General game flaw: Research rate

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Brodda
Space Krill
Posts: 4
Joined: Thu Dec 28, 2017 10:35 am

General game flaw: Research rate

#1 Post by Brodda » Fri Jan 05, 2018 7:51 am

Rate of research should be connected with map size.

Additional an option to adjust rate of research manually at game start would be nice.

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Geoff the Medio
Programming, Design, Admin
Posts: 12249
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: General game flaw: Research rate

#2 Post by Geoff the Medio » Fri Jan 05, 2018 9:04 am

In the newest test versions there is a game rule option to adjust tech costs when starting a new game.

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Vezzra
Release Manager, Design
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Joined: Wed Nov 16, 2011 12:56 pm
Location: Sol III

Re: General game flaw: Research rate

#3 Post by Vezzra » Sun Jan 07, 2018 9:33 am

If you really want tech costs to scale with the scope of a game, map size alone won't be sufficient. You'd also have to take into account the number of players and planet density for example. If you just scale with map size only, you'll get serious problems if you play on a large map, but with 20 players and low planet density...

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MatGB
Creative Contributor
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Joined: Fri Jun 28, 2013 11:45 pm

Re: General game flaw: Research rate

#4 Post by MatGB » Sun Jan 07, 2018 1:02 pm

A formula similar to the Experimentor Start Turn macro would work, and could easily be added to the existing tech cost multiplier macro if someone wanted to test it.

It's not something I'd want myself, it's far more important to get the later game tech costs right and reduce the total output of RP, the latter we're already working on the latter, the former is planned.
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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