Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => The Theory of Everything => Topic started by: Yitzi on April 25, 2014, 11:25:35 PM

Title: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 25, 2014, 11:25:35 PM
I'm considering tinkering with the research rate formula, but to get an idea of what changes would make sense as alternative options I'd like to know what the turns per tech looks like at various stages of the game under the current formula.  So I'm asking the community: How long does each tech take at each stage of the game, and at what difficulty level and what modding (if any) and what factions?
Title: Re: Question: What does the research rate curve look like in your games?
Post by: gwillybj on April 25, 2014, 11:42:15 PM
Normal research rate without techstag isway too fast for me. I never got to use anything for more than a few turns before it was obsolete, so now I play with techstag on and the research rate in alphax.txt set at 50%. That makes for 20-60 turns per tech depending on the faction's settings in its txt, social engineering, and progression of the game. And plenty of time to play with all the neat toys Sid and Brian gave us.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 26, 2014, 08:45:18 AM
I've been modding/playing the following:
-Transcend, Normal sized map
-Mix of HvH and vs AI
-An SE set that is overall more penalizing, but encourages researching SE techs earlier
-Slower terraforming for forest & fungus remove (12T), faster on farm/solar/echelon
-Higher support cost (divisor 4)
-Drone fixes in (mode 31)
-Ecodamage fixes in (generally lenient but 0 CMs)
-Base 7 SMAC factions unmodified
-Cheaper colony pods/formers (20 for inf, 30 for rover), but higher facility costs from -2 IND start
-IndAuto for M-cap lift, Gene for N-cap/Condensor, OptComp for E-cap/Echelon

The amount of overall aggression/war has much more impact than all of these tweaks cumulative.  When you're pressured at war you might not get to put anything at all into labs, else you get wiped out.  In peace you can run peace SEs, plus pacts, plus with global trade pact the economy increase gets rather crazy.  It would seem that these things alone can influence your tech rate by a factor of 10x or more (when considering base maintenance/drone control...labs can be viewed like discretionary income).  I feel in the early game tech may be a bit too slow, since there isn't a good source of land energy before boreholes.  By mid-game the tech rate is somewhat too fast, and probably way too fast after satellites.  Again these depend on the state of war also.  I think you want a fairly fast tech rate though considering Transcend is only 400 turns by default.

Do you have the curve formula for tech research?  I assumed it was based on # of techs you had and the map size only, but I may be off.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: ete on April 26, 2014, 11:22:54 AM
I'm in the minority here, but I speed up tech rate by 2x-5x in my transcend games unless I'm playing on a custom supermassive map. If I don't the game is over (in a "i am dominant and it's just a matter of clearing up at my own pace" way) before I get to much the fun tech.It's dull to have loads of cool options only when you entirely don't them need to win.

Also, even if the tech per turn rate is really fast late game, the tech per hour spent on AC is often quite a lot lower because lategame turns take MUCH longer if you're being at all aggressive, and even if not it still slows you a whole lot.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 27, 2014, 02:32:48 AM
Normal research rate without techstag isway too fast for me. I never got to use anything for more than a few turns before it was obsolete, so now I play with techstag on and the research rate in alphax.txt set at 50%. That makes for 20-60 turns per tech depending on the faction's settings in its txt, social engineering, and progression of the game. And plenty of time to play with all the neat toys Sid and Brian gave us.

Normal research rate without techstag isway too fast for me. I never got to use anything for more than a few turns before it was obsolete, so now I play with techstag on and the research rate in alphax.txt set at 50%. That makes for 20-60 turns per tech depending on the faction's settings in its txt, social engineering, and progression of the game. And plenty of time to play with all the neat toys Sid and Brian gave us.

I've been modding/playing the following:
-Transcend, Normal sized map
-Mix of HvH and vs AI
-An SE set that is overall more penalizing, but encourages researching SE techs earlier
-Slower terraforming for forest & fungus remove (12T), faster on farm/solar/echelon
-Higher support cost (divisor 4)
-Drone fixes in (mode 31)
-Ecodamage fixes in (generally lenient but 0 CMs)
-Base 7 SMAC factions unmodified
-Cheaper colony pods/formers (20 for inf, 30 for rover), but higher facility costs from -2 IND start
-IndAuto for M-cap lift, Gene for N-cap/Condensor, OptComp for E-cap/Echelon

The amount of overall aggression/war has much more impact than all of these tweaks cumulative.  When you're pressured at war you might not get to put anything at all into labs, else you get wiped out.  In peace you can run peace SEs, plus pacts, plus with global trade pact the economy increase gets rather crazy.  It would seem that these things alone can influence your tech rate by a factor of 10x or more (when considering base maintenance/drone control...labs can be viewed like discretionary income).  I feel in the early game tech may be a bit too slow, since there isn't a good source of land energy before boreholes.  By mid-game the tech rate is somewhat too fast, and probably way too fast after satellites.  Again these depend on the state of war also.  I think you want a fairly fast tech rate though considering Transcend is only 400 turns by default.

Do you have the curve formula for tech research?  I assumed it was based on # of techs you had and the map size only, but I may be off.

I'm in the minority here, but I speed up tech rate by 2x-5x in my transcend games unless I'm playing on a custom supermassive map. If I don't the game is over (in a "i am dominant and it's just a matter of clearing up at my own pace" way) before I get to much the fun tech.It's dull to have loads of cool options only when you entirely don't them need to win.

Also, even if the tech per turn rate is really fast late game, the tech per hour spent on AC is often quite a lot lower because lategame turns take MUCH longer if you're being at all aggressive, and even if not it still slows you a whole lot.

It looks like my question was unclear; I'm interested not so much in how long it takes on average, but rather how it changes and by how much , i.e. how does the early-game rate compare to the mid-game rate and how do both compare to the late-game rate?  (How the hours per turn changes, and what the major contributors are to that change, would also be nice to know, once ete brought it up.)
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 27, 2014, 05:13:58 AM
Still not too clear.  Are you asking what influences the quickening tech rate (in terms of turns per tech) as the game goes on?  I would say it's mostly the things that give more raw energy:
- lifting energy cap + boreholes (which typically require condensor/TF to support)
- tree farm/hybrid to control eco, and grow bases to hab dome limit of 14
- satellites
- late-game specialists (not that influential until hab dome)

Mostly the last two are what fuels the very late game tech speed.  Of course labs improvements are key...Network Node, Research Hosp, Fusion Lab being more important than the later ones (since each is only 50% labs on the base, and the later ones cost more).

Far as real life time per turn increasing, I mostly fault formers as they occupy 50%-75% of actions on most turns.  Since all land is unimproved, essentially every tile within your empire has to be manually improved to play well (aside from spreading forests).  Clean modifier is a big contributor here.  Early game you might have 10 formers, mid 50+, late 300+.  Even taking away Clean doesnt really solve it...then you just end up doing +3 SUP SEs.  Armies can also take up a lot of time per turn...larger bases support bigger armies.  The bases themselves of course taking most of the rest.  Facilities can be queued up so this isn't quite as bad late. (aside from diplomacy/tech trade/evaluation).  Quicker ways to rush/see mineral count might help some there.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Geo on April 27, 2014, 08:36:10 AM
At my end, wartime unit shuffling takes up most of the turn time, followed by terraforming/yield tasks. Then it's 'abandon base checking' if I play a relocation game, with workshop tinkering coming next (especially annoying is to have to retire/obselete the same proposed design for the nth time). Last is energy rushing of production and diplo contacts that are the time consumers. So that's from top to bottom the time I spent/turn. :)
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 27, 2014, 03:16:10 PM
Still not too clear.  Are you asking what influences the quickening tech rate (in terms of turns per tech) as the game goes on?  I would say it's mostly the things that give more raw energy:
- lifting energy cap + boreholes (which typically require condensor/TF to support)
- tree farm/hybrid to control eco, and grow bases to hab dome limit of 14
- satellites
- late-game specialists (not that influential until hab dome)

Mostly the last two are what fuels the very late game tech speed.  Of course labs improvements are key...Network Node, Research Hosp, Fusion Lab being more important than the later ones (since each is only 50% labs on the base, and the later ones cost more).

That much I understood, though it's offset somewhat by increasing tech cost.

My question is how much it increases at various stages (e.g. is it a factor of 5 from early to midgame and 2 from midgame to late game, 2 and 3, 1 and 10, or what?)

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Far as real life time per turn increasing, I mostly fault formers as they occupy 50%-75% of actions on most turns.  Since all land is unimproved, essentially every tile within your empire has to be manually improved to play well (aside from spreading forests).  Clean modifier is a big contributor here.  Early game you might have 10 formers, mid 50+, late 300+.  Even taking away Clean doesnt really solve it...then you just end up doing +3 SUP SEs.  Armies can also take up a lot of time per turn...larger bases support bigger armies.  The bases themselves of course taking most of the rest.  Facilities can be queued up so this isn't quite as bad late. (aside from diplomacy/tech trade/evaluation).  Quicker ways to rush/see mineral count might help some there.

I think that changes to unit cost and supply divisor are the way to cut down on army size.

Regarding formers...what are all those formers doing?  Even raising a square by 3 points and building farm/enricher/condenser-or-mirror is only 60 turns, meaning 30 with super formers, so 300+ super formers could fully improve one base every 2 turns, and by the late game there's simply no way you're getting a new base every 2 turns.

For rushing, I don't really think having rushing be that frequent is good for the game anyway; perhaps an across-the-board 50% increase to rush cost would make it less common and therefore take less time (though again, there are only so many facilities to be built in any particular base, and unless you're ICSing you shouldn't have such a ridiculously high number of bases.)

At my end, wartime unit shuffling takes up most of the turn time, followed by terraforming/yield tasks. Then it's 'abandon base checking' if I play a relocation game

How does a relocation game work?

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with workshop tinkering coming next (especially annoying is to have to retire/obselete the same proposed design for the nth time).

You do know that automatic design proposals can be disabled, right?

In any case, I'm more interested at the moment in how the turns per tech at various stages of the game compare to each other.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 27, 2014, 06:20:07 PM
Gotcha.  I'd say its like ~12 turns/tech on average early, ~6 mid, ~3 late (maybe less even).  So something like a factor of 2 in each era?  It does depend a lot on how much tech is traded also because you could have mid-game tech but only early-game infrastructure (i.e. population, facilities, improved terrain).  This is what is happening in my pacifism game.  Everyone has a lot of E but not much M.

Personally I think rushing is fine as it is one of the more strategic portions of the game (should I rush a big base's multiplier, or save up to rush an SP, or grow horizontally).  Yes SP rushing with energy might feel cheesy but there has to be significant incentives to get a tech first (and some disincentive to trade immediately, this adds some strategy also), or everyone will just mindlessly steal tech and run full ECON build.  Anyways, 3:1 might be a better ratio (for all 3 of units, facilities, SPs).  2:1 isn't bad however IMO.  SPs could use a bit of a cost increase if it were lower.  These would be good variables to be able to set (if possible within alphax.txt.).  I never liked the 10 mineral rule or the unit rush formula how it is because having to manually calculate rush costs adds a lot of real life time and it's not that fun really.  I've been playing with the 10 mineral rule eliminated and it helps some.  I am finding that having the production mineral rollover option on saves a lot of unnecessary micromanagement.

The goal is usually to fully improve a base square every turn for pop boom, so whatever former time that takes.  Late game a large base can make a new base every turn.  Though it isn't always preferable to base spam due to B-drones, and your existing bases are usually better to rush due to higher base E, and less E loss due to EFFIC.  This is why I think a reduced EFFIC SE set is somewhat beneficial.  Anyways, there are incentives to expand late also mainly satellites. 

Fast combat resolution option also helps a lot with the time it takes to fight later wars.  The default makes combat with higher reactors much slower.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Geo on April 27, 2014, 06:33:29 PM
At my end, wartime unit shuffling takes up most of the turn time, followed by terraforming/yield tasks. Then it's 'abandon base checking' if I play a relocation game

How does a relocation game work?

Rushing (sea)colony pods in conquered bases and abandonning them in the end.
IOW, very movement intensive.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 27, 2014, 09:17:16 PM
Gotcha.  I'd say its like ~12 turns/tech on average early, ~6 mid, ~3 late (maybe less even).  So something like a factor of 2 in each era?  It does depend a lot on how much tech is traded also because you could have mid-game tech but only early-game infrastructure (i.e. population, facilities, improved terrain).  This is what is happening in my pacifism game.  Everyone has a lot of E but not much M.

So about a factor of 4 from beginning to end (by late, do you mean all the way up to transcendence?), and about evenly decreasing throughout?

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Personally I think rushing is fine as it is one of the more strategic portions of the game (should I rush a big base's multiplier, or save up to rush an SP, or grow horizontally).

I agree that rushing is fine; having rushing be so common that it's a significant contributor to turn length, though, isn't.  The strategic element would probably be enhanced if you could only afford to rush once every few turns, as then you really have to pick it carefully.

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Yes SP rushing with energy might feel cheesy but there has to be significant incentives to get a tech first (and some disincentive to trade immediately, this adds some strategy also), or everyone will just mindlessly steal tech and run full ECON build.

I figure that it's so expensive that it's ok.  Although I think the answer to discouraging techsteal+full ECON is more one of making it so expensive to steal tech from outlying bases that unless you've got a significant research disadvantage or want a tech right now, you're probably better off just teching yourself.

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Anyways, 3:1 might be a better ratio (for all 3 of units, facilities, SPs).

The idea of making SPs and units more expensive than facilities are a good one, though.

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These would be good variables to be able to set (if possible within alphax.txt.).  I never liked the 10 mineral rule or the unit rush formula how it is because having to manually calculate rush costs adds a lot of real life time and it's not that fun really.  I've been playing with the 10 mineral rule eliminated and it helps some.  I am finding that having the production mineral rollover option on saves a lot of unnecessary micromanagement.

Well, you can just apply an across-the-board percentage change by giving everyone a hurry bonus or penalty.

And with high production rollover there's no real reason to partially rush a lot of units; you might as well just do it fully and then your production will give you a leg up on the next one.

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The goal is usually to fully improve a base square every turn for pop boom, so whatever former time that takes.

Even so, your older bases should be fully improved fairly quickly at that rate, so you should only be improving a few at a time...

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Late game a large base can make a new base every turn.  Though it isn't always preferable to base spam due to B-drones, and your existing bases are usually better to rush due to higher base E, and less E loss due to EFFIC.  This is why I think a reduced EFFIC SE set is somewhat beneficial.  Anyways, there are incentives to expand late also mainly satellites.

Ah, just crowding bases on the theory that you can get population, and thus satellite production, faster with more pop booming bases.

Personally, I think it would be a more interesting game if satellites were harder to put up, easier to knock down, and booming were substantially harder (maybe even impossible pre-Eudaimonia).

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Fast combat resolution option also helps a lot with the time it takes to fight later wars.  The default makes combat with higher reactors much slower.

Well, I suppose that's what it's for.

Rushing (sea)colony pods in conquered bases and abandonning them in the end.
IOW, very movement intensive.

And you do it in order to avoid the conquered base penalty?
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Geo on April 27, 2014, 10:18:28 PM
And you do it in order to avoid the conquered base penalty?

Partly, yes. Other parts are to lift certain home bases over the pop cap, and faction 'philopsophy'.
IIRC, a way to avoid the penalty you mentioned is to let a conquered base be taken by yet another faction and then retaking it again.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 27, 2014, 10:20:55 PM
I would guess around a factor of 4 - not evenly decreasing per se.  I think the biggest jumps are at borehole and satellites.  Keep in mind a lot of what we saw before with mid and late being very fast is because the game is effectively won against the AI. 

It's mostly units that I have more an issue with how the rush cost works - because it's non-linear that adds a lot of micromanagement.  Although due to the higher cost I feel only facilities are usually worth rushing.  A better player may be able to comment - if this is best or if going full labs is superior play. Anywhere from 2:1 to 4:1 on E to M is fairly balanced on other things.  Keeping it 2:1 on facilities and 4:1 on SPs, and making it 4:1 on units would be decent.  I'd probably play around with that.  Probably doesn't have a huge impact since most games the majority of E goes into labs not econ.  The key is keeping the incentive to tech, usually this was for SPs more than facilities due to the denial aspect.  Before you would pre-build crawlers, but if that's out then it's just energy rushing.  Which I don't have such an issue with because you can know the cost of an SP and how much energy you are making a turn.  That's a fairly basic calculation - at least to me.

I'm still playing through a trial game.  Right now the factions are all 5-15 turns for discoveries in the early-mid game.  Amplified a lot by pacts, but infrastructure is relatively poor.  It will take some time and granted I'm not an expert player.  One curious thing about SMAC is just how much strategy there is in the game.  I'm starting to feel that perhaps very high tech steal costs won't be ideal.  The steal cost should scale with the lab cost that it would take to research.  Early game a probe team costs a lot, later game it doesn't.  That is, early on even the mineral cost makes it questionable to steal.  Trading of course is always ideal but if you fall behind, there needs to be a catchup mechanism (which is pacts and stealing).  Governor only helps the #2 player catch the #1 player.

Satellite caps which get raised by late-game techs might work better, though that does encourage more smaller bases. 

I tried some games without booming, thinking it would be more interesting also, but it kind of wasn't.  It just ended up slowing down the game too much, everyone's bases stagnated around size 6-7.  Takes a lot of former time to make condensers to grow fast past that - and then you're better off just making more and more bases with PS.  Booming is what makes building vertically more worth it than horizontally.  Now you could eliminate booming but it would require a more gradual N cost curve.  Each worker costs more N, which means more and more former time.  I do agree this could reduce micromanagement some if done right since I know really good players will go through every base just to make sure it's +2N.

Older bases tend to be booming a lot in the early and mid game, so they require a lot of former time to stay improved.  If you haven't improved the terrain then the boom actually isn't going to help you much.  With Forests at 4 former-turns that means you need 4 formers per base to improve a tile per turn (2 if Super).  Much more than this however to do advanced terraforming.  Granted once bases hit their pop cap, then yes that means the formers can go elsewhere.  50/300 may have been a bit of an exaggeration but I find it's not too far off.  Reducing former time on everything may help with the massive number of formers required.  But at the same time, it may speed the game up too much - because advanced terraforming is so powerful.  May be worth trying the game with Condensor, Borehole, and TF/HF slightly weakened.  They have to be good enough to pursue though, so it's tricky. 
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 27, 2014, 10:27:47 PM
And you do it in order to avoid the conquered base penalty?

Partly, yes. Other parts are to lift certain home bases over the pop cap

Wait, you can use colony pods to exceed the hab facility caps?  That seems to me like a sort of exploit...

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and faction 'philopsophy'.

Meaning?

I would guess around a factor of 4 - not evenly decreasing per se.  I think the biggest jumps are at borehole and satellites.  Keep in mind a lot of what we saw before with mid and late being very fast is because the game is effectively won against the AI. 

But there isn't a big jump at transcendi?  Or is that after you've already won?

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It's mostly units that I have more an issue with how the rush cost works - because it's non-linear that adds a lot of micromanagement.

If you just rush fully, it doesn't add micromanagement.  You do lose any production over the carry-over cap that way, but fortunately the carry-over cap can be increased.

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Although due to the higher cost I feel only facilities are usually worth rushing.  A better player may be able to comment - if this is best or if going full labs is superior play.

I'd guess it depends on the situation.

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The key is keeping the incentive to tech, usually this was for SPs more than facilities due to the denial aspect.  Before you would pre-build crawlers, but if that's out then it's just energy rushing.

But that's expensive, as it should be.  I think the answer is to make techsteal difficult enough that getting the tech first equates to a potentially substantial head start on the project, which can be overcome by a similarly large production advantage but will give you the project if your tech advantage outweighs your production disadvantage.  (This will, among other things, make the midgame somewhat less energy-focused and more mineral-focused, i.e. more balanced.)

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I'm still playing through a trial game.  Right now the factions are all 5-15 turns for discoveries in the early-mid game.  Amplified a lot by pacts, but infrastructure is relatively poor.  It will take some time and granted I'm not an expert player.  One curious thing about SMAC is just how much strategy there is in the game.  I'm starting to feel that perhaps very high tech steal costs won't be ideal.  The steal cost should scale with the lab cost that it would take to research.  Early game a probe team costs a lot, later game it doesn't.  That is, early on even the mineral cost makes it questionable to steal.  Trading of course is always ideal but if you fall behind, there needs to be a catchup mechanism (which is pacts and stealing).  Governor only helps the #2 player catch the #1 player.

I was planning on having it proportional to the target's energy...in retrospect, that might not be the best method.  I'll have to think about how to do it; perhaps it could depend on how many techs the target knows that you don't?

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Satellite caps which get raised by late-game techs might work better, though that does encourage more smaller bases.

I wasn't thinking "caps" so much as "require late-game tech for sky hydroponics lab and make it and Nessus mining station more expensive, and earlier and cheaper orbital defense pods"; the idea would be that you can build a pod, use it to try to shoot down an enemy production satellite, and on average come out ahead.

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I tried some games without booming, thinking it would be more interesting also, but it kind of wasn't.  It just ended up slowing down the game too much, everyone's bases stagnated around size 6-7.  Takes a lot of former time to make condensers to grow fast past that - and then you're better off just making more and more bases with PS.  Booming is what makes building vertically more worth it than horizontally.  Now you could eliminate booming but it would require a more gradual N cost curve.  Each worker costs more N, which means more and more former time.  I do agree this could reduce micromanagement some if done right since I know really good players will go through every base just to make sure it's +2N.

What I was thinking is increase the level at which booms happen, but +6 and higher nutrients (until you boom) give the same -1 nutrient/row each as lower ones do...so at +6 or higher GROWTH you'd still grow pretty quickly if you focus on nutrients.

Of course, if you aren't so nutrient-focused, you won't grow as fast...but I don't think having a few turns per growth would be such a bad thing.

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If you haven't improved the terrain then the boom actually isn't going to help you much.  With Forests at 4 former-turns that means you need 4 formers per base to improve a tile per turn (2 if Super).  Much more than this however to do advanced terraforming.  Granted once bases hit their pop cap, then yes that means the formers can go elsewhere.  50/300 may have been a bit of an exaggeration but I find it's not too far off.  Reducing former time on everything may help with the massive number of formers required.  But at the same time, it may speed the game up too much - because advanced terraforming is so powerful.  May be worth trying the game with Condensor, Borehole, and TF/HF slightly weakened.  They have to be good enough to pursue though, so it's tricky.

Maybe I'd better ask: Around what turn are you hitting around 100 formers, and how many bases do you have at the time (and of what sizes)?
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Geo on April 27, 2014, 10:38:39 PM
Wait, you can use colony pods to exceed the hab facility caps?  That seems to me like a sort of exploit...

At least in the SMAC game I'm now playing. See for yourself for the 'disappearing formers' thread I just started. There's a save attached and you have transports filled with colony pods to join other bases at your disposal.

and faction 'philopsophy'.

Meaning?
[/quote]

As a say democratic and enlightened leader I don't spare expenses to move recently conquered subjects from the slums and ruins of their former homes to the splendor of my faction's home bases. Just fluff thus. ;)
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Buster's Uncle on April 27, 2014, 11:01:26 PM
Oh yeah - drive a CP into a base and hit "b" and +1 pop, notwithstanding the cap.  Works in X, too.  Fastest way to build up a superbase.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 28, 2014, 12:04:11 AM
I'll keep playing and let you know.  Transcendi I found didn't give a huge jump since you need Hab Domes.  But there's probably ways to play that exploit them better (more numerous smaller bases I assume, other than SSCs).

Right now the factions are at turn 94, about 40-50 pop average, 12 bases, and 15-20 formers.  Still early game infrastructure I'd say...heading into mid game tech soon (Tree Farms & advanced terraforming just coming out).  I feel like I underbuilt formers though since most factions haven't gotten boreholes yet.  Then again, this might have been ok strategy since few went for Green.  Pacifist game means those not in FM tending to fall behind.

Playing around with probe team odds might be another way to go. It then follows that stealing costs M rather than E.  I think tech difference would be a good factor.  Absolute tech would also be considered.  I feel like there should be more protection from probe techsteal (and other actions) based on PROBE SE, than necessarily having probes in cities.  Maybe making probe elite harder would help.  I've noted that infantry probes are a good unit to tweak, for defensive only probes they can be cheaper than rover and foil probes.

Personally I'm not a huge fan of the pod shoot down mechanic.  It's like war, only with no risk (build an ODS and damage the #1).  I suppose the #1 could then war you for it, this is a game of diplomacy above all else, even strategy.  I think this can work though.  Would prefer to not redo the tech tree structure, but swapping hydro and ODP availability would be good I think.  Then Nessus and Sky Hydro are gotten at same time with ODP available earlier.  Later game, there are a lot of broken things though (Space Elev) that don't come into play right now usually.

I think the growth thing could maybe work with nutrient rollover fixed.  One thing is that you have to look at how a base will grow in practice.  The curve would have to come down to +1 nutrient row per every several population rather than every 1 population.  Right now bases mostly grow not because of many surplus nutrients.  Usually a base will only have +2-4 nutrients at best, a lot of which is from the base square.  Let's use size 6 as an example (70N to grow).  GROW+6 implies 40% of this or 28N.  Let's say it's well improved, +3N from the base square and rest is 2N (farm+solar).  That's 9 turns to go to size 7 which is awfully slow considering it was 'boom' before.  Even if +10N (all 3N production), it would be 3 turns.  And 3N/square isn't obtainable till mid-game really (TF+HF on Forest).  Mass condensor isn't an option early due to ecodmg and poor E production.  If solar was boosted it might be more viable.  Later on you'll want boreholes which produce 0 N.  More or less, I'm trying to say that you want to avoid encouraging tons of small bases in PS with this which is what will be best (because the base square produces 3N, and resource bonuses mostly).  A small base in comparison will grow with 8N, or in 1-2 turns with Tanks+Condensor.  You'd see silly things like using size 2 bases to pod into big bases, just because the absolute nutrient cost is so much less.

It might just be easier to rework the automatic worker AI, so that it 'tries' harder to get you to +2N.  Unless you feel that booming is too powerful...I'm not really convinced that it is.  In some ways yes.  Probably would have worked better if GROWTH had modified nutrient production rather than requirements (same problem with INDUSTRY).  But that would be massive rework and probably not even possible. 
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 28, 2014, 01:33:50 AM
I'll keep playing and let you know.  Transcendi I found didn't give a huge jump since you need Hab Domes.  But there's probably ways to play that exploit them better (more numerous smaller bases I assume, other than SSCs).

I'd think you'd get hab domes before transcendi...in any case, then wouldn't hab domes be a big boost?

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Right now the factions are at turn 94, about 40-50 pop average, 12 bases, and 15-20 formers.  Still early game infrastructure I'd say...heading into mid game tech soon (Tree Farms & advanced terraforming just coming out).  I feel like I underbuilt formers though since most factions haven't gotten boreholes yet.  Then again, this might have been ok strategy since few went for Green.  Pacifist game means those not in FM tending to fall behind.

I'd be interested in a game a bit further on...

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Playing around with probe team odds might be another way to go. It then follows that stealing costs M rather than E.

I don't really like the idea of having to sacrifice probe teams at the rate needed to balance that way...

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I think tech difference would be a good factor.  Absolute tech would also be considered.  I feel like there should be more protection from probe techsteal (and other actions) based on PROBE SE, than necessarily having probes in cities.

Definitely.

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Maybe making probe elite harder would help.

Another good idea.

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Personally I'm not a huge fan of the pod shoot down mechanic.  It's like war, only with no risk (build an ODS and damage the #1).

There is risk; if you try to shoot down a satellite, there's a 50% you fail and your ODS gets shot down.  What I'd do is just create an advantage by making ODS's cheaper than other satellites.

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I think the growth thing could maybe work with nutrient rollover fixed.  One thing is that you have to look at how a base will grow in practice.  The curve would have to come down to +1 nutrient row per every several population rather than every 1 population.

Or just have really short rows.

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Right now bases mostly grow not because of many surplus nutrients.  Usually a base will only have +2-4 nutrients at best, a lot of which is from the base square.  Let's use size 6 as an example (70N to grow).  GROW+6 implies 40% of this or 28N.  Let's say it's well improved, +3N from the base square and rest is 2N (farm+solar).

That's fairly early in the game; once the midgame seriously gets going, you should be able to use condensers to get rainy+farm for 3, and later on hybrid forests let you get 3N even with forests, or you can use enrichers for 4N.  (Though I do think allowing condensers to be in the same square as solars etc. would be a good move.)

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That's 9 turns to go to size 7 which is awfully slow considering it was 'boom' before.  Even if +10N (all 3N production), it would be 3 turns.  And 3N/square isn't obtainable till mid-game really (TF+HF on Forest).  Mass condensor isn't an option early due to ecodmg and poor E production.

You wouldn't need condensers in that many squares unless it's a naturally arid area.  And yes, it would slow things down significantly; I'm not sure that's a bad thing.

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More or less, I'm trying to say that you want to avoid encouraging tons of small bases in PS with this which is what will be best (because the base square produces 3N, and resource bonuses mostly).
  A small base in comparison will grow with 8N, or in 1-2 turns with Tanks+Condensor.  You'd see silly things like using size 2 bases to pod into big bases, just because the absolute nutrient cost is so much less.[/quote]

This really only applies earlier in the game...and at that point bases will tend to be small.

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It might just be easier to rework the automatic worker AI, so that it 'tries' harder to get you to +2N.  Unless you feel that booming is too powerful...I'm not really convinced that it is.  In some ways yes.  Probably would have worked better if GROWTH had modified nutrient production rather than requirements (same problem with INDUSTRY).  But that would be massive rework and probably not even possible.

It would actually be doable, and not even that hard...the problem is more that it'd be a real pain to balance.  I think the answer is to make it slightly easier to use condensers to boost raininess, and accept that you're probably not growing to size 6 or 7 until the early midgame.  (Or if you prefer to play with size 7 bases by turn 30, you can do that...there are some very good reasons that all the non-bugfix changes I make are optional.)
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 28, 2014, 03:26:10 AM
Condenser+Solar on the same square would change things a lot.  I think it's an okay idea but it might be hard to tell graphically if both are there.  In that case probably condensers should produce 1 N themselves (or possibly even 0, if it's a huge radius). 

Anyways I don't feel the main tech speed factor is pop boom - at least not in the early game.  I find it rare you would be able to get size 7 bases in 30T...not unless you're modding a lot of things to be very cheap/powerful.  Pre-psych modifiers, E production is just too poor for it to be a good strategy.  Further a lot of times, pop booming beyond your ability to improve the land does you no good.  For example in my game the PKs had the Monsoon Jungle, and boomed up to 9/16.  Yet they have less labs per turn than Uni, Morgan and even the Believers.  Granted this is with Forests at 12T to terraform. 

- reducing the production power of advanced terraforming
- significantly reducing the former time of all terraforming and especially advanced terraforming   
- no pop boom (maybe.  I think you'll have similar balance issues regarding what factions can hit 7/8/9.  it will be even more extreme as grow will get even more powerful the more you get.  imagine trying to balance INDUSTRY beyond +5, for example)

Perhaps a hybrid solution is better, GA as a requirement to pop boom on top of a +4 GROWTH SE.  The bigger issue is usually the non-GA boom (+4 GROWTH and Creche for +6).  I think pop booming is fine really it's just that often no PSYCH has to be dumped in lieu of nutrients in order to do it.  In Civ you needed a GA to boom - I think it was a mistake for them to just require GROWTH and no GA.  On Transcend at least, it takes a lot of Psych in the early game to get a GA - it's usually not possible before HoloT+TF (and sometimes even HF/Research Hospital).

Now at 98 turns of 400 I'm still only about 1/4 through the tech tree, so the tech rate must speed up a lot at some point - and not just in vs AI games that are 'won'.  Unfortunately came into a game ruining bug.  That or I'm doing something wrong (as far as teching, not the bug) - borehole/Green might be superior to planting all these expensive forests in FM.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 28, 2014, 03:58:21 AM
Condenser+Solar on the same square would change things a lot.  I think it's an okay idea but it might be hard to tell graphically if both are there.  In that case probably condensers should produce 1 N themselves (or possibly even 0, if it's a huge radius). 

I think in that case they better produce 0 N.

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- reducing the production power of advanced terraforming

I don't really see much need for this.

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- significantly reducing the former time of all terraforming and especially advanced terraforming

Or this.
   
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no pop boom (maybe.  I think you'll have similar balance issues regarding what factions can hit 7/8/9.  it will be even more extreme as grow will get even more powerful the more you get.  imagine trying to balance INDUSTRY beyond +5, for example)

Pre-Eudaimonic, nobody can hit 9, the same factions that can get non-GA pop booms unmodded can hit 8, and everyone except Morgan can hit 7.  So that would suggest that it might be best to put pop booms at 9 (so if you want to grow fast, you have to terraform for nutrients), and then put Eudaimonic at +3 GROWTH so that Sven doesn't have to run Planned (with its efficiency penalty) to get decent growth late-game.

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Perhaps a hybrid solution is better, GA as a requirement to pop boom on top of a +4 GROWTH SE.  The bigger issue is usually the non-GA boom (+4 GROWTH and Creche for +6).  I think pop booming is fine really it's just that often no PSYCH has to be dumped in lieu of nutrients in order to do it.  In Civ you needed a GA to boom - I think it was a mistake for them to just require GROWTH and no GA.  On Transcend at least, it takes a lot of Psych in the early game to get a GA - it's usually not possible before HoloT+TF (and sometimes even HF/Research Hospital).

I considered that, but you still run into the problem that once you get a GA, there's no reason to get more than +2 nutrients.  The only reason I'm willing to consider allowing pop booms in the very late game is that otherwise it'd take forever to grow even with a nutrient focus, due to only a small fraction of your population being workers.

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Now at 98 turns of 400 I'm still only about 1/4 through the tech tree, so the tech rate must speed up a lot at some point - and not just in vs AI games that are 'won'.  Unfortunately came into a game ruining bug.  That or I'm doing something wrong (as far as teching, not the bug) - borehole/Green might be superior to planting all these expensive forests in FM.

Could be...FM is really designed for a heavy energy focus, meaning solar rather than forest.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 28, 2014, 07:56:55 PM
I have a few reasons I am going to play around with reduced former times.  Only part of it is due to pop booming outpacing terraforming.

The main reason is that it requires so many formers per base.  When terraforming gets to ~40FT/square for a buffed raised solar/farm setup, that necessitates many, many formers to make it happen.  Even if a base is growing every 4 turns, that's 10 FT to keep pace (10 formers per base, 5 per base with Super).  With 10-20 bases being a standard strategy, that's 50-200 formers.  Or in the most conservative terms, to fully improve a base would be around 850 FT.  That would take 2-3 formers / base to fully improve before the end of the game - and many games end before 400 turns.  Realistically you're still looking at around 100 formers minimum which is really excessive.

I'd rather see the game get away from massive armies of formers and military as it really bogs down the speed of the game after 100 turns or so.  Early game turns take only a small fraction of late game turns, and that's a shame really because I think a lot of the late-game options are very interesting.  It just takes so long to get there - I haven't yet gotten to Future SEs is any of my test games for example.  The tech rate (turns/tech) speeds up a lot in the mid to lategame which kind of masks the problem.  The turns/tech rate should be more linear throughout the game I'd say, along with the real life time per turn.  The latter may be more difficult but ideally it would be linear increases rather than exponential.  One thing to keep in mind is that the incremental fixes (ecodmg, drones, fm exploits) have cumulatively slowed down the game a lot already.

So to get the amount of formers down, I'd suggest not over 10FT to fully improve any tile.  The ultimate raised farm/solar could be slightly over this amount.  At this rate one super former or two normal formers can more or less keep pace with growth. Faster growing bases might need a little more but I think that's okay.  To balance against this, the cost of a former would have to increase.  This is the trickier part.  I'm thinking around 40M and Clean not being an option.  If this makes the game too fast at advanced terraforming then there's two options: reduce the power of it (arguable, since there isn't much to reduce aside from condensor/borehole), or tweak the tech curve itself. Condensor to 0N with a bigger radius, and Borehole perhaps to 0/5/5 would be okay.  That or more ecodamage from advanced terraforming - make it painful before TF/HF.  Although these facilities are already very powerful, so I more favor the reduction in FOP.  They are already very critical early game - usually to the point of excluding other tech paths.

As far as booming tweaking ideally I suppose max growth, growth to boom, and GA required would all be variables.  Then one could play around with custom SE sets (such as modding Eud to +3 grow, or my own modified SE set). 

Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 28, 2014, 08:43:59 PM
The main reason is that it requires so many formers per base.  When terraforming gets to ~40FT/square for a buffed raised solar/farm setup, that necessitates many, many formers to make it happen.  Even if a base is growing every 4 turns, that's 10 FT to keep pace (10 formers per base, 5 per base with Super).  With 10-20 bases being a standard strategy, that's 50-200 formers.

Well, keep in mind that some people will decide to go the forest route for fewer formers but lower resources...but yes, maximum terraforming is expensive.  Which, to tell the truth, it probably should be, in order to balance it against forests.  The only concern is the speed of the game...

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I'd rather see the game get away from massive armies of formers and military as it really bogs down the speed of the game after 100 turns or so.  Early game turns take only a small fraction of late game turns, and that's a shame really because I think a lot of the late-game options are very interesting.  It just takes so long to get there - I haven't yet gotten to Future SEs is any of my test games for example.  The tech rate (turns/tech) speeds up a lot in the mid to lategame which kind of masks the problem.  The turns/tech rate should be more linear throughout the game I'd say, along with the real life time per turn.  The latter may be more difficult but ideally it would be linear increases rather than exponential.  One thing to keep in mind is that the incremental fixes (ecodmg, drones, fm exploits) have cumulatively slowed down the game a lot already.

Which is sort of the idea.

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So to get the amount of formers down, I'd suggest not over 10FT to fully improve any tile.  The ultimate raised farm/solar could be slightly over this amount.  At this rate one super former or two normal formers can more or less keep pace with growth. Faster growing bases might need a little more but I think that's okay.  To balance against this, the cost of a former would have to increase.  This is the trickier part.  I'm thinking around 40M and Clean not being an option.

Keep in mind, though, that expensive formers are punishing in the early game.  I'll have to think about how to deal with it...

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As far as booming tweaking ideally I suppose max growth, growth to boom, and GA required would all be variables.  Then one could play around with custom SE sets (such as modding Eud to +3 grow, or my own modified SE set).

I don't think it makes sense to have them be independent variables.  The maximum should go all the way up to booming, and rather than requiring a GA it would just be set high enough that the +2 GROWTH from a GA is vital.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 28, 2014, 09:34:54 PM
Yea, early game it could be somewhat punishing.  But this is balanced out some by SUP costs which are more relevant early, especially for formers since they don't change in cost all that much.  Each less former you have to make is +1 mineral/turn.  Which early on can be like +1 IND since you won't get more than 10M/base before higher terraforming.

For FOP as it is, forest+borehole isn't really weaker than raised farm/solar other than in pacifism scenario (many pacts).  Theoretically this could change (depending on growth boom and other ways condensors work).  But until then I would say forest should cost about equal in former turns.  You could go the route of trying to make them equal in power & former turns, or making farm/solar stronger at enricher since it comes later.  If not then farm/solar pre-enricher could be a bit faster than forest.  You could vary it between 5-10FT/tile but I feel much more than 10FT/tile is a major contributing factor to the game slowing down.  One thing to keep in mind also is that if you've planted forests already, to convert to Farm+Solar raising is more FT (incremental cost) on top of that already spent.  Of course, if only half the base is improved you aren't going to replace forests before doing the unworked tiles.

Overall I think the tech speed is a bit too slow early.  There's a few approaches.  One is to decrease early facility M costs.  Another is to reduce the L per tech.  It's about getting the right feel since lower L/tech can mean outpacing infrastructure.  And low M costs means that L ends up being the bottleneck.  There's some give of course due to the E/L slider.

Perhaps rather than a GA toggle to require booming, the amount of +GROWTH from GA could be modded.  That might be more intuitive.  Then I could give GA +5 GROWTH for example if I wanted early booms to hit +9, with your proposed GROWTH changes.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Mart on April 28, 2014, 09:44:58 PM
For the research, I think, appropriate would be to "flatten" research speed. In the beginning it may be varying 10 or more turns, depending on faction, map size, SE settings, etc. Later, when more techs, terraforming, facilities come, it may be a tech per turn, sometimes even two techs per turn.
So a good thing would be to make research even more expensive in late game.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: gwillybj on April 28, 2014, 10:48:49 PM
I start my games with the research rate in alphax.txt set at 50%, then start the game with tech stagnation on. I try to adjust the Economy and Psych allowances up to push Research to 20-30 turns, but the last 10-15 techs still come too fast. At 100% Economy, dealing with drones because of the 0% Psych, and 0% Research, and they still come less than 15 or even 10 turns. I've even played around with an even slower tech rate (as low as 30%). Those last few techs just won't slow down.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 28, 2014, 10:54:44 PM
Yea, early game it could be somewhat punishing.  But this is balanced out some by SUP costs which are more relevant early, especially for formers since they don't change in cost all that much.  Each less former you have to make is +1 mineral/turn.  Which early on can be like +1 IND since you won't get more than 10M/base before higher terraforming.

Even so, not being able to get any terraforming without spending 40 minerals on it seems too much.

Instead, perhaps it would make more sense to increase the cost of super former to 8 (i.e. a 200% increase) but make it available at environmental economics and have it triple terraforming speed, then at advanced ecological engineering that increases to quadruple.

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Overall I think the tech speed is a bit too slow early.  There's a few approaches.  One is to decrease early facility M costs.  Another is to reduce the L per tech.  It's about getting the right feel since lower L/tech can mean outpacing infrastructure.  And low M costs means that L ends up being the bottleneck.  There's some give of course due to the E/L slider.

As it stands, M tends to be the bottleneck in the early game, so I think a small decrease to M wouldn't be amiss.

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Perhaps rather than a GA toggle to require booming, the amount of +GROWTH from GA could be modded.  That might be more intuitive.  Then I could give GA +5 GROWTH for example if I wanted early booms to hit +9, with your proposed GROWTH changes.

If you want to make GA required for a boom, it'd probably be simpler just to nerf Planned to +1 GROWTH and keep it at 6; that way, you need Dem (or planned if you can't run Dem, or both if you have a GROWTH penalty)+creche+GA to boom.  Although that might make Planned too weak, though...

I start my games with the research rate in alphax.txt set at 50%, then start the game with tech stagnation on. I try to adjust the Economy and Psych allowances up to push Research to 20-30 turns, but the last 10-15 techs still come too fast. At 100% Economy, dealing with drones because of the 0% Psych, and 0% Research, and they still come less than 15 or even 10 turns. I've even played around with an even slower tech rate (as low as 30%). Those last few techs just won't slow down.
Thanks...what difficulty level is this at?
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 29, 2014, 12:19:33 AM
Each faction could also start with 1 former.   Takes some of the RNG out of early game, for example monolith discovery is a huge boon vs not getting early monolith.  This might be a more balanced starting setup (1 pod, 1 former).  Gaians could get a Rover or 2 formers.  Also, formers at 40 is no more expensive than a recycling tanks which gives 1/1/1.  A former can do as much improving in just a few more turns.

The other issue with Super is that it can't be combined with Clean till later (unless you take out Clean for Formers, which can be done by flags).  I think the benefit would have to outweigh the cost, as the only savings would be maintenance in that case.  Also consider 3x former speed isn't always 3x the improvements, there's movement time wasted in practice for a former to get around.  And with bigger divisors (3/4) more FT get wasted on things like roads that don't take much time.  Cost 4 would probably be more appropriate (double).  A lot hinges on the chassis and cost mode of course...all customizable so not a big deal.  On the downside, boosting Super makes already very strong techs (EnvEco/EcoEng2) even more mandatory to beeline.  I might place it elsewhere but that would be a tough thing for me to comment on where else might be appropriate.

Thanks for the feedback Mart...I would have guessed a factor of 4:1 but 10-20:1 on the rate is not much of an exaggeration at all.  Since I was curious on this, and I couldn't find a graph or any previous discussion on how the tech cost curve looked, I decided to plot it out.  The attached graph is for a Normal sized map on Transcend (the curve is not as steep on lower difficulties it would seem).  Really simple graph but X-axis is # of techs accumulated and the Y-axis is tech cost (in labs points).  I have the data points but more or less the tech cost curve is linear, with some curvilinear increases in the early game.  This would explain why tech gets so fast late.  L rate as the game goes on is non-linear, whereas L costs are not. 
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Buster's Uncle on April 29, 2014, 01:08:43 AM
I'm been keeping out of this because I play wall-to-wall exploits, and my data is therefore maybe worthless.  But I try to max out whatever science will not leave me losing EC per turn and make up the difference killing worms as I explore.  3-4 turns/tech for the first four or so then it gets a lot longer fast. All too soon, I have to up my psych to 40% and it takes another dive.  Gets up in the teens late early game before it starts getting shorter again.  Like the others, late game gets around 2techs/turn towards the end of the tree (I've been letting at least one opponent live for a long time so I can build/terraform like Sim City by that point) and goes up as high as four briefly with the future techs before the rising price eventually drives it back down to two for the rest of the time I'm playing out the clock.  The game doesn't go long enough for the tech rate to quite ever make it back down to 1/turn.

Gaians (or Mindworms w. Minds lately, who have a tech nerf but make up with growing crazy fast and working a lot of energy so it makes little difference) at Transcend, but again, I cheat like a toddler learning chess.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 29, 2014, 01:15:43 AM
Each faction could also start with 1 former.   Takes some of the RNG out of early game, for example monolith discovery is a huge boon vs not getting early monolith.  This might be a more balanced starting setup (1 pod, 1 former).  Gaians could get a Rover or 2 formers.  Also, formers at 40 is no more expensive than a recycling tanks which gives 1/1/1.  A former can do as much improving in just a few more turns.


Maybe...I still don't love the idea, but I suppose each modder can make their own decisions.

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The other issue with Super is that it can't be combined with Clean till later (unless you take out Clean for Formers, which can be done by flags).


That seems ok to me; that "later" will probably be before it becomes a serious issue.

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I think the benefit would have to outweigh the cost, as the only savings would be maintenance in that case.


That's something...and at the point where super former would otherwise become available you get the same percentage benefit as unmodded.

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Also consider 3x former speed isn't always 3x the improvements, there's movement time wasted in practice for a former to get around.


True, but if you're spending 30 former-turns on a square that will probably be fairly minimal.

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And with bigger divisors (3/4) more FT get wasted on things like roads that don't take much time.


That's an even bigger problem with your idea; with my idea, you can get regular formers for that (and because they don't take much time you don't need as many of them).

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Cost 4 would probably be more appropriate (double).  A lot hinges on the chassis and cost mode of course...all customizable so not a big deal.  On the downside, boosting Super makes already very strong techs (EnvEco/EcoEng2) even more mandatory to beeline.  I might place it elsewhere but that would be a tough thing for me to comment on where else might be appropriate.


I can't think of anywhere else that would be appropriate; keep in mind also that making terraforming cheaper makes it mandatory to use advanced terraforming of some sort (either raise/mirror/condenser or boreholes with your forest), whereas if advanced terraforming represents a significant investment you can have people just going plain forest in order to save on formers.

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Thanks for the feedback Mart...I would have guessed a factor of 4:1 but 10-20:1 on the rate is not much of an exaggeration at all.  Since I was curious on this, and I couldn't find a graph or any previous discussion on how the tech cost curve looked, I decided to plot it out.  The attached graph is for a Normal sized map on Transcend (the curve is not as steep on lower difficulties it would seem).  Really simple graph but X-axis is # of techs accumulated and the Y-axis is tech cost (in labs points).  I have the data points but more or less the tech cost curve is linear, with some curvilinear increases in the early game.  This would explain why tech gets so fast late.  L rate as the game goes on is non-linear, whereas L costs are not.


Any idea how non-linear L rate is?

And, by the way, the full formula for cost has already been posted (http://alphacentauri2.info/index.php?topic=3505.0).
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 29, 2014, 02:04:34 AM
Yea, either way with FTs it's something to consider - try to make most improvements divisible by 2x/3x/4x (or all, if multiple former power levels).  The main goal is to just get the ridiculous number of formers down, modders can do what they like for the forest vs farm/solar debate :)

I think that formula may slightly off what the game gives in practice - seems to overestimate.  But if anything it seems to verify that for the most part the tech cost curve is linear.  There's definitely more to it than just TECHS.

By what others are saying and my own experiences, I would say L production ends up being somewhere around (X^2.5)/16 per turn, where X is the # of techs you have.  That's on a normal map on Transcend.  The divisor varies some depending on infrastructure, peace/war, SE choices, and all that - but I'd estimate the growth exponent somewhere around 2.5.  Granted if you fit the L cost curve to that, the game might slow down some late....the early game tech would be faster (not a bad thing either IMO).  Too much of the game is spent in early tech level.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: gwillybj on April 29, 2014, 02:22:57 AM
@Yitzi: I always play my games at Librarian because I just don't like the upper levels. I get too frustrated too quickly and go play something else entirely. In the past week, though, I've been watching how things work out with your patch, and think observations at Librarian are warranted.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 29, 2014, 04:45:45 AM
Actually I think the L production curve starts a bit lower, and is a bit steeper

Using L=0.02*TECH^2.7+TECH

TECH  ~LABS
1   1
5   7
10   20
20   85
30   225
40   463
50   823
60   1,325
70   1,988
80   2,830
90   3,870
100   5,124

This is probably a decent estimate for a normal sized map.  Assumes fairly average infrastructure for the tech at hand, and perhaps a few pacts.  I'll have to play some games to test all this out - it may help to have others post their typical labs at various points in the game.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 29, 2014, 05:01:26 AM
Yea, either way with FTs it's something to consider - try to make most improvements divisible by 2x/3x/4x (or all, if multiple former power levels).  The main goal is to just get the ridiculous number of formers down, modders can do what they like for the forest vs farm/solar debate :)

I think that formula may slightly off what the game gives in practice - seems to overestimate.

I don't think so, as that formula came from actually reading what the game code says.

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By what others are saying and my own experiences, I would say L production ends up being somewhere around (X^2.5)/16 per turn, where X is the # of techs you have.

Hmm...so just making it close to quadratic will probably be enough; I don't think a small acceleration of teching speed would be such a bad thing.  (If it still proves to be too much, it can be adjusted further.)

@Yitzi: I always play my games at Librarian because I just don't like the upper levels. I get too frustrated too quickly and go play something else entirely. In the past week, though, I've been watching how things work out with your patch, and think observations at Librarian are warranted.

Definitely; one of my goals is to make it so that Librarian is a good difficulty level for most players.

Actually I think the L production curve starts a bit lower, and is a bit steeper

Using L=0.02*TECH^2.7+TECH

TECH  ~LABS
1   1
5   7
10   20
20   85
30   225
40   463
50   823
60   1,325
70   1,988
80   2,830
90   3,870
100   5,124

This is probably a decent estimate for a normal sized map.  Assumes fairly average infrastructure for the tech at hand, and perhaps a few pacts.  I'll have to play some games to test all this out - it may help to have others post their typical labs at various points in the game.

That would be nice...if we've got 2.7 as the exponent, it may be necessary to have costs grow somewhat faster than quadratic.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 29, 2014, 05:19:43 AM
Yea.  I suppose what is sort of unknown is what factors contribute to such a fast-rising tech rate and how much.
- Population increases (not that significant on its own, but workers on improved squares is)
- Advanced terraforming (amplifies #1, and requires tech)
- New facilities, satellites and SPs (requires M/time, and new techs)
- Techs themselves (by unlocking unit specials & chassis, builder SEs, resource caps, global trade pact, specialists)
- Commerce (finding other players and pacting them)

I guess what I'm trying to say is that making tech quadratic  (^2) might be a good start, even though the current growth rate is even faster.  Tech does fuel itself and so by raising the cost, it may slow the L gain curve.  Then again things oddly seem to balance out around my numbers in most games...if you stagnate on tech it can mean more infrastructure built up, thus increasing L by the time you reach higher tech.  Getting ahead of your infrastructure tends to slow down tech, in the same way.

Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 29, 2014, 05:36:19 AM
And of course nerfing satellites and crawlers will lower it too...I think the best approach is probably to start with quadratic and see how that works.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on April 30, 2014, 03:38:13 AM
Yea, satellites might not even need a major nerf.  At least if you put Sky Hydro further up the tree.  What I'm more interested in seeing is how a faster early game tech rate will influence the game.  As evidenced in my pacifism game, I am only 1/4 through the tech tree after 100 turns in an ideal situation of no war and pacting everyone.  This means the early techs are currently very slow (which you would expect since the curve is linear-ish).  The early techs will have to come a lot faster if the later ones take longer, is what I'm getting at.  This may end up requiring lower M costs on early facilities, although that could cause even faster teching.  Something to think about - it's not as though the curve is perfectly balanced vs M costs of facilities and SPs as it is.  Ascent probably being the worst since it's at the end.  2000 minerals (reduced by IND to 1000 - is 4000 energy).  By the time you get Ascent you would have that in M+E production *per turn*.  Perhaps graphing out typical M/E production over the course of a game would be of some use.  Though that's harder for me to estimate off the top of my head.  Both get modded by facilities, so changing the cost of those facilities will impact growth itself (a recurring theme).
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 30, 2014, 03:56:31 AM
Yea, satellites might not even need a major nerf.  At least if you put Sky Hydro further up the tree.

Even so, it means that if you have a minor production advantage over your opponents, you can max out satellites with impunity once you get the tech (as it costs you 120 for a satellite, and it costs them 120 for a 50% chance to take it down, losing their own on failure.)  By making orbital defense pods cheaper and mineral/nutrient satellites more expensive, I think that'll be made harder.

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What I'm more interested in seeing is how a faster early game tech rate will influence the game.  As evidenced in my pacifism game, I am only 1/4 through the tech tree after 100 turns in an ideal situation of no war and pacting everyone.  This means the early techs are currently very slow (which you would expect since the curve is linear-ish).  The early techs will have to come a lot faster if the later ones take longer, is what I'm getting at.

The current plan I'm considering would cut very-early-game tech costs by 1/3 to 2/3, depending on difficulty level.

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This may end up requiring lower M costs on early facilities, although that could cause even faster teching.  Something to think about - it's not as though the curve is perfectly balanced vs M costs of facilities and SPs as it is.  Ascent probably being the worst since it's at the end.

I feel that projects should be more expensive even in comparison to facilities anyway; even without changing the tech formula, I think late-game projects other than the Ascent could be 2k, with the Ascent being 6k.  With the change, those numbers would go up even higher.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: gwillybj on April 30, 2014, 04:17:25 AM
What, actually, is the actual unedited research cost formula? I have the Prima guide, and it has what they say is the formula, and it's pretty complicated. In particular, they talk about WORLDSIZE. I'd love to know exactly how it's calculated. I'd like to know for sure, as I'm a bit OCD about research, and so I might be able to contribute to this discussion.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on April 30, 2014, 04:34:19 AM
What, actually, is the actual unedited research cost formula? I have the Prima guide, and it has what they say is the formula, and it's pretty complicated. In particular, they talk about WORLDSIZE. I'd love to know exactly how it's calculated. I'd like to know for sure, as I'm a bit OCD about research, and so I might be able to contribute to this discussion.

Previously posted:

Ok, I looked at the code and got the actual formula (there are a handful of missing pieces, though.)  So here's the formula; notable changes from the given formula are in bold:

TECHS: Techs you've discovered already (including trading/pods/artifacts, but not the ones you started with).  However, there's one variable that is added, and another that's subtracted; I'm not sure what they are, as I haven't found where they happen, but I think they're just discovered techs that are counted differently by the program (I think the one that's added is techs previously discovered this turn).  Minimum of 1, maximum of 4999.
MOSTTECHS: Highest number of techs discovered by anyone.  The same variable as before is added, but the one that was subtracted isn't here.
DIFF: This is 1 on citizen difficulty, 2 on specialist, 3 on talent or librarian, 4 on thinker, 5 on transcend.

The formula is then:
1. Find (DIFF*4)+8AIs instead use 29-(DIFF*3).  Apply to this a minimum of 12-TECHS, and a maximum of 12+TECHS.
2. Take TECHS, and subtract TURNS/8 (or TURNS/12 with tech stagnation), to a minimum of 0 and a maximum equal to the result of step 1 (or 1.5 times the result of step 1 with tech stagnation)
3. Add the result of step 2 to the result of step 1.
4. Take MOSTTECHS-TECHS and divide by 5, rounding up.  Subtract this from the result of step 3, but no more than 30% the result of step 3 (rounding normally) plus 1.  AIs instead divide by a number dependent on difficulty, ranging from 3 on Transcend to 8 on Citizen, and the maximum percentage ranges from 0% plus 1 on citizen to 50% plus 1 on transcend.
5. Take TECHS, and add 1 for factions with a natural penalty to research, or subtract 1 for factions with a natural bonus to research.  Apply a minimum of 1.  Multiply this by the result of step 4.
6. Modify by WORLDSIZE and faction and alpha(x).txt tech cost modifiers, and add 50% with tech stagnation.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 01, 2014, 12:21:46 AM
Yitzi have you confirmed the formula to the in-game results?  For example I had tech 20 at 828 cost, if year 2101 and in the tech lead.  Transcend game.

1) 5*4+8 = 28, add 12+20 = 32, sum is 60
2) 0 turns so = 0
3) 60 + 0 = 60
4) mosttechs - techs = 0, so nothing subtracted, so = 60 - 0 = 60
5) techs = 20+1 = 21 * 60 = 1260
6) worldsize = 1, cost modifier 1, no tech stag 1, so 1260*1*1*1 = 1260

If anything that formula would seem to imply quadratic, since techs is later multiplied by techs.  But when I graphed out the points in a game where I gave myself the techs 1 at a time, it was linear.  I do agree that techs of opponents and/or mission year are factors, this was just taking them out to simplify.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on May 01, 2014, 01:54:01 AM
Yitzi have you confirmed the formula to the in-game results?  For example I had tech 20 at 828 cost, if year 2101 and in the tech lead.  Transcend game.

1) 5*4+8 = 28, add 12+20 = 32, sum is 60
2) 0 turns so = 0
3) 60 + 0 = 60
4) mosttechs - techs = 0, so nothing subtracted, so = 60 - 0 = 60
5) techs = 20+1 = 21 * 60 = 1260
6) worldsize = 1, cost modifier 1, no tech stag 1, so 1260*1*1*1 = 1260

If anything that formula would seem to imply quadratic, since techs is later multiplied by techs.  But when I graphed out the points in a game where I gave myself the techs 1 at a time, it was linear.  I do agree that techs of opponents and/or mission year are factors, this was just taking them out to simplify.

If you look at the formula more carefully, you'll see why it's linear:
-Early on, the first factor is 12+TECHS+(TECHS-TURNS/8), so there are both a linear and quadratic term.  Very early, the linear term is stronger, but later the quadratic term starts to show, which is why if you look at the graph you posted it is actually a quadratic early on.
-Somewhat later (at 16 techs for Transcend), it becomes (DIFF*4)+8+(TECHS-TURNS/8), so while there are still linear and quadratic terms, the linear term is now stronger and the quadratic term (which had been starting to seriously dominate) weaker.
-Later on (at 28 techs+1 tech/8 turns on transcend without tech stagnation), it becomes [(DIFF*4)+8]*2, i.e. the curve becomes fully linear.

So while it is quadratic in the early game and early midgame, it's linear later on, resulting in the overall linear tendency.

Your calculation is off in step 1, as step 1 gives either by difficulty or TECHS+12, whichever is more, not their sum.  So what you should have is:
1) 5*4+8=28.
2) 19; it's only techs researched, so the one you started with doesn't count.
3) Add 19 to 28 for 47
4) In the lead, so 0
5) You don't add 1 unless playing as Believers or Drones (or any custom faction with -RESEARCH), so 47*19=893, which is what you have down for 21; it looks like somehow you saved on another tech.  Looking at your chart, it seems that your first researched tech got ignored (I'm not sure what the rules are for when that happens), other than that it seems to fit the formula perfectly.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 01, 2014, 02:13:28 AM
Ah gotcha, okay that makes more sense.  I took "apply" as meaning "add".  Most likely I was counting the cost of the next tech when having X number of techs.  I didn't try a base case of a faction with no starting tech.  I didn't really consider it too important, since everyone gets a tech to start by default. 

Good to confirm anyways.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Impaler on May 01, 2014, 03:03:32 AM
Thx for the tip on this thread    Nexii, it is indeed exactly what I was looking at.

I've done some heavy Alphax.txt modding to try to get the kind of tech curve I want, I play on large maps so I tend to be growing both vertically and horizontally well into the late game, so I experience a strongly exponential curve in my Tech output.  The discovery rate, aka turns per tech would fall through the course of the game by at least a factor of 10.

I can slow down things with a reduced Tech rate (35%) and Tech Stagnation, but while this can keep late techs to reasonable times, it has a crippling effect on the early game because the same x10 difference exists between early/late so a 5 turn timer for the late game means 50 turns early game.

So I add a lot of tech bonuses at the start of the game, I put +4 research spread among the starting SE choices, +2 research and +3 Energy on all bases,  and start all factions with a Former and 100 more Energy.  But I still end up with a 'saddle' curve with the early game good, the mid a bit slower then I like and the late still a bit faster then I'd like.  What I want it ~10 turns per tech through the whole game.


Now with regard to the actually formula it looks like intervening in Step #4 would be the way to go, before TECHS is multiplied by the result of step 4 you can take TECHS and raise by a power, or possibly just multiply it by itself to introduce a quadratic progression.  The Step 4 result looks to be introducing a bonus for lagging factions and this looks to be a good thing, we may want to look at expanding the room for this effect.

Your observation that the cost curve moves from quadratic to linear is quite interesting, I wonder if the designers intended this to follow a similar change in the players growth curve.  When the player is expanding vertically and horizontally they will be seeing quadratic growth, but once empty territory is exhausted the player will only be expanding vertically and growth will slow down to linear.  Unfortunately the formula as written ignores World-size when placing this quadratic/linear 'knee' in the progression, it should come later the larger the world size, and I think most people play on maps bigger then the intended size for the formula.

What are your plans for modification at this point?, and if your interested in more testers for this I would like to volunteer.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on May 01, 2014, 03:35:04 AM
Now with regard to the actually formula it looks like intervening in Step #4 would be the way to go, before TECHS is multiplied by the result of step 4 you can take TECHS and raise by a power, or possibly just multiply it by itself to introduce a quadratic progression.  The Step 4 result looks to be introducing a bonus for lagging factions and this looks to be a good thing, we may want to look at expanding the room for this effect.

The problem is that before step #4 it's constant (depending only on difficulty) past the early sections of the game, so no matter what power you raise it to it won't help.  I think the most important place to intervene is step 2, in particular allowing it to grow past the result of step 1.  That cap is what's really causing the issue.  (I'd also reduce the effect of step 1 somewhat, simply in order to speed things up in the early game.)

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Your observation that the cost curve moves from quadratic to linear is quite interesting, I wonder if the designers intended this to follow a similar change in the players growth curve.  When the player is expanding vertically and horizontally they will be seeing quadratic growth, but once empty territory is exhausted the player will only be expanding vertically and growth will slow down to linear.  Unfortunately the formula as written ignores World-size when placing this quadratic/linear 'knee' in the progression, it should come later the larger the world size, and I think most people play on maps bigger then the intended size for the formula.

It's an interesting theory, but even once empty territory is exhausted the player will still not only expand vertically but also get access to new ways to boost tech.  In any case, it seems to be too slow even on Normal maps.

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What are your plans for modification at this point?, and if your interested in more testers for this I would like to volunteer.

My current plans for modification have a fair number of things before the tech speed change; once I do add it, though, testers will be welcome.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 01, 2014, 03:38:46 AM
Until Yitzi puts this in I would say perhaps playing around with +20 RESEARCH/base might do well.  Tech rate of 20% without tech stag.  This approximates the curve but has a few issues, but I'd try it anyways.  Main issue is it gives a lot more baseline per base, and may overpower Police State ICS.  That base L is modified by facilities though, so a bunch of unimproved small bases shouldn't be too overpowering.  Since the drone fixes, it's a slow strategy to convert out of although quite strong when still in it.

One more edit: running some calcs, you might see around 5 turns / tech early, 10 turns / tech mid, and 5 turns / tech late game.  I will test this out in the interim, as I too would like to see more games go into higher tech before being decided (without the game ending abruptly after completing half the tech tree).
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on May 01, 2014, 04:34:05 AM
as I too would like to see more games go into higher tech before being decided (without the game ending abruptly after completing half the tech tree).

Actually, I think a better fix for that is:
-Move hab complex to silksteel (probably increase the population cap slightly to compensate); this will give more incentive to get the defensive techs.
-Doctrine: Air Power requires Advanced Military Algorithms, SAM is available with Synthetic Fossil Fuels, and copters' bonus speed from reactor is reduced to 0.  This should weaken air power.
-Swap the positions of sky hydroponics farms and orbital defense pods, and adjust the costs of satellites so orbital defense pods are the cheapest.  This should help keep satellites from imbalancing things too much, and nerf air power further in the process.
-Move the tachyon field to advanced relativity, and have advanced relativity also double the effects of ECM and AAA.  This should make it somewhat easier to defend bases or defend against high-mobility units as weapons start to get stronger in comparison to armor.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Dio on May 01, 2014, 04:55:29 AM
This should make it somewhat easier to defend bases or defend against high-mobility units as weapons start to get stronger in comparison to armor.

You could also simply set a value in the rule for mobile versus rough in the alphax file. This makes units get a defense bonus against mobile units while in base, forest, rocky, or fungus squares.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 01, 2014, 05:43:57 AM
I found that increasing ECM/AAA wasn't really the best.  There's a big window (Impact to Missile + Rovers) before these defensives come into play, and in the late-game Wave breaks ECM/AAA.  The more I play, the more I'm favoring keeping the 2:1 A/D ratio.  The attacker needs to win battles - defense should not really be in excess unless multiple modifiers going on (i.e. not an AAA unit by itself in the open).  Air chassis should cost more than infantry to begin with, and there's the risk of AS air countering your jet.  In other words, air needs to be good otherwise you'll see all infantry armies.  For example I tried triple cost on air and it was rarely worth it.  No air is about as bad as only air.  Instead I gave all armors beyond unarmored a cost of +1 row, times chassis multiplier.  I also put ECM and Trance to a cost of 1 each, so that armored attack infantry could carry the modifiers.  Key point in most battles is being able to get infantry up near a base.  Rovers can take bases too but less reliably.  But that's all just military tweaking, I don't think it would do all that much for the L cost curve.  If you don't war in these tech periods then mostly the military techs are delayed.

As I practice MP, I am feeling that the AI's style (and my own) is much too war-hungry.  You roughly double in power approximately every 25 turns throughout the whole game.  Call it Nexii's adaptation of Moore's Law for SMAC.  Meaning, if you don't swallow up your opponent in that period of time, you're now behind everyone else.  Now if you do, that's one less enemy - and you get their SPs.  But there's also the issue of drone control, the army you lost, and facilities destroyed on base capture.  Not to mention the mineral investment on top of going into war SE choices.  Generally in every game I played, the faction that got ahead or won was the one that never had to fight anyone.  Usually because they had their own continent.  Granted there comes a point where everyone gets tempted to jump on the #1 or unpact them, if they get too far ahead.  The AI does judge this well - it just wars too readily before this point.  Mostly it can war hard early just because of the initial growth and industry bonuses.  I suppose it should be no surprise that SMAC is like all its predecessors - a game of diplomacy above all else.  Perhaps we should be focusing more on that aspect than the strategic.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on May 01, 2014, 02:41:48 PM
This should make it somewhat easier to defend bases or defend against high-mobility units as weapons start to get stronger in comparison to armor.

You could also simply set a value in the rule for mobile versus rough in the alphax file. This makes units get a defense bonus against mobile units while in base, forest, rocky, or fungus squares.

But not in open areas; it should be possible (with dedicated units) to handle mobile at about even (assuming the mobile unit attacks first) even in open areas.

I found that increasing ECM/AAA wasn't really the best.  There's a big window (Impact to Missile + Rovers) before these defensives come into play

If you also move the hab complex, ECM will be fairly early, and if you make doctrine: air power require advanced military algorithms, so will AAA.  Increasing them alone isn't the most important, but once they're made more useful by the tech tree changes the increase will help them stay viable.

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and in the late-game Wave breaks ECM/AAA.

Which is why I feel wave should be disabled on air units.  On fast units it does break ECM, but it comes with its own cost increase, so that compensates.

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The more I play, the more I'm favoring keeping the 2:1 A/D ratio.

Except it's not really a constant 2:1; early on it's more like 3:2, then becoming 2:1 in the midgame.

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The attacker needs to win battles - defense should not really be in excess unless multiple modifiers going on (i.e. not an AAA unit by itself in the open).

Whereas I feel that the attacker should have an advantage if it's infantry, but it should be about even for ECM vs. mobile (to compensate for the fact that mobile can attack first), and a defender's advantage for a base with all the available defense facilities or for AAA vs. air (since air is so good at attacking).

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Air chassis should cost more than infantry to begin with

In fact, it costs about the same as rovers...and is far better.

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and there's the risk of AS air countering your jet.  In other words, air needs to be good otherwise you'll see all infantry armies.

No, because infantry can't easily attack the worst-defended base, can't easily be guaranteed of being the attacker at all, etc.

This way, air will be the best for attacking AAA-light armies (or formers/colony pods), for attacking bases with perimeter defense but no aerospace complex, and for exploiting weak spots, but for a sustained assault you'll use infantry.  (Rovers will be sort of in between.)

Keep in mind that air is primarily offensive, so if it's too good you get a bias toward offense even when the defender is defending bases, which leads to the over-too-soon game we're trying to fix.

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For example I tried triple cost on air and it was rarely worth it.

Yeah; air shouldn't be ridiculously expensive, just fairly easy to counter.

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But that's all just military tweaking, I don't think it would do all that much for the L cost curve.

I feel that the game being over before reaching the endgame techs isn't due to the L cost curve, but rather the military factor.

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I suppose it should be no surprise that SMAC is like all its predecessors - a game of diplomacy above all else.  Perhaps we should be focusing more on that aspect than the strategic.

I think they're both relevant.  The diplomacy aspect doesn't really require much .exe modding, though.  (The only part where I think it might come in useful is making the option to disable cooperative victory for aliens; that would allow even games with cooperative victory to have diplomacy make the aliens no longer overpowered.)
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 01, 2014, 04:55:52 PM
Yea.  Well if you keep air & rover chassis cheap, that would require stronger AAA/ECM to balance which is fine.  Keep in mind I do make rover cost more than air, and air cost more than rover.

The game mostly gets over soon because the AI doesn't keep up in growth rate.  Early on, its powerful cheating bonuses allow it to far surpass a human player's growth rate.  But by early-mid game, it overspends on military that it doesn't use all that well.  Compounding this the AI doesn't terraform that well in SMAX causing its growth rate to fall behind around the same time. Meaning a human player will play defensively, outgrow, and then crush the AI by sheer force.  It was a bit more apparent with air since the AI typically under built air which was too cost effective vs other chassis.  It's not so much a function of the military units themselves though.  Against a good player, war is rarely a good option.  Only when they're close, and are playing greedy, and you manage to quickly churn out some military without them knowing can it be worth it.  With infiltrate, this is often difficult to pull off.

As far as diplomacy I'm not sure what I'd add.  I would really have to think on that.  The diplomacy options in game are quite good right now I agree. 

A few things I can think of for now..

- asking AI for their map (can do this in MP but not vs AI)
- asking players for EC/turn agreement (AI can do this to you but not in SP or MP)
- demanding tech (for MP)
- declare vendetta via diplomacy.  This is probably more important than the others, since you can use the declare withdrawal to keep enemies from declaring vendetta in MP.  There is renounce pact but not renounce treaty in other words.  Later game you can force war by air or sea, but it's an exploit just the same.

Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on May 01, 2014, 05:46:53 PM
The game mostly gets over soon because the AI doesn't keep up in growth rate.  Early on, its powerful cheating bonuses allow it to far surpass a human player's growth rate.  But by early-mid game, it overspends on military that it doesn't use all that well.  Compounding this the AI doesn't terraform that well in SMAX causing its growth rate to fall behind around the same time.

Ah, AI isn't my concern.  I was thinking more of MP games being over fast.  (In single-player, you can simply not kill the AI if you so choose.)

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As far as diplomacy I'm not sure what I'd add.  I would really have to think on that.  The diplomacy options in game are quite good right now I agree. 

A few things I can think of for now..

- asking AI for their map (can do this in MP but not vs AI)

A single-player game isn't that diplomacy-based, in comparison to MP.

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- asking players for EC/turn agreement (AI can do this to you but not in SP or MP)

Yeah, that would be nice.

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- demanding tech (for MP)

Isn't tech trading possible in MP?  So if it's a trade in exchange for nothing, that's a demand.

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declare vendetta via diplomacy.  This is probably more important than the others, since you can use the declare withdrawal to keep enemies from declaring vendetta in MP.  There is renounce pact but not renounce treaty in other words.  Later game you can force war by air or sea, but it's an exploit just the same.

Yeah, that's an important one.  (Though in an all-human game it's not as important, as you can just declare vendetta and then sneak attack with no actual diplomatic ramifications since everyone knows it's not a real sneak attack.)
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 01, 2014, 06:32:39 PM
It's that you can't get the sneak attack off - whether in truce or treaty.  You can just hit the 'demand withdrawal' every turn on every human opponent to push their troops away, no downside to this.  I suppose other options would be to remove that 'demand withdrawal' or put the response to it on the opponent's turn.  Similarly the council works different in MP - the AI votes immediately but in MP the votes come in turn-by-turn (and you can see others votes, meaning last vote has more sway).  I wonder if in MP, all the votes should be secret until revealed.  Thing is there's also hybrid games - MP with AI also.

MP games tend to be over fast?  I'm not so sure that's true.  You mean because of the tech rate late?  There's quite a few catchup mechanisms - governor, war, tech steal.  Should usually be a close game amongst equal skilled players. 

Yea I suppose an empty tech window could signify a demand for tech.  I think the whole tech-trading diplomacy could be improved in MP but I'd have to give it some thought.  I think it's that there isn't a quick way in the diplomacy screens to know if an opponent has a tech that you do not.  This goes for both AI and Human trading.  For MP trading it's pretty good the other way, you can see techs you have that the other doesn't.  But still it would be nice to be able to ask/demand for specific techs somehow, I feel.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on May 01, 2014, 08:05:23 PM
It's that you can't get the sneak attack off - whether in truce or treaty.  You can just hit the 'demand withdrawal' every turn on every human opponent to push their troops away, no downside to this.

Oh, the human opponent can't refuse to withdraw?  I suppose it's intended that you'd only do that if they agree out-of-game to withdraw; that actually makes it not such a high priority.

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Similarly the council works different in MP - the AI votes immediately but in MP the votes come in turn-by-turn (and you can see others votes, meaning last vote has more sway).  I wonder if in MP, all the votes should be secret until revealed.

I think that would be good.

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Thing is there's also hybrid games - MP with AI also.

True.

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MP games tend to be over fast?  I'm not so sure that's true.  You mean because of the tech rate late?  There's quite a few catchup mechanisms - governor, war, tech steal.  Should usually be a close game amongst equal skilled players. 

No, I mean that from what I hear, MP games never make it to the top of the tech tree even for the player in the lead in tech.  Maybe I've been misinformed.

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But still it would be nice to be able to ask/demand for specific techs somehow, I feel.

Probably would.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 01, 2014, 08:44:21 PM
MP team games or MP FFA?  The former I could see ending sooner.  The latter I see as less likely.

Yea, the human can't refuse to withdraw.  You can use it whether they agree out-of-game or not to withdraw.  Meaning you can get stuck in a truce/treaty with no way to force a vendetta.  Keep in mind at the start of the game you are in truce status by default.  So essentially you can just force withdraw, even if the opponent wants to kill you for building no military early. 

I think instead it should prompt on the following turn if they wish to withdraw or to declare vendetta.  That or if easier just be able to renounce truce/treaty. There's already renounce pact in game, it would be similar.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on May 01, 2014, 09:07:59 PM
MP team games or MP FFA?  The former I could see ending sooner.  The latter I see as less likely.

I just know what I've heard.

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Yea, the human can't refuse to withdraw.  You can use it whether they agree out-of-game or not to withdraw.

That's fairly easy to house rule, though.

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I think instead it should prompt on the following turn if they wish to withdraw or to declare vendetta.

The problem then is that the withdrawal should really happen that turn.

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That or if easier just be able to renounce truce/treaty. There's already renounce pact in game, it would be similar.

Though that still precludes a refusal to withdraw when your sneak attack is found.  I think part of it might just have to be to house rule that you can't use the in-game demand withdrawal unless you've done an out-of-game demand withdrawal and the guy agreed.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 01, 2014, 09:25:40 PM
Yea it'll have to be house ruled for now.  It's fine really I'm mostly testing other MP things vs myself.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 06, 2014, 02:59:43 AM
Back on topic, I recently (finally) got to play a game through to completion.  I ended with 14k labs a turn, with 9 bases as Gaia.  Made a point of taking a few turns to complete all the endgame projects and since I didn't rush to Hab Domes like I should have.  My bases had boomed up for a bit before I could Transcend - to around size 33-36, as there was some overlap to save space early game.  Normally you would have to fight early game for space and I chose not to.  I was using about 8% of the map, tops.  So if the other factions had done the same and with pacts/global trade pact, I could see getting to the range of 25-50k labs/turn in a scenario where the map is not conquered.  Granted this is 100% labs allocation - very late when Transcendi take care of the ECON and PSYCH.

For terraforming I used raised farm/solar throughout with reduced former times on farm and solar as a test.  I had all my land at 3k altitude and the border of my land ringed in echelon mirrors (something I never considered doing before in my calculations).  With making raised solar cost less FT, there are a lot of terraforming layouts I never considered before.  One is to put bases in a line early, and raise a ridge between them all.  This worked quite well although I feel the early game would have went faster if I'd constructed some boreholes on the backside of the bases.  Even at 2:1 rush costs, it's rather expensive to rush things.  Moreso for SPs - I feel like a base or two intended for SPs with extra native defenses would have worked well.

Increasing the endgame tech required by 5-10x wouldn't be a stretch really.  Tech cost for the last few techs was 4k as consistent with the formula and my tests earlier.  I could see getting more labs if I had constructed more bases, at least to the B-cap of 12.  As Gaians in my set, would be getting EFFIC of 5 with Demo/Green/Knowledge (6 late with Cyber), so could see going to 12-15 bases for about 50% more labs.  Of course the endgame labs needed could be more generous on lower difficulties, not everyone might raise land or terraform well.  Even myself, I find I'm discovering things.  I think a raised solar late with some boreholes earlier game might be best.  Depending on how you mod ecodamage, high M production can be either desired or avoided.

I think that it's satellites in combination with Hab Domes and Transcend which really skyrocket the labs.  I'm not as convinced satellites really need a nerf if quadratic tech cost scaling is put in.  For example, Satellites only accounted for about 1/3 the bases total production and that was post-boomed to maximum size.  Keep in mind satellites do have a very real cost - most very fast speedruns on tiny maps just build a few N satellites and that's all.  And there's always the option to just mod their construction cost.  Same with Ascent, one good thing I noted is that you can put SP construction cost much higher than unit cost.  Even 2000 rows seems to work.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on May 06, 2014, 03:39:18 AM
Increasing the endgame tech required by 5-10x wouldn't be a stretch really.

Ah...what I had in mind would only increase it by a factor of around 3-4.  On Transcend at turn 200, the 86th tech would cost 16,168 (on citizen, by comparison, it would be only 5504), so 25-50k labs/turn would still make it go pretty quickly.  However, more expensive production satellites, and easier warfare satellites, seems likely to reduce that somewhat.

However, if you had 9 bases of size 33-36 each (and, by the way, Gaians can get quite a lot more than that per base in the lategame, especially if they manage to grab the Manifold Harmonics and have satellites up), that's roughly 300 population, so you were getting roughly 50 labs per person.  I'd want to see that savegame, as I don't see any feasible way to do that unless you used crawlers like crazy (another thing that I think could use some limiting.)

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I think that it's satellites in combination with Hab Domes and Transcend which really skyrocket the labs.  I'm not as convinced satellites really need a nerf if quadratic tech cost scaling is put in.  For example, Satellites only accounted for about 1/3 the bases total production and that was post-boomed to maximum size.

Did you remember to also take into account the contribution they gave to feeding all your transcendi?  I'm guessing that will increase it from 1/3 to over 1/2.

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Keep in mind satellites do have a very real cost - most very fast speedruns on tiny maps just build a few N satellites and that's all.  And there's always the option to just mod their construction cost.

Modding their construction cost and prerequisites (and those of orbital defense pods) is all I had in mind.

And speedruns aren't really my concern.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 06, 2014, 03:54:34 AM
Here's the save, I didn't use any crawlers at all.  May have to go Knowledge/Cyber and set labs to 100%.  Might be some small differences since I mod SEs, and +1E/base, but overall it should be close.

Yea, the 1/4 or so is pre-Hab domes.  After Hab Domes it's probably more...though only some of that extra population is from N-sats. 

I think 16k near the end might be ok, with a few late-game facility/satelllite cost increases.  Ascent to 5-10x the cost, though the late SPs probably don't need much increase.  There's such a narrow window between when they're made and Ascent.  Early game facilities dropped in cost perhaps, this did take me around 250 turns in a very peaceful (but isolated, no pacts) game.  Unless the AI plays differently it's possible to bog down in very long wars.

Manifold is interesting and something I should play around with.  Unfortunately it seems to come very late...as with the Future SEs.  Right now all these things are gotten about 5-20 turns before the game's over, which isn't much time to re-terraform. Fungus is pretty quick though, which I like.  I'd say certainly viable very late if the tech curve was slower.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on May 06, 2014, 05:03:46 AM
Ah, I wasn't counting on going max RESEARCH for +40%; even so, I'm just looking at 12k and change, not 14k.

I also wasn't counting on your supercity at Greenhouse Gate; that contributes around a third of your total research, and (a) would not apply in an MP game (and in SP you can always delay Transcendence for a few hundred turns while you rack up the score via Transcendent Thought), and (b) won't be multiplied by having more bases.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Nexii on May 06, 2014, 06:19:37 AM
Yea, I mod Cyber to +3 RES, probably accounts for about 1k also.  ToE and Supercollider are quite strong, yes.  4x research means that one base becomes about as good as 4 normal bases.  I think theres a few things I could have done better, an extra condensor or two per city might result in better top-end labs due to more population.  As well I didn't drill any aquifers.  It's a decent setup I think at least for a baseline.  These bases could have boomed up a bit more also, I realized (into the mid 40s, at least).  All fungus bases about the same (mid 40s), closer to 60 for Gaia if working 20 squares.  That's quite a few turns post Hab domes (30-40).  With a higher tech curve, you might see higher populations before the game ends though. 

Still I would agree, anywhere in the range of 15-25k for the last few techs is probably about right.  The thing about full labs (lets say 10-15k at the end) is that it's a risky strategy...putting it all in with no energy to rush Ascent (say Ascent goes to 2000 rows, or 40k energy assuming +5 IND) doesn't seem so wise.  I have to think a bit on strategy related - I believe by unlocking VoP, you can rush Ascent that same turn before anyone else's Ascent can complete.  Depends how much game time you want between VoP and Ascension, I guess.

I checked and Manifold with Fungus is definitely superior, especially for Gaia.  For anyone else it's slightly less N/E production, but a massive gain to minerals.  Overall it's worth it it more in practice (i.e. before the game is over, rather than point scoring) just for the minerals.  Minerals matter even late I say...you can always put it into military to take down the leader in a last ditch hope.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on May 06, 2014, 03:02:48 PM
I checked and Manifold with Fungus is definitely superior, especially for Gaia.  For anyone else it's slightly less N/E production, but a massive gain to minerals.  Overall it's worth it it more in practice (i.e. before the game is over, rather than point scoring) just for the minerals.  Minerals matter even late I say...you can always put it into military to take down the leader in a last ditch hope.

Yeah, although for point scoring crawled farm/enricher/condenser is superior even for the Gaians, unless you mod.  I favor such modding.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Corak on August 13, 2014, 03:35:34 AM
I allways mod my .ini files for a tech rate of 20% or below. That way I can enjoy every single game phase a bit longer :)
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on August 13, 2014, 03:57:40 AM
I allways mod my .ini files for a tech rate of 20% or below. That way I can enjoy every single game phase a bit longer :)

Yeah, although that doesn't let you adjust the ratio between the phases, which is what I'm really interested in.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Corak on August 13, 2014, 08:17:34 AM
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Yeah, although that doesn't let you adjust the ratio between the phases, which is what I'm really interested in.
Hmm, you are right, Yitzi. What's about a rework of the tech costs on a logarithmic scale?
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on August 13, 2014, 03:41:00 PM
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Yeah, although that doesn't let you adjust the ratio between the phases, which is what I'm really interested in.
Hmm, you are right, Yitzi. What's about a rework of the tech costs on a logarithmic scale?

Logarithmic would probably be too extreme, but I do have plans to enable changes to make it quadratic in techs known instead of the intermediate value of two linear functions and one quadratic (which for large values will be linear).
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Corak on August 13, 2014, 03:58:45 PM
Dear Yitzi,

that sounds interesting. Would you mind sending me the .ini file when you are done?

- Corak
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on August 13, 2014, 06:11:06 PM
Dear Yitzi,

that sounds interesting. Would you mind sending me the .ini file when you are done?

- Corak

It'll be an option in the usual alphax.txt; I simply haven't added it yet, and probably won't get to it for a while (as there are several other things ahead of it.)
Title: Re: Question: What does the research rate curve look like in your games?
Post by: JarlWolf on August 16, 2014, 01:53:55 PM
 I play with blind research and tech stagnation typically and depending on my mood may switch techs on conquest on or off. Depending on faction and trade,  it always seems to be around at least a 10-20 turn mark before new technologies happen, depending on how powerful research industry is.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on August 17, 2014, 04:32:14 AM
I play with blind research and tech stagnation typically and depending on my mood may switch techs on conquest on or off. Depending on faction and trade,  it always seems to be around at least a 10-20 turn mark before new technologies happen, depending on how powerful research industry is.

Is it the same amount at the beginning of the tech tree as at its top?
Title: Re: Question: What does the research rate curve look like in your games?
Post by: JarlWolf on September 05, 2014, 11:33:43 AM
Typically, yes. The rate of discovery doesn't change too much, if at all- unless of course my research capabilities go up, which they do.

But it generally, due to my play style stays around the same rate. Unless I am playing a research oriented faction my rate stays the same and I typically am slightly behind in the tech race, but production and military wise I am pretty formidable.  I play on Thinker difficulty, if that helps.

Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on September 05, 2014, 03:30:30 PM
Typically, yes. The rate of discovery doesn't change too much, if at all- unless of course my research capabilities go up, which they do.

But it generally, due to my play style stays around the same rate. Unless I am playing a research oriented faction my rate stays the same and I typically am slightly behind in the tech race, but production and military wise I am pretty formidable.  I play on Thinker difficulty, if that helps.
What play style is that?
Title: Re: Question: What does the research rate curve look like in your games?
Post by: JarlWolf on September 05, 2014, 11:03:59 PM
My playstyle is emulated fairly well in my AAR-

I typically go with expanding my infrastructure across the board, expanding outward and then making sure each city is as much a productive hub as it can be, my emphasis being production/minerals for the most part while having a large population to boast it and create more colonies and cities. With a large amount of cities that have strong industrial output and supportive infrastructure, with a large mass produced military I often then provoke an AI without becoming the aggressor to start a war with me, fighting a defencive conflict while preserving my faction's reputation, inducing massive attrition on their army, exhausting them and then charging forward to "liberate" all their cities from them. I also commence trade with other friendly factions with my massive sum of energy credits I don't really need too heavily due to my high production levels, that way I can trade for tech I might be missing out on.

When I play with my CC custom faction its very well tailored to this style of gameplay. An industrial strongman that fights defencive conflict while trying to have noble relations with everyone, so trading conditions stay healthy.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: Yitzi on September 05, 2014, 11:39:35 PM
My playstyle is emulated fairly well in my AAR-

I typically go with expanding my infrastructure across the board, expanding outward and then making sure each city is as much a productive hub as it can be, my emphasis being production/minerals for the most part while having a large population to boast it and create more colonies and cities. With a large amount of cities that have strong industrial output and supportive infrastructure, with a large mass produced military I often then provoke an AI without becoming the aggressor to start a war with me, fighting a defencive conflict while preserving my faction's reputation, inducing massive attrition on their army, exhausting them and then charging forward to "liberate" all their cities from them. I also commence trade with other friendly factions with my massive sum of energy credits I don't really need too heavily due to my high production levels, that way I can trade for tech I might be missing out on.

When I play with my CC custom faction its very well tailored to this style of gameplay. An industrial strongman that fights defencive conflict while trying to have noble relations with everyone, so trading conditions stay healthy.

Ah; I suspect the reason that you find your research rate not growing and other people find teching a lot faster late-game, is that you emphasize production and they emphasize tech.
Title: Re: Question: What does the research rate curve look like in your games?
Post by: JarlWolf on September 06, 2014, 01:05:33 AM
Exactly- but that's intended. I typically dominate them though because I outnumber them with more experienced troops and my trading keeps me up to par on the tech race. And I can always shift my priorities too.
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