What this mod does is:
Buy tech nodes for cash Nodes in the research tree will now cost funds instead of science. Any science spent is refunded when you leave the R&D building. Get cash for science Turn science into cash at the click of a button Daily budget Every day at 4am you receive cash according to your reputation level. Use the "Warp to next morning" button if that node is just a few bucks away. Let you configure all the above Click the "$" button to change the multipliers for all of the above, values are saved with your save game But Why?
Career mode for me just seems to be motivated only by science, and most can agree it's a bit of a grind unlocking the tree. Making this easy change using the plugin system allowed me to play the game with a slightly different outlook, and combined with other mods you are able to progress the game using contracts or funds from your production/mining empire. The reputation budget is just another way to reduce grind, go ahead and time accelerate that engine tech upgrade if you need to.
Released on 2019-11-03
Fixed NullRefs when returning to main menu
Released on 2019-07-27
Added InstallChecker Updated AssemblyVersion.tt
Released on 2019-01-09
No changelog provided
Released on 2018-10-28
Version bump for 1.5 rebuild
Released on 2018-04-02
Updated for 1.4.1 Added support for ClickThroughBlocker Added support for ToolbarController make window draggable
Released on 2017-11-15
Thanks to Github user @astat for this: fix for not giving budget when time acceleration is high
Released on 2017-05-07
Fixed ScenarioModule to properly save data Merged in some code from @severdsolo to load one instead of every scene Fixed window not going away when entering other scenes Fixed bug where cash was added every scene change Moved ScenarioModule into it's own file
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