THE FUTURE IS NOW (Better Future Techs)

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Author: explodoboy

Last revision: 8 May, 2024 at 02:33 UTC

File size: 353.68 KB

On Steam Workshop

Description:

Improves future techs by adding bonuses to the future techs which lack any while (trying to) maintain the spirit of vanilla.

Philosophy
In a (vanilla) playthrough without variable tech unlocks, certain future techs literally have no value. This is a problem since it leads to a lack of variety in spending endgame research. I also have a problem with other mods that change the future techs; they feel too powerful. A prudent player should be able to research a future tech all by themselves in a few (2-4) months by the time they are able to start researching them, if not faster as they get deeper into lategame.

My goal, therefore, is to add effects to future techs that are small but meaningful while not circumventing vanilla necessities, such as space expansion and global domination. I also try to make them feel like they fit the theme of the tech they apply to, based off of either a bonus the type gives frequently, or one that feels major for that tech-type. There’s still some arbitrary decisions here, but I tried my best.

However, this mod was also made with Economic Equalization Overhaul in mind, so any changes that have to do with nations’ economies will likely be underpowered compared to the vanilla game.

Future Tech Bonuses
* Energy: +0.5% Economy priority bonus to GDP
* Information: +20XP for new recruits
* Life: +6 month lifespan of councilors (unchanged)
* Materials: +0.25% mining output
* Military: +0.5 max military tech-level (unchanged)
* Social: +10 control point cap
* Space: +1 mining module soft cap (unchanged)