Research modifiers

I noticed that one of the new tags for rebellion allows for price modification of culture modules. Is there any way to adjust the price and build rate of specific module (and only these modules) types through research? (In this case, trade ports)

 

Thanks

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Reply #1 Top

I noticed that one of the new tags for rebellion allows for price modification of culture modules. Is there any way to adjust the price and build rate of specific module (and only these modules) types through research? (In this case, trade ports)



Thanks

Sadly not, just culture centers and orbital cannons. If you're not modifying the TEC though they have a research that can reduce the price of any structure that has a boolean set to true in their entity file (I cannot remember the name right now, its the one that makes extractors and factories cheaper).

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Reply #2 Top

Damn. Thank you for the answer. Seems like it would not take the developers much to add this feature.

Reply #3 Top

The technology "RESEARCHSUBJECT_STRUCTUREPRICEDECREASE" is what you want to look at (in game it is the TEC's modular architecture, a tier 1 tech in the civ tree)...

Every structure has this line:

isAffectedBySimilarModuleCostResearch

Setting the value to TRUE means that if that faction has a technlogy similar to modular architecture, that structure will be affected by said technology...

In theory, you could, for example, make the Vasari have cheaper factories, the TEC have cheaper extractors, and the advent have cheaper trade ports all via the same research modifier...you would not, however, be able to have 2 TEC technologies each reduce the cost of a different structure (or structures) unless one of those was culture centers....

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Reply #4 Top

Quoting Seleuceia, reply 3
The technology "RESEARCHSUBJECT_STRUCTUREPRICEDECREASE" is what you want to look at (in game it is the TEC's modular architecture, a tier 1 tech in the civ tree)...

Every structure has this line:

isAffectedBySimilarModuleCostResearch

Setting the value to TRUE means that if that faction has a technlogy similar to modular architecture, that structure will be affected by said technology...

In theory, you could, for example, make the Vasari have cheaper factories, the TEC have cheaper extractors, and the advent have cheaper trade ports all via the same research modifier...you would not, however, be able to have 2 TEC technologies each reduce the cost of a different structure (or structures) unless one of those was culture centers....

 

Indeed. That is the work around I used. For the particular race (and only that race) I included trade ports in that list. Thanks for the help.