Closed openly-retro closed 4 months ago
tech cost is @tier2cost3 = 6000
tech_society_2 = { cost = @tier2cost3 area = society tier = 2 category = { biology } prerequisites = { "tech_society_1" } weight = @tier2weight3
modifier = {
planet_researchers_society_research_produces_mult = 0.2
}
weight_modifier = {
modifier = {
factor = 2
years_passed > 5
}
modifier = {
factor = 2
years_passed > 10
}
modifier = {
factor = 2
years_passed > 15
}
modifier = {
factor = 2
years_passed > 20
}
modifier = {
factor = 1.5
is_specialist_subject_type = { TYPE = scholarium }
}
modifier = {
factor = 2
has_relic = r_pox_sample
}
}
ai_weight = {
factor = @society_research_ai_factor
}
}
tech_society_2:0 "Xenobiology" tech_society_2_desc:1 "Studying the life that arises on other worlds and beyond allows us to understand fundamental aspects of biology that were previously beyond our reach."
Possible dependency replacements:
Physics:
Biology:
Engineering:
Interesting tech to think about integrating with later:
Existing limitations:
Mechanicals:
Machine:
For now, settling on a new t2c3 tech, "Bio-Reactor Miniaturization"
fixed in https://github.com/openly-retro/stellaris-machine-robot-expansion/pull/127
Remade Xenobiology with different bonuses
This was part of a series of techs that gave boosts to research job output.
Stellaris devs have reworked all research bonuses so this tech went away.
We can still include it as an option, but it won't give any bonuses ... just to fill the prereqs for bio-mechanical hybrid