Stellaris repeatable tech limits. Getting 5 levels of each repeatable tech is very doable.


  • Stellaris repeatable tech limits For more information about an unlocked effect (buildings, components, etc. Added the repetech control panel, which can be adjusted by edict in the game:The vanilla version, this mod 's version, or the pure military cycle can be used; you may also use it to choose 1x,5x, or 10x cost Quite important. The repeatable tech is capped at level 5, along with the repeatable for naval cap and starbase cap, which the wiki is actually incorrect about. The sky is the limit! 8000: 3 This is correct. Enjoy, and please leave feedback. A subreddit for the lore and stories encompassing the dark future of the Warhammer 40,000 franchise Official lore and fan fluff are welcomed. Some of the repeatable techs only have a set number of repetitions (for example "Assembly Algorithms" that can only be researched 5 times). Jul 22, 2021 · It is possible to make a special slider, similar to those of hyperlane density or crisis strength, ranging from no repeatable technologies toward infinite repeatable technologies with certain amount in between. Overwrites vanilla repeatable techs, but only for weighting (00_soc_repeatable, 00_phys_repeatable, and 00_eng_repeatable) should be universally compatible with other mods. What are you trying to say, that this mod doesn't work right now in the current version of the game? Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. The ones for Fleet Command Limit (Society), Naval Capacity (Society), Starbase Capacity (Society), Reduced Building Cost ("Gravitational Analysis", Physics), and Planet Assembly Speed ("Assembly Algorithms", Engineering) can be done a maximum of five/5/V times each. Feb 14, 2017 · The basic idea is to research technologies that lead to good repeatable technologies, while removing as much undesirable repeatable tech as possible from the pool of available research. The rest can be done ad infinitum. Designed for use with any mod that increases the number of ascension perks available. Apr 10, 2020 · The following are the points required to research each level of repeatable technology: level1-325000 (55000+60000+65000+70000+75000=325000) level2-450000 (80000+85000+90000+95000+100000=450000) level3-575000 level4-700000 level5-825000 . Feb 26, 2018 · So your admiral should be able to command 10 more "ship power". Apr 30, 2018 · Beginning to wonder if the tech is linked to the other repeatable tech that increases the overall ship capacity (by a laughable amount). 2. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. Apr 14, 2022 · The base cost of a technology does not matter. Sorting the table by tiers places all Starter tech at the top and Repeatable end-game tech at the bottom. 251. So your fleets will be almost twice as powerfull. Nov 2, 2020 · October 2023 is 4 months in the future from now And 3. Repeatable Tech Fleet Command Limit : 5 -> ∞ Repeatable Tech Starbase Capacity: 5 -> 10 Repeatable Tech Naval Capacity: 5 -> 10 The absolute maximum Fleet Command Limit has also been changed from 500 to 10000 Jul 4, 2022 · Thanks to the following mods for inspiration and/or outright copying: Repeatable tech optimization by CPU 0, Additional Balanced Repeatables by Everfar, Max Leader Level by Coolnet, Additional Repeatable Techs by Renan, Improved repeatable technologies by jl10112358, Denser Repeatables by Laffey-chan. Dec 15, 2018 · Save game compatible, can be added to an existing game. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing pre-dominantly in one area though not exclusively). As it currently stands, a maxed out empire with every command limit increase in the game (including repeatable and ascension perks) is 250. Also note that 25% damage on neutron launchers means that the damage against shields goes from -50% to -25%. Matter Compression +5% Ship Armor May 24, 2021 · Depends on the tech. If you are at 200 fleet command limit these techs don't give you the bonus, so you are caped at 200, even if you research the tech several times. Cell Revitalization: Jun 19, 2016 · The tech that increases your Core Planets limit (likely Core Systems in the coming patch), can be nice to minimize the need for sectors. 25 is almost 2. But most of them can be repeated without limit as far as i know (at least until the game engine can't handle the values anymore). Or just go over the softcap if your economy can handle it. Or it is possible to add hull/army health repeatable technologies to balance the current super late ship/fleet meta. List of Technologies: Engineering Industry (not pictured here are starbase limit, fleet cap, naval capacity, and building construction speed, because you can only 5 of each of those) there are a few techs that are irrelevant, a couple missing that I would like to see, and I would like to resort a few of these so that engineering isn't so overwhelmed and physics so under-utilized. Engineering repeatable tech is even more difficult to progress than physics repeatable tech, as there are too many engineering techs. ), click on the accompanying icon. Mar 20, 2025 · From Stellaris Wiki. This one boggles my mind the most as, for those who don't recall, they increased the limit from 200 to 500 after 2. If you're researching 1 tech that costs 70000 research, or 100 techs that each cost 700 research, at the end of the day, you'll be paying an extra 700 research for the same amount of research that you're putting out, 1% of the total. 9 isn't even released to the Stellaris public beta branch yet. Mar 23, 2025 · Sorting the table by tiers places all Starter tech at the top and Repeatable end-game tech at the bottom. Feb 24, 2024 · This mod unlocks the maximum amount that the repeatable technology for Fleet Command Limit can be researched. 700 may seem like a big number, but you have to remember that it's 700 of 70000. Jun 16, 2022 · At present, there are five repeatable tech available in the three fields, four infinite repetech and one powerful but limited to 10 times. 3 just got here, 3. UPDATED for 1. In Stellaris all the modifiers stack additively, not multipicatively. This gives you 25% fire rate, 25% damage and 25% shields/armor. 0 was launched, they doubled the cap from 200 to 500. Stellaris is a strategy evaluation game series set in the year 2200 in space. As soon as version 2. tech_repeatable_command_limit. You're better off building anchorage starbases. Most icons also double as links. In one of my games I stopped researching it because I had downloaded the mod where I could increase my Core Planet limit so that I could get rid of the annoyance of sectors. Welcome to the official subreddit of the PC Master Race / PCMR! All PC-related content is welcome, including build help, tech support, and any doubt one might have about PC ownership. Mar 4, 2018 · Tech Effects Notes Assembly Algorithms (10 levels) +10% Building build speed: Extraction Patterns +5% Minerals Tile Output: High-Density Munitions +5% Ship Attack Speed, Kinetic: Can be blocked by Railguns (Kinetic III). 4: Both Physics and Engineering are viable for endgame weapons. Getting 5 levels of each repeatable tech is very doable. The user is in charge of a variety of ships, comprising research, engineering, and warships. May 29, 2022 · The best designs after defensive repeatable are the arc emmiters with disruptors/cloud lightning (by focusing on energy weapon repeatables too), because they bypass the shields and armor (which are increasable with the repeatable techs) and hit the hull directly (which isn't something you can increase infinitely with tech). Additionally, this repeatable stacks with Naval Capacity in how aggressively you can blow directly through your Naval Capacity limit, as Menacing ships pay minerals instead of Alloys for upkeep. Users control a species at the dawn of space exploration, just after the advent of starship technology. 1. A searchable list of all technology codes from Stellaris. And I'm pretty sure the tech you research affects what tech shows up m With enough base production, the minerals repeatable is WAY more powerful pretty much always than a marginal 5% rate of fire or 5% damage. 8. . I know that some repeatable techs have small hard limits (building cost, fleet size, starbase capacity, and naval capacity), but with my army health and army damage being almost 40 repeatable techs in I was curious if there would eventually be an end, either in terms of practical limit or hard limit? In Stellaris, the current command limit cap is set at 500. Steps to reproduce the issue. Loader Efficiency +5% Ship Damage, Kinetic: Can be blocked by Railguns (Kinetic III). The numbers of unlimited repeatable techs and level 5 limited repeatable techs are 4/1 for physics, 7/3 for sociology, and 8/1 for engineering. This may seem like a disadvantage at first, but negative modifiers also stack additively. May 18, 2020 · (not pictured here are starbase limit, fleet cap, naval capacity, and building construction speed, because you can only 5 of each of those) there are a few techs that are irrelevant, a couple missing that I would like to see, and I would like to resort a few of these so that engineering isn't so overwhelmed and physics so under-utilized. Nov 21, 2017 · Exactly what it says on the box: infinitely repeatable ascension theory technology. Thanks to Paradox and the research points will not overflow to 0 if it is more than 2140000. The wiki states that the cap is 500, and while that's technically true, it's only achievable with a max size federation fleet. Repeatable tech that gives you more fleet limit ,more total fleet limit, work fine. Jan 30, 2023 · Stellaris repeatable tech has long been out of balance. 0 was released (so that we could actually use the repeatables and such for something). Fleet Management Procedures: tech_repeatable_naval_cap. What this means is that after you research four or five repeatable, you no longer have to worry about the negative consequences for some actions, as the modifiers balance things out. 3. vpzo khg dtqocp fyltx iezqp yoace zykgczx jjsrha belvre kijx kdsvw rklwm scwasj zniks bzjxuul