I've been thinking about the idea of having two separate factors influencing tech and unity costs. One based directly on empire sprawl/size. The other based on the vanillla approach of being based on (sprawl - admin cap). This way, tech/unity costs increase at a rate that's not very steep regardless of bureaucrats, but has a much steeper increase that's avoidable via bureaucrats.
However, there doesn't seem to be any way to do this. The only way to change tech or unity costs I can find is a multiplier on the penalty you get from going over admin cap. The modifiers tech_cost_empire_size_mult and tradition_cost_empiresize_mult are multipliers on the penalty you get from going over your admin cap, not the cost of those things ion general. There is no alternative that simply affects things based on empire size, at least not that I can find.
Is there something I'm missing? It seems like I can influence the cost of almost anything, even bizarre things like army consumer goods costs or deposit nanite costs. So I can influence almost any material cost in the game, change it based on empire sprawl (rather than sprawl - cap) by putting a modifier in empire_size = { } in 00_static_modifiers.txt, but I can't change the cost of techs or traditions? That seems crazy. I can change costs that don't even exist in game, but I can't change the cost of technologies and traditions? Especially since this was something that once existed in the game, it seems like this should be possible somewhere.
Am I just missing something?
The only alternative I see is hooking it to research speed and country unity output, but this doesn't work. It leads to a situation where a certain empire size reduces research speed by 100% or more, essentially halting your research entirely with no recourse to change it except increasing research speed, and those modifiers are limited. The unity version is worse, since it has the same problem, but applies to all of your empire's unity generation *except* unity from trade if you have "Marketplace of Ideas." Which means you could end up in a situation where you have -100% unity generation from all sources except trade, and can only work around it by using Marketplace of Ideas.
If this just isn't doable at the moment, I may just have to avoid messing with this part of the game in my mod...
However, there doesn't seem to be any way to do this. The only way to change tech or unity costs I can find is a multiplier on the penalty you get from going over admin cap. The modifiers tech_cost_empire_size_mult and tradition_cost_empiresize_mult are multipliers on the penalty you get from going over your admin cap, not the cost of those things ion general. There is no alternative that simply affects things based on empire size, at least not that I can find.
Is there something I'm missing? It seems like I can influence the cost of almost anything, even bizarre things like army consumer goods costs or deposit nanite costs. So I can influence almost any material cost in the game, change it based on empire sprawl (rather than sprawl - cap) by putting a modifier in empire_size = { } in 00_static_modifiers.txt, but I can't change the cost of techs or traditions? That seems crazy. I can change costs that don't even exist in game, but I can't change the cost of technologies and traditions? Especially since this was something that once existed in the game, it seems like this should be possible somewhere.
Am I just missing something?
The only alternative I see is hooking it to research speed and country unity output, but this doesn't work. It leads to a situation where a certain empire size reduces research speed by 100% or more, essentially halting your research entirely with no recourse to change it except increasing research speed, and those modifiers are limited. The unity version is worse, since it has the same problem, but applies to all of your empire's unity generation *except* unity from trade if you have "Marketplace of Ideas." Which means you could end up in a situation where you have -100% unity generation from all sources except trade, and can only work around it by using Marketplace of Ideas.
If this just isn't doable at the moment, I may just have to avoid messing with this part of the game in my mod...