public static float XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT = 1f;
public static long [] XP_PER_LEVEL = new long [] {
0, // level 1
20000,
30000,
40000,
50000, // level 5, ramp up after
100000,
200000,
300000,
400000,
500000, // level 10, ramp up after
700000,
900000,
1100000,
1300000,
1500000, // level 15
1700000,
1900000,
2100000,
2300000,
2500000, // level 20
2700000,
2900000,
3100000,
3300000,
3500000, //level 25
3700000,
3900000,
4100000,
4300000,
4500000, //level 30
};
This means that you need 53,640,000 experience to level up to 30, roughly equal to to ~50mil needed to reach 103 in the OG version of this mod. In my last playthrough of Nex, I got to level 83, which on this scaling is equivalent in experience to level 21. I feel like level 30 is the most balanced max level when exceeding vanilla restrictions, as it allows you to complete all 4 trees and then double-complete 2 more trees, which means you can get all the bonuses for ruling a colony/controlling admins in addition to getting a full suite of tech and combat skills. It's just gonna take you a damn long time to get there. The limited skill choice, and the relatively slow rate of gain, means that skill choice is still important, but you no longer have to be paranoid about selecting the skills that can't be removed, like the capstone Tech skill, or the officer skills--you can eventually, given enough time, get more skill points to correct your mistake.
Edit: Let me be clear, the player will still be drastically overpowered even with the cap only at 30 rather than the "true cap" at 40, but having the cap at 40 eliminates the entire point of the skill rework in the first place--to make levelling up more meaningful, make skill choices actually important. If I were designing this as something from a game-design/mechanics standpoint, rather than just a "I want to be the God Emperor of Mankind" standpoint, I'd change the max level to 25. The player would be able to fully "specialize" in one skill set while still being able to "jack of all trades" in the other 3 skills or specialize into 2 skill sets while being able to dip a little bit into the remaining 2. Basically, make it so that if the player wants to be a super colonial magnate with all colony skills, they have to sacrifice fairly significant levels of logistic and combat ability to do so, rather than just outright not allowing the player to do it.