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General game flaw: Research rate

Posted: Fri Jan 05, 2018 7:51 am
by Brodda
Rate of research should be connected with map size.

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

Re: General game flaw: Research rate

Posted: Fri Jan 05, 2018 9:04 am
by Geoff the Medio
In the newest test versions there is a game rule option to adjust tech costs when starting a new game.

Re: General game flaw: Research rate

Posted: Sun Jan 07, 2018 9:33 am
by Vezzra
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...

Re: General game flaw: Research rate

Posted: Sun Jan 07, 2018 1:02 pm
by MatGB
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.