Research Rescaled
tl;dr: Re-scales research tiers to convert some early and lategame time to midgame play.
To me, the best part of Planetfall is when higher tier units/mods begin to appear. However, with the current research costs, you spend the first half of every game running vanilla units with the same mods, just because researching anything higher than T1-3 would need to wait until turn 30. Then later on, when you actually have a research engine going, you realise Big Doomsday costs only 30% more than any T9 tech, so the optimised play is to ignore most T8/9 techs as you could be casting doomsday instead.
This is a reduced version of my previous mod, Skip the early game, which is now unsupported post Tyrannosaurus patch. That patch buffed the early game economy and nerfed the late game one, so less drastic changes were needed.
The early techs feel slow because they are simply overcosted for the amount of research you can generate at the time. Then, your research is expected to increase theta(k^n) (i.e. exponentially), but costs only increase tier-on-tier theta(k^n) for the first 6 tiers. The next 4 are a gentle linear slope, which explains why the last few tiers fly by so quickly.
This mod inverts all the problems above. T1 tech is almost free. T2 starts at 100 research, and the rest scale from there, with the later techs spiking harder than the early techs. T10 (Doomsday) spikes extra hard, costing the equivalent of three T9 techs. The three other T10 techs have been reduced to T9 to make sure they are still options.
Secret tech unit unlocks have been standardised. The first unlock is always T3, the second is T5/6 depending on the unit’s tier, and the third is T7, or T9 for Herald and Teacher.
CHANGELOG:
Research costs
Secret tech unit unlocks
Cosmite Mastery: T10 > T9
/CHANGELOG
If anything doesn’t work ‘as advertised’, drop a comment and I’ll be around to fix it.
Check out my other mods: