects, a mid/late game perk), and having access to tech boosts without knowing other useful tech may not work for you.
I'm still playtesting this before I release it, but it does make for an interesting rebalance of tech and unity, which radically changed from 2.6 onwards, and does make it feel like there's more strategy on offer, with the added bonus of making empires more distinct.
EDIT: For those interested, here are the tradition trees and their unlocks:
EXPANSION:
• Empire Management (excl Production and Bliss) Society
• Bureaucracy Society
• Self-Aware Colony Physics
• Starbase Society
PERKS:
Imperial Perogative
Interstellar Dominion
Grasp the Void
DOMINATION:
• Advanced Tile Blocker Society
• Social Engineering Society
• Leader Enhancement Society
• World Designation Society
• Districts Engineering
PERKS:
Executive Vigor
Mastery of Nature
PROSPERITY:
• Empire Management (Production) Society
• Industry (excl. Strat. Res.) Physics
• Industry Engineering
• Mining Engineering
• Planetary Construction Engineering
PERKS:
Arcology Project
Hive Worlds
Machine Worlds
HARMONY:
• Empire Management (Bliss) Society
• Amenities Society
• Unity Society
PERKS:
One Vision
Shared Destiny
SUPREMACY:
• Army Organisation Society
• Campaigns Society
• Fleet Organization Society
• Ship Upgrades Engineering
PERKS:
Eternal Vigilance
Galactic Force Projection
Galactic Contenders
DIPLOMACY:
• Trade Society
• Diplomacy Society
• Habitability Society
PERKS:
Universal Transactions
Xeno-Compatibility
Defenders of the Galaxy
DISCOVERY:
• Meta-Research Society
• Research Physics
• Exploration Physics
• Research Engineering
PERKS:
Technological Ascendancy
Transcendent Learning
Enigmatic Engineering
MISCELLANEOUS PERKS:
Voidborne
Consecrated Worlds
Nihilistic Aquisition
World Shaper
Master Builders
Colossus
Galactic Wonders
3x Ascenion Paths (Bio, Psi, Syn)
I've released the alpha here:
Unit_Tech Dependence
Would be great to get your thoughts on it, or feedback on any potential issues / suggestions.
ORIGINAL POST BELOW:
I've spent today crafting a mod that tries to readdress the balance between traditions and tech, and so far it seems to be working well.
The TL;DR is I've locked all techs related to bonuses in each tech tree (and some thematic ones) to only become available for research once the tradition is fully adopted, along with tying certain ascension perks to particular tradition trees to balance out the tradition tree selection.
In detail, each tree is associated with related tech from tier 2 onwards (with some minor exceptions). For example, all tier 2 tech related to research in all three tech trees now must have the discovery tree fully unlocked before they appear as a tech card to chose from. Likewise tier 2 tech relating to colonisation, empire management, admin and starbase cap are tied to completing the Expansion tree.
In addition, ascension perks are tied to completed trees, so with Expansion, you have 'Interstellar Dominion', 'Imperial Perogative' and 'Grasp the Void' as the only available perks if this is your first completed tree, with others unlocked as more trees are completed.
What this does is restrict what areas of tech are available to you over the entire course of the game, and makes choosing which traditions you complete first have more weight with your overall strategy.
What's more, the AI has these same restrictions also, so empires are more distinct as time goes on, and perks can radically alter a neighbouring empires composition as they acquire new trees.
Discovery is an interesting one, as it gives you access to research techs in all fields, and is generally useful, but you then put yourself behind in other useful techs, like upgraded alloys and CG (Prosperity, which only unlocks Arcology projects, a mid/late game perk), and having access to tech boosts without knowing other useful tech may not work for you.
I'm still playtesting this before I release it, but it does make for an interesting rebalance of tech and unity, which radically changed from 2.6 onwards, and does make it feel like there's more strategy on offer, with the added bonus of making empires more distinct.
EDIT: For those interested, here are the tradition trees and their unlocks:
EXPANSION:
• Empire Management (excl Production and Bliss) Society
• Bureaucracy Society
• Self-Aware Colony Physics
• Starbase Society
PERKS:
Imperial Perogative
Interstellar Dominion
Grasp the Void
DOMINATION:
• Advanced Tile Blocker Society
• Social Engineering Society
• Leader Enhancement Society
• World Designation Society
• Districts Engineering
PERKS:
Executive Vigor
Mastery of Nature
PROSPERITY:
• Empire Management (Production) Society
• Industry (excl. Strat. Res.) Physics
• Industry Engineering
• Mining Engineering
• Planetary Construction Engineering
PERKS:
Arcology Project
Hive Worlds
Machine Worlds
HARMONY:
• Empire Management (Bliss) Society
• Amenities Society
• Unity Society
PERKS:
One Vision
Shared Destiny
SUPREMACY:
• Army Organisation Society
• Campaigns Society
• Fleet Organization Society
• Ship Upgrades Engineering
PERKS:
Eternal Vigilance
Galactic Force Projection
Galactic Contenders
DIPLOMACY:
• Trade Society
• Diplomacy Society
• Habitability Society
PERKS:
Universal Transactions
Xeno-Compatibility
Defenders of the Galaxy
DISCOVERY:
• Meta-Research Society
• Research Physics
• Exploration Physics
• Research Engineering
PERKS:
Technological Ascendancy
Transcendent Learning
Enigmatic Engineering
MISCELLANEOUS PERKS:
Voidborne
Consecrated Worlds
Nihilistic Aquisition
World Shaper
Master Builders
Colossus
Galactic Wonders
3x Ascenion Paths (Bio, Psi, Syn)
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