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1. Mindworm capture probability formula
2. Research rating's effect on tech cost
From the Prima Guide, page 23:[11 + (DIFF x 4) + ((TECHS x 6)/5) - (TURNS/8 - (MOSTTECHS/5)] x TECHS x WORLDSIZE = RESEARCHCOSTDIFF = Difficulty Level, Citizen = 0 ... Transcend = 5TECHS = the number of Techs you've already discoveredMOSTTECHS = the greatest number of Techs already discovered by any one playerTURNS = the number of turns that have already passedWORLDSIZE = If you are playing on a smaller world, multiply the result by 0.6 (Tiny) or 0.8 (Small). If playing on a large world, multiply the result by 1.1 (Large) or 1.6 (Huge). (Obviously a Standard world would not be adjusted here). If you've created a custom size for your world, use these WORLDSIZE modifiers to estimate your custom WORLDSIZE modifier. (On my Humongous maps this can range from 2 to 3!)If Tech Stagnation is selected, divide TURNS by 12 (instead of and multiply the final result (RESEARCHCOST) by 1.5.Early in the game, if your faction is weak on Research (e.g., the Believers), the (RESEARCHCOST) can be increased by as much as 15%. Late in the game, this increase is closer to 2%. Similarly, factions that are strong on Research (e.g., the University) can decrease RESEARCHCOST by 15% to 2%.Your final result is the number of Research Points required for your next discovery.The result can range anywhere from about 65 (Citizen difficulty level on a Tiny world at the very beginning of the game with a research-savvy faction) to about 9000 (Transcend, Huge, after you've discovered more than 70 Techs). If Tech Stagnation is selected, it can take over 13,000 Research Points to discover your next Tech!As you might be able to see, the greatest factor is how many Techs you yourself have discovered. In fact, you can quickly estimate your next research cost by squaring the number of your current Techs and adding a bit. Be sure to adjust the result based on WORLDSIZE and Tech Stagnation.
Research does not lower tech cost it just grants more research points.
I found that CyCon, University, Gaia, Peacekeepers, and Angels all had a tech cost of 14 for their next tech. I was a bit surprised by this, because I thought that the factions that already had 2 techs (CyCon, University, and Angels) would have a bit higher tech cost, but this is not the case.
Ah, I see, only negative.. hm. That's a little more awkward to test for all values. My assumption from that one data point (double at -2) would be something like techcost*(1+negativeresearch/2), I'll try with some factions with other negative research modifiers.Ok, after testing every value from 0 to minus six in a hotseat game with modded factions, it appears to be as simple as: if RESEARCH is negative, double techcost. That's quite a massive penalty, and makes -1 Research almost as harmful as -2. At least it's simple to implement for my formula.
hm, true. Much more than double in % of research rate terms as much as to anyone else (normal faction goes from 1x to 1.2x, a 20% boost. Drones go from 0.5*0.8=0.4x to 1x, a 250% boost.). I guess maybe the Drones should beeline knowledge then, unless they're heavily probing/being fed tech (and even then it would be huge)? Does that happen?
Quote from: ete on January 31, 2013, 11:45:54 AMAh, I see, only negative.. hm. That's a little more awkward to test for all values. My assumption from that one data point (double at -2) would be something like techcost*(1+negativeresearch/2), I'll try with some factions with other negative research modifiers.Ok, after testing every value from 0 to minus six in a hotseat game with modded factions, it appears to be as simple as: if RESEARCH is negative, double techcost. That's quite a massive penalty, and makes -1 Research almost as harmful as -2. At least it's simple to implement for my formula.Any sense if it is weakened as the game progresses?
Wow, if Knowledge does not fix the Tech Cost doubling, then Free Drones and Believers have more of a penalty than I ever realized!
Ok, I've tested it...running knowledge does nothing to affect the increased tech cost, but it does decrease a lot as the game progresses.