[Mod][Release]: EGT - End Game Techs
Published on Sunday, August 25, 2024 By
TLDR: This mod adds 142 new technologies to the end of the vanilla tech tree.
Download link: https://www.dropbox.com/scl/fi/b0zyvs5kwchw4rnihu1dr/EGT_EndGameTechs.zip?rlkey=eqve5csdgfvd0l7dumxu7xi36&st=0ijqq0x1&dl=0
(I hope that Dropbox link works since the "official" GC4 mod manager site didn't let me upload it.)
When playing GC4 SN vanilla, I always encounter the problem that I run out of technologies to research rather quickly (usually long before turn 200). Then, the following issues arise:
- What to do with all your research output? The capstone techs are not worth it.
- I could switch my research worlds to manufacturing instead. But once a planet has enough production to spam a dreadnought every turn, it makes no sense to further increase it. And this is done very easily in late game.
- I could switch my research worlds to wealth generation instead. But again, to buy exactly what? It makes no sense to rush a ship production that finishes in one turn anyway.
This mod tries to address all of these issues:
- There should be enough technologies that you never run out of (useful) things to research, except if you force yourself through the extended tech tree.
- You will be able to produce 8 of the most useful Precursor artifact charges on your planets and shipyards (and 2 new ones). They are extremely expensive to build, so you are encouraged to dedicate high-class worlds fully to manufacturing.
- You can use the money generated from your financial worlds to speed up the charge production, so it still makes sense to have planets dedicated to wealth production.
Features:
- You can produce Precursor artifacts on your worlds and shipyards now
- 5 new upgrade levels for each of the districts
- New rare resource mining, asteroid mining and relic research techs
- New techs to increase the stats of your citizens
- 5 new terraforming techs
- 3 orbital habitats
- 2 new citizen specializations
- New ship speed increases, logistics techs and miniaturization techs (these were intentionally made expensive)
- New Soldiering techs
- Some new financial and cultural improvements
- 2 new power plants
... and much more
Notes:
- All new techs have original (AI-generated) images
- All new techs have original names
- Many of them have original descriptions
- I tried my best to keep the new techs somewhat balanced and in line with the vanilla game progression
- I decided against including new weapon and defense techs (at least for now), since there are already a lot of those
- This mod is mainly intended for experienced players who like long games. If you don't know how to push your homeworld above 1000 research per month before turn 150, you might get frustrated by the high tech costs.
Would love to hear feedback from people, have fun.