Dear Paradox, the late game research penalty is unbalanced

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Agamemnic

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Base cost for my current repeatable tech = 6000
Penalty per pop = 1% of base = 60

Max research points a pop can produce = 10*
*scales to around 13/14 with bonuses - excluding native tile bonuses

-----

Contrast this with early game tech scenario:

Base cost for early-game tech = 360
Penalty per pop = 1% of base = 3.6


I've excluded the planet penalty and orbital stations for simplicity ...the ultimate conclusion remains the same:

At some point, base research cost gets so high that the 1 % pop penalty (and 10% planet penalty) cannot be countered

The reason:
You've got a constant (max research per tile) chasing a positive linear variable (base research cost for repeatable techs).

I know the tall-vs-wide acolytes will argue that a huge empire should suffer such penalties but hear me out. Stellaris isn't a tall-compatible game. Tall will never protect you from the sheer size of enemy federations, FEs and end-game crises. A huge empire should be able to expand while preserving (and even improving research time).

Does anyone have any ideas on how to fix this via modding?

----


UPDATE: following responses by folk way smarter than me in the thread, my analysis was somewhat flawed. Yes, the extra penalty per pop does exceed the research that pop generates. BUT, that still decreases the Empire average research time of techs

Using my first example of that 6000 base cost tech:
Extra penalty of 60
divided by
extra research per pop of 10
= 6 (months),

which is still a LOT lower than the "pre-extra pop" average research time (+60 months in my current game)

So what's the optimum research per planet and pop penalty? I define optimum as anything that allows me to complete a repeatable tech in less than 60 months (that's comfortably way ahead of what the AI can achieve).

Repeatable tech base cost = let's just say 4000, it varies, this is a conservative estimate
Each extra pop adds a 67 penalty (assuming average planet size of 15 ...FYI, that number decreases the higher your average planet size ...to a max of 56)
So at 67 penalty per pop, for every 10 pops (670 penalty) you'd need ~11 in pop-generated research to stay at 60 months.

So unless you're in repeatable-tech-only end-game purgatory, 3 labs per planet of 15 (producing 30 research total) is golden (i.e. more than enough to beat the AI)

And by the time that base cost is 8000 however, you need around 19 research generation per 10 pops.

In conclusion, I was wrong, the research penalty is just fine :D
 
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Agamemnic

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upload_2016-11-22_13-36-37.png


This is me in a late game trying to fight this foul research penalty demon. This planet produces a total of 146 (53/33/60 ) in research
....but based on my most advanced late game tech (base cost 7260) the planet generates a penalty of 2,323

painful
 
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Yenzen

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Plategoron

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I don't See the problem tbh.
You can always increase your relative Science output because the Science Penalty only Stacks additively and doesn't get multiplied.
With further repeatable techs, the base cost rises, which eventually Limits your research.
So at your current level, you need at the very least 6 months to research the Tech, probably significantly more, because One does not Dedicate All Pops to One Single research.

Imo This is fine, that repeatable tech is forced to get slower the more you research it.
Bring able to infinitively tech without time being a limiting factor probably would be broken.



And no, your Planet doesn't Hurt your Science output Overall, it helps you a whole lot at teching faster than you would without it.
That's Like claiming that eating fast Food makes you thinner, because you burn calories when chewing
 
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GloatingSwine

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It turns out the endgame repeatable researches are supposed to give diminishing cost/reward returns?

You're not supposed to be teching through infinite levels of the repeatables, they're supposed to become unproductively expensive over time.


Also, there probably actually is a peak of empire efficiency where you're just big enough to take on anything the endgame can throw at you but can still reasonably optimise your output.
 
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Agamemnic

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I don't See the problem tbh.
You can always increase your relative Science output because the Science Penalty only Stacks additively and doesn't get multiplied.
With further repeatable techs, the base cost rises, which eventually Limits your research.
So at your current level, you need at the very least 6 months to research the Tech, probably significantly more, because One does not Dedicate All Pops to One Single research.

Imo This is fine, that repeatable tech is forced to get slower the more you research it.
Bring able to infinitively tech without time being a limiting factor probably would be broken.



And no, your Planet doesn't Hurt your Science output Overall, it helps you a whole lot at teching faster than you would without it.
That's Like claiming that eating fast Food makes you thinner, because you burn calories when chewing

For my "cybertron" planet above, I divided my extra penalty by the extra research points. Turns out it's much lower that the empire average of the same ratio.

So yes. You're right. That planet of mine does actually help.
 

Volapyk

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Your math is slightly flawed as well. You are assuming the 1 pop is supposed to make up for the penalty in a single month.

What you should calculate is if adding extra pops will increase your research time. So Base/(100*months). So if you are currently looking at a tech per 20 months you are looking at 6000/(100*20) = 3, so 3 research points per new pop will keep your techrate the same.
 
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Zulfurlubak

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No offence, but you are doing it wrong.
This planet is one tile smaller yet produces 192/46/48 for a total of 286. Yep, I have Research Institute here, but that's minus 10 points which still makes 276.

ZmbFK50.png
 

Yenzen

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Your math is slightly flawed as well. You are assuming the 1 pop is supposed to make up for the penalty in a single month.

What you should calculate is if adding extra pops will increase your research time. So Base/(100*months). So if you are currently looking at a tech per 20 months you are looking at 6000/(100*20) = 3, so 3 research points per new pop will keep your techrate the same.

Won't focusing new sectors on research pretty much keep the tech rate up, then?
 

Agamemnic

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Your math is slightly flawed as well. You are assuming the 1 pop is supposed to make up for the penalty in a single month.

What you should calculate is if adding extra pops will increase your research time. So Base/(100*months). So if you are currently looking at a tech per 20 months you are looking at 6000/(100*20) = 3, so 3 research points per new pop will keep your techrate the same.
You are 100% correct
 

Zulfurlubak

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Your labs are giving 10 max. Mine are at 7 max. Did I miss a tech? Dunno how.
As Yenzen commented above they have intellectual trait plus genomoded to natural physicists. That gives them total of +25% bonus to physics which makes them slightly more efficient on physic labs than Synths.
Also, may be it's just my approach, but on the planet with any decent bonus to certain science output (storms, wild beasts, titans) I'd prefer to just spam that certain type of lab. Total bonus will be worth it.
 

Agamemnic

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As Yenzen commented above they have intellectual trait plus genomoded to natural physicists. That gives them total of +25% bonus to physics which makes them slightly more efficient on physic labs than Synths.
Also, may be it's just my approach, but on the planet with any decent bonus to certain science output (storms, wild beasts, titans) I'd prefer to just spam that certain type of lab. Total bonus will be worth it.
Yeah I suspected as much. Running an all-synth empire though so I'm limited.
 

Yenzen

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If it's not too much trouble, do you mind posting a screenshot of your tile bonuses? (ie that screen you get when hovering over the resources with a mouse)

You're quoting the wrong guy, I was just making an educated guess on what the bonus could be.
 

The Founder

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Let's go over the "Empire Size" penalty to Technology:
Originally it was either 2% per pop or 20% per planet (I can not remember wich, but I think the per pop).

This was later changed to 1% per pop and 10% per planet. As I see that change it mostly means:
Small planet are not worth it anymore techwise. While they do still add 100% to Fleet Capacity, Energy, Minerals and the other stuff. A planet under 10-12 or so is ineffective for Reserach purposes.
The goal is to have the largest amount of pops per single planet, rather then a lot of pops on a lot of small planets (maximise per planet population, instead of planet count).
Also note that it is "1% for every pop after the first 10". So a Homeplanet is heavily subsidized in the calculation, at tops incurring 16% instead of 26% penalty (asuming old default of 16 pops).

Your planet is 22 Pops. That means it 'only' increaes the tech cost by 32%.
But that is 32% for EACH 22 pop planet. Inlcuding the ones not optimised for reserach.
That planet is in no way more limiting then the 22 Pop planet optimised for Power (because you use Robots).

Asuming 7260 base cost 32% penalty, 146 production this planet will have worked it's penalty "off" in:
2,323 Reserach
15.9 months
After 16 months this planet has worked of the penalty it itself incurred. And will start working towards the base cost and all the penalties all the other planets incur.



I know the tall-vs-wide acolytes will argue that a huge empire should suffer such penalties but hear me out. Stellaris isn't a tall-compatible game. Tall will never protect you from the sheer size of enemy federations, FEs and end-game crises. A huge empire should be able to expand while preserving (and even improving research time).
You are mixing up "not compatible right now" with "will never be compatible with".

In every single version of Stellaris there have been strategies that were at best suboptimal. Like starting with Pacifist in a game aimed at Warfare. Tall is just one of the "currently not feasible/extremely challenging" ones. Between Kennedy and Banks that can quickly change around again.