Just add an Applied Reserch scaling slider

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fourteenfour

Major
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Apr 27, 2018
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We already have a method that can be adopted to limit tech and unity rushing and in effect this will allow the player to decide if in their game tall to be on par or perhaps better than wide for development. Implement a feature similar to Growth Required Scaling. I am not addressing sprawl in this suggestion.

Quick diversion...

We have one existing slider that needs to be split. Why these were grouped together I will never understand. By splitting these up we can tailor our games a bit more to suit our own needs. Simple increasing the cost of each technology to be researched does work to a point against tech rushing but when grouped with unity production it can really put a drag on the game. So separate them

Tech/Tradition Costs with scale from 0.25x to 5x.



Now for slowing down tech acquisition separate from the cost of each technology, create a new slider

Applied research scaling


The Applied Research Scaling is used to set the how many points of research to the current tech tier costs that can be applied. This affects affects research from labs, stations, and stored research. It does not affect the points provided by empire wide bonuses, research treaties, or leaders. This does mean you could accumulate a large amount of stored research but this is offset by researching events and when you increase your tech tier which you may not at cap for.

Example, tier one technologies cost between 2000 and 3000 research points. Using a fairly average start you have two researchers who produce on average five points per category for a total of ten and your base empire provides ten points per category. This would result in 100 months assuming no scientist bonus or stored research. Currently you can simply build as many labs as you want limited by building slots which is where tech rushing gets most of its power.

Base tech cost per tier are 2000, 4000, 8000, 16000, and 32000. Simple progression.

So how does the slider work? Two methods present themselves, both are based on researching a technology from the current maximum tier for the category.

  1. The easiest to understand is, minimum number of years. It scales from 0.25x to 5x. This would keep the rate constant throughout the game but consider that leaders, treaties, and empire wide bonuses, will still reduce time. The game would simply do an under the covers calculation of dividing the cost by the value and throttling applied research to that value
  2. Percentage based, similar to above but probably lending it self to more confusion. It is 1 to 100, what percentage of the cost can you apply per turn. Using the tech tier one example setting it to ten would be ten percent of 2000 or 200 points which is still a large number. That is why I prefer the first method in that its easier to make understandable changes.


Code:
# TECH COSTS
@tier1cost1 = 2000
@tier1cost2 = 2500
@tier1cost3 = 3000

@tier2cost1 = 4000
@tier2cost2 = 5000
@tier2cost3 = 6000

@tier3cost1 = 8000
@tier3cost2 = 10000
@tier3cost3 = 12000

@tier4cost1 = 16000
@tier4cost2 = 20000
@tier4cost3 = 24000

@tier5cost1 = 32000
@tier5cost2 = 40000
@tier5cost3 = 48000
 
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Unseelie

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Correct me if I'm wrong here.

You're trying to suggest a slider that allows control over tech-rushing by putting a choke on how much research points an empire can spend on tech.
I've run a few games (bear in mind that this is using mods, we actually have more techs to research) where a gm enforces these rules:

  1. Tech limits: Keep your tech levels under the levels on this table.
Before 20502050-20752075-23002300-23502350-onward
750 science1250 science2000 science2500 scienceNo Limit


And uh...its fine. I'd really enjoy more fine-grained control over that, perhaps being able to put in a curve or something. But...no, I'd really not be happy with just a slider. I want more control over it than that, or the slider to uh...track some sort of curve from a "flat" value at the bottom, nobody makes more than X, through concave curves, to linear, to convex curves toward No limit against a year.

Ultimately, though...this is a cludgy solution to tech rushing. Everyone is still tech rushing. Because techs are great.
 
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Bezborg

Grumpy Old Man
Nov 12, 2008
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I sometimes wonder if tech should be static and scripted, and not dynamic and free-form :/

Sounds like a nighmare for people used to "open-ended" gameplay, but to be honest.... wouldn't it be nice if we had an elaborate event infrastructure, full of lore and flavour, giving you techs based on the rate of your exploration, whom you meet in space, what kind of planets you come across, your ethics bla bla...

It can all be incredibly elaborate and complex and deep, just... not free-form and open to abuse/exploitation.

Maybe do away with the player actively controlling research completely.

Maybe a bit too revolutionary and outside what we're used to.
 
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