tech_repeatable_improved_tile_mineral_output = { area = engineering cost = @repeatableTechBaseCost cost_per_level = @repeatableTechLevelCost tier = @repeatableTechTier category = { industry } levels = -1 prerequisites = { "tech_mineral_purification_2" } weight = @repeatableTechWeight weight_modifier = { factor = @repatableTechFactor } ai_weight = { factor = @ai_mining_factor } #When a tech is added to the list of tech alternatives it will register each entry in weight_groups to a list. such as economy, or repeatable, or whatever #Then all remaining potential techs will multiply their weight with the corresponding mod_weight_if_group_picked. #So if the first tech picked has the weight group 'repeatable', all other techs with a mod_weight_if_group_picked 'repeatable = 0.4', for example, will multiply their weight with 0.4 weight_groups = { repeatable } mod_weight_if_group_picked = { repeatable = 0.01 } modifier = { planet_jobs_minerals_produces_mult = 0.05 } } tech_repeatable_improved_military_station_damage = { area = engineering cost = @repeatableTechBaseCost cost_per_level = @repeatableTechLevelCost tier = @repeatableTechTier category = { voidcraft } levels = -1 prerequisites = { "tech_defense_platform_hull_1" } weight = @repeatableTechWeight weight_modifier = { factor = @repatableTechFactor } ai_weight = { factor = 1.0 } weight_groups = { repeatable } mod_weight_if_group_picked = { repeatable = 0.01 } modifier = { shipclass_military_station_damage_mult = 0.1 } } tech_repeatable_improved_military_station_health = { area = engineering cost = @repeatableTechBaseCost cost_per_level = @repeatableTechLevelCost tier = @repeatableTechTier category = { voidcraft } levels = -1 prerequisites = { "tech_defense_platform_hull_1" } weight = @repeatableTechWeight weight_modifier = { factor = @repatableTechFactor } ai_weight = { factor = 1.0 } weight_groups = { repeatable } mod_weight_if_group_picked = { repeatable = 0.01 } modifier = { shipclass_military_station_hull_mult = 0.1 } } #tech_repeatable_improved_ship_health = { # area = engineering # cost = @repeatableTechBaseCost # cost_per_level = @repeatableTechLevelCost # tier = @repeatableTechTier # category = { voidcraft } # ai_update_type = military # levels = -1 # prerequisites = { "tech_battleships" } # weight = @repeatableTechWeight # # weight_modifier = { # factor = @repatableTechFactor # } # # ai_weight = { # factor = 1.0 # } # # weight_groups = { # repeatable # } # mod_weight_if_group_picked = { # repeatable = 0.01 # } # # modifier = { # ship_hull_mult = 0.05 # } #} tech_repeatable_improved_armor_output = { area = engineering cost = @repeatableTechBaseCost cost_per_level = @repeatableTechLevelCost tier = @repeatableTechTier category = { materials } ai_update_type = all levels = -1 prerequisites = { "tech_ship_armor_3" } weight = @repeatableTechWeight weight_modifier = { factor = @repatableTechFactor } ai_weight = { factor = 1.0 } weight_groups = { repeatable } mod_weight_if_group_picked = { repeatable = 0.01 } modifier = { ship_armor_mult = 0.05 } } tech_repeatable_weapon_type_explosive_damage = { area = engineering cost = @repeatableTechBaseCost cost_per_level = @repeatableTechLevelCost tier = @repeatableTechTier category = { propulsion } ai_update_type = military levels = -1 prerequisites = { OR = { tech_missiles_3 tech_swarmer_missiles_2 } } weight = @repeatableTechWeight weight_modifier = { factor = @repatableTechFactor } ai_weight = { factor = 1.0 modifier = { factor = @favored_weapon_ai_tech_factor is_preferred_weapons = weapon_type_explosive } modifier = { factor = @disfavored_weapon_ai_tech_factor NOT = { is_preferred_weapons = weapon_type_explosive } } } weight_groups = { repeatable } mod_weight_if_group_picked = { repeatable = 0.01 } modifier = { weapon_type_explosive_weapon_damage_mult = 0.05 } } tech_repeatable_weapon_type_explosive_fire_rate = { area = engineering cost = @repeatableTechBaseCost cost_per_level = @repeatableTechLevelCost tier = @repeatableTechTier category = { propulsion } ai_update_type = military levels = -1 prerequisites = { OR = { tech_missiles_3 tech_swarmer_missiles_2 } } weight = @repeatableTechWeight weight_modifier = { factor = @repatableTechFactor } ai_weight = { factor = 1.0 modifier = { factor = @favored_weapon_ai_tech_factor is_preferred_weapons = weapon_type_explosive } modifier = { factor = @disfavored_weapon_ai_tech_factor NOT = { is_preferred_weapons = weapon_type_explosive } } } weight_groups = { repeatable } mod_weight_if_group_picked = { repeatable = 0.01 } modifier = { weapon_type_explosive_weapon_fire_rate_mult = 0.05 } } tech_repeatable_weapon_type_kinetic_damage = { area = engineering cost = @repeatableTechBaseCost cost_per_level = @repeatableTechLevelCost tier = @repeatableTechTier category = { propulsion } ai_update_type = military levels = -1 prerequisites = { "tech_mass_drivers_3" } weight = @repeatableTechWeight weight_modifier = { factor = @repatableTechFactor } ai_weight = { factor = 1.0 modifier = { factor = @favored_weapon_ai_tech_factor is_preferred_weapons = weapon_type_kinetic } modifier = { factor = @disfavored_weapon_ai_tech_factor NOT = { is_preferred_weapons = weapon_type_kinetic } } } weight_groups = { repeatable } mod_weight_if_group_picked = { repeatable = 0.01 } modifier = { weapon_type_kinetic_weapon_damage_mult = 0.05 } } tech_repeatable_weapon_type_kinetic_fire_rate = { area = engineering cost = @repeatableTechBaseCost cost_per_level = @repeatableTechLevelCost tier = @repeatableTechTier category = { propulsion } ai_update_type = military levels = -1 prerequisites = { "tech_mass_drivers_3" } weight = @repeatableTechWeight weight_modifier = { factor = @repatableTechFactor } ai_weight = { factor = 1.0 modifier = { factor = @favored_weapon_ai_tech_factor is_preferred_weapons = weapon_type_kinetic } modifier = { factor = @disfavored_weapon_ai_tech_factor NOT = { is_preferred_weapons = weapon_type_kinetic } } } weight_groups = { repeatable } mod_weight_if_group_picked = { repeatable = 0.01 } modifier = { weapon_type_kinetic_weapon_fire_rate_mult = 0.05 } } tech_repeatable_reduced_building_time = { area = engineering cost = @repeatableTechBaseCost cost_per_level = @repeatableTechLevelCost tier = @repeatableTechTier category = { industry } levels = 5 prerequisites = { "tech_construction_templates" } weight = @repeatableTechWeight weight_modifier = { factor = @repatableTechFactor } ai_weight = { factor = 1.0 } weight_groups = { repeatable } mod_weight_if_group_picked = { repeatable = 0.01 } modifier = { planet_building_build_speed_mult = 0.10 } }