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Spricar

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Research rate

In demo research goes much faster than in the game. In demo it takes around 10 years to get a tech with Rome, which seems consistent with tech_table.txt files while in the game it takes more than 20 years. Even AI countries with no colonization or conquest (Crete) need forever to advance just for one level. I believe something is worng in the game exe since in the demo thing worked fine and all txt files seems the same...
 

SimuLord

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The patch should definitely tweak the rates to be consistent with the workaround I've seen on these forums (either set the citizen research rate at 2.5 or blanket-mod the techgroup research rates to 2.5.)

They missed that one by a country mile, but it wouldn't be a Paradox game without the "Patch 1 of 4" release date mentality. :p
 

delra

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Yes. This literally ruined my game. It's almost 700 AUC and I have no roads, no aqueducts, nothing important invented as of yet. I hope I will get to 15 before the game ends so I can see some new NIs.

Events like "form of our nobility" fired around 670 AUC. This is game-breaking the way it is set now in vanilla.

And it isn't caused by my poor gaming, AI is as handicapped as I am, on average 12 techs behind.
 

unmerged(94472)

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Playing as Macedonia, I've had the best minds of the country leading research. Yet as the Empire has grown, research has slowed down, even as the number of research points increases. It's now 503, I've doubled the size of the country by both conquest and colonization, I have +3 stability, and am earning a profit every month in taxes, trade, and tribute.

Yet techs that were scheduled to hit Lev. 1 in the 490's have slipped to 505 and later. The only tech I've made real progress in is Naval -and I haven't used my navy for anything yet.

The only thing I can figure is that the loyalties of all my researchers have been dropping. Would that account for it?
 
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Apparantly, the bigger you are in this game, the more research points it takes to complete something.

Which is absolutely retarded, since you need MORE citizens, and therefore more land, to get more research points in the first place. Take one step forward, then take two steps back.

By ~520, my Roman game was behind around 30 years in research, and that was with me advancing steadily. Carthage was behind in general, but ahead of me. I was twice their size, as well. Total stupidity.

Mod the \common\defines.txt file - 1 #_CDEF_CITIZENS_TO_RP_, to something bigger. Such as 4. Anything is better than 1.

Cheesy assassins, broken research, broken combat, good god. Almost makes me want to stop paying for Paradox games.
 

theshrub

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Research is sort of buggy right now from what I can tell.

There are two ways to fix it though until a patch takes care of it.

The first is to open the defines.txt file in the common folder, then scroll down till you see the line

1 #_CDEF_CITIZENS_TO_RP_,

And change the 1 to something between 2.5-3. I set it to 3, and I seem to be gaining new techs at 10-15 year intervals as Rome.

The other is to open the technology.txt file, and change the following:

groups = {
roman_tech = 1.0
seleucid_tech = 1.0
egyptian_tech = 1.0
greek_tech = 1.0
carthaginian_tech = 1.0
persian_tech = 1.0
german_tech = 1.0
celtic_tech = 1.0
iberian_tech = 1.0
scythian_tech = 1.0

1.0's to 1.3's. I haven't done that one myself though, but I've seen others mention it.
 

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It would have been nice if the manual or strategy guide had mentioned the downside of growing too quickly. I've gone from 4 provinces to 9 in the first 30 years, and I guess that's what is holding me back.
 

delra

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I edited my common/defines.txt to contain a line:

2.4 #_CDEF_CITIZENS_TO_RP_,

(instead of "1")

And now my (and AI!) tech levels are progressing the way they should progress. I recommend making this change.
 

unmerged(49649)

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I edited my common/defines.txt to contain a line:

Quote:2.4 #_CDEF_CITIZENS_TO_RP_,



(instead of "1")

And now my (and AI!) tech levels are progressing the way they should progress. I recommend making this change.

Thanks for this. I have to ask though. Have you played a game in its entirety to see if this is also a good config for late-game?
 

hjarg

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crazy canuck said:
I wonder why there are different tech groups if they all have the same modifier. :confused:

I guess the civ rates make all the difference in here. A barbarian province produces lot less research- but on the other hand, if they manage to overcome this and decide to wash themselves regularly, they would also not suffer because they are part of some mythical techgroup.
 

unmerged(94472)

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hjarg said:
I guess the civ rates make all the difference in here. A barbarian province produces lot less research- but on the other hand, if they manage to overcome this and decide to wash themselves regularly, they would also not suffer because they are part of some mythical techgroup.


And don't forget the quality of the researchers.
 

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HBernstein said:
It would have been nice if the manual or strategy guide had mentioned the downside of growing too quickly. I've gone from 4 provinces to 9 in the first 30 years, and I guess that's what is holding me back.


uh... it did. Jesus, no one bothers to check their facts sometimes. I'm not sure if it is an intended consequence, though I believe it is, admittedly the system does suffer, i myself changed the tech values appropriately (1.4-1.3 is prolly the best, i use 1.5, and my research is about 2 years ahead of every development (which means it adds up an extra 2 years in advance, kinda a problem means i'll develop fully about 3/4ths of the way through the game)

WHEN YOU COLONIZE a province this happens. Let me explain, using the strategy guide which, AFAIK, is available to all registered members of the game. You ain't registered? Tough luck.

Now here you go... taken from the strategy guide.

"The main reason colonization slows you down is that you are basically taking 10 population from an established province, where they are actively earning Tax Revenue and Research Points, and placing them into a province wher ethe civilization is 30 or 40 points lower, which handicaps their research capabilities at the same time as those Research costs have increased."

Think of it this way - you are moving able members of your society into an undeveloped land, and say "hey, go develop it" this means that you are simueltaneously taking away from your existing "researchers, innovators, and etc" and increasing the requirements of upgrading your society. Because please remember, in this game when you upgrade, everything happens instantly. Reflected real world? I think not, so consider the time you actually get your upgrades to be when you get EVERYTHING upgraded, not just 'invented'. So yes, smaller countries would have an advantage there. its something we've witnessed in real world examples.

China, Russia, even America. We have some of the most incredibly advanced technology in America. But at what cost? Social stability? I'd argue yes. We've witnessed issues upgrading for a lot of things, the main reason the larger countries have managed to gain a "COMPETITIVE" advantage is due to the resources required for MODERN DAY technology.

In the ancient world there was no such counter check to smaller societies who could devote more of their time to increases in all round wealthfare (IF they had the stability, and freedom to do so (I.e. no wars).)

Look at the smaller states around Rome, before they were gobbled up, Alexandria, Pergamun, and Syracuse were all much more advanced then Rome in terms of pure technological acheivement. Now, this doesn't always translate to military superiority, though syracuse did use new technologies of Archimedes to use imaginative levers, and series of pullies to flip over Roman galleys during the siege. There were many very interesting inventions too, of Hero of Alexandria. Pergamun became a main player after both the destruction of Alexandria (during Julius Caesars trip there) and Syracuse's destruction.

Rome was not advanced. Yep, you heard me. Its a well documented fact, if you consider TECHNOLOGICAL advancement, not military tactics. Rome had little use for a lot of greek theory which is today, a foundation for many sciences.

I think this system is well played out in Rome. Though some adjustments are needed, i think its mainly due to player incompetence that this issue arrives. It means you stretch too far, too fast. It means you aren't pushing up your civilization (there are specific ways to try and use your governors to increase your chances of civilizing events, and that they are naturally better - High Popularity/Finnese - then some other attributes affect it, i'd have to go through the events files to see what the triggers are.


Rome conquered primarily through satellite states, and independent undirected armies under consul control. Until the imperial era, it was fairly decentralized, with no overall 'direction'. It responded to military/economic concerns. Which you should too, as a player. When you spread out, some provinces are worth less than others, and then consider the benefit of colonizing it yourself, or letting a barbarian tribe do that, and then taking THEM over. (which is in reality, what Rome did - their colonies were limited in nature with generally small amounts of ROMAN citizens. The 'Roman imperial citizenship' came later.)

Those ROMAN citizens, increase your research eh? Surprise, so you want AS MANY as you can. Now when you take, .. say, 2, (out of 20) in Bononia, and place them in Paleo, or Galli you've got 2 citizens there. Ignoring the civilizing complication, and EVEN the increased cost of research, you are still left with LESS civilians increasing the population growth.

How? Simple. Math. 20 civies in Bon. with.. say, a population growth rate of 4% (Base + Vanilla Grain).

Every year that means you get .8 new citizens. Now, take that 2 away. It means you get .72 citizens every year.

With 2 new citizens in ... Galli. Now, w/o grain the growth is 1%.

That means with the .72 in Bon, you get .02 every year from those two cities. Now, with grain you get your .08, increasing your population to the required amount, yes?

But, how many times do you always coordinate Grain to your new provinces? I do it as often as I can, make sure you do too. All small factors affect it. So think w/o that grain, you get less of a population growth, then impacted by less effective research from that population (civilization), and that you need more research points per tech per province.

Then you are literally shooting yourself in the foot. Enjoy slow tech advancements!
 

Vladislav

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What?
 

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All well and good, except only 2 of my 5 new provinces were colonized. The rest were spoils of war with Illyria, and were just as civilized (in some cases MORE civilized) than my starting provinces.

Besides, warfare fuels technological research - at the land land naval techs do.
 

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and how large were they?

because still remember, increasing province # hurts you. Its increasing citizen # that helps.

Plus, when you conquer a city, a certain amount of the population becomes slaves. (Yup! in definitions.txt unless im wrong)

thats still a 5 city boost to your civ, now, is that a corresponding increase in citizens? because if it is, you are fine, if it isn't your still taking hits until it grows.
 

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I've noticed a lot of people bringing up the research thing, but honestly, like Renown I think its meant to be that way. In my game all of the large nations are super behind, but nations like Crete, Rhodes, and the Greek states were at the logical tech levels, at least before I crushed them. O and HB, even though the the Illyrian provinces may have had a higher culture they have a low number of citizens compared to say the Greek states, which would still mean slower research.
edit: just realized Renown said a lot of the same stuff in his second post.
 

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Vladislav said:

to paraphrase...

higher civilization rating increases research. by taking population from a high civ province to a low civ province by colonization you reduce the amount of your research. On top of that, research costs more because you have more provinces. double whammy.
 

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MJAnderson said:
to paraphrase...

higher civilization rating increases research. by taking population from a high civ province to a low civ province by colonization you reduce the amount of your research. On top of that, research costs more because you have more provinces. double whammy.


it was a bit wordy =p, i just wanted to clarify it all and back it up, cause arguments tend to happen a lot on these forums I've noticed, so i wanted to put my position out there completely.
 
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