[quote who="rspiccaver" reply="46" id="3563448"] What I have got is: Research Cost = b + (t+4)^e + (t+4)*b*m*p b = base research cost from the TechDef t = techs unlocked as shown at the bottom of the tech screen e = TechInflationExponent_All m = TechInflationExponent_All (editing quote: copy paste error, should be: TechInflationMultiplier_All) p = planet modifier where (note t
Saruboy
A simple tweak to engines would be to add: true to some or all of them, in "ShipComponentsDefs.xml". Maybe let the first engine (+1 move) be multi-use, especially since I think the Survey Ship at start has two, not sure what would happen to it if only one were allowed per ship.
[quote who="Christian_Akacro" reply="27" id="3562964"] Wait... that's what those numbers mean, number of techs researched?! I was never able to ken that. That is prime fodder for a new tooltip right there. Why wouldn't it mean anything in practice? Wouldn't doubling that number make your age about 30%-50% longer, assuming you continue to build out research? Edit- Does this mean that each race enters the new age at different times depending on how many techs th
[quote who="Christian_Akacro" reply="25" id="3562829"] This reminds me. Is there some way to set how long each tech age is? I always think the Age of Expansion is way too short. [/quote] Check the "TechAgeDefs.xml" in the \data\Game\ folder, you can set the number of techs required for each age there. But it doesn't mean anything in practice. Another way is to put all your planets in build mode and skip research for a few turns [e digicons];P[/e] Interstellar
[quote who="Christian_Akacro" reply="23" id="3562663"] I'd like to hear how the script is working out in game. I prefer very very slow games. I'd be happy if the research/manufacturing was at 10% or less of normal. Also, I hope you can add this script to the Steam Workshop when 1.1 comes out. [/quote] I have played a game (Challenging, Humans, medium map) to turn 100. I used the script at x100 research cost (so later techs are going to be really expensive). I have 13
Updated the script: https://forums.galciv3.com/467013/page/1/#3562335 It now uses the same exponential growth curve that GalCiv3 use, so it's more like Stardocks intended design. The script just makes that curve steeper (or shallower). As a default, the script is set to put end-game research cost at x20 (earlier technologies will recive a lower multiplier).
[quote quoting="post"] Increase research costs, these need seriously increasing, probably exponentially with late game techs about 20x the current cost, possibly more. [/quote] I have tried to address this issue with a script, that changes the research cost in all the TechDefs.xml files. It's only temporary, until Stardock fixes the research progression. After reading your post, i started to look closer at the math behind the research costs, and they a
[quote who="rspiccaver" reply="20" id="3562552"] Your script is currently not modifying the basic tech tree "TechDef.xml" [/quote] Oh right, the generic tree. Should "PirateTechDefs.xml" be in there too? I'll add both, I guess. Ty for pointing it out.
Awesome [e digicons]|-)[/e] I am honestly very surprised it works. It was my first script. I had no idea how to make one when I started. But with some help from the Google fairy and the copy/paste fairy, it pretty much wrote itself.
Ignore Alternative Research Cost Formula for normal research speed during Age of Expansion, and slower research in Age of War and later. Replace intCost = Round(Mid(strText, intPosition, intPosition2-intPosition)*intResearchMultiplier) Wit
I made a script to change research costs. It works for me, not sure if it works for others. It's VBscript, so should work under any windows, i didn't need to install anything (new) to get it to run on Windows 8 EDIT: Also check the post below for alternative Research cost formula (fast start, slower middle and end game) EDIT2: Included "TechDefs.xml" and "PirateTechDefs.xml" EDIT3: as a result of a post by rsp
I looked at an old save to see what kind of research I would have got with flat values. My main research world had class 12 with 12 population, and it produced 369 research per turn (not great, i know, but just to compare against something) Raw research is 34.8 8 research labs (tier 4) with additional 45 levels of bonus Technological capital with 7 levels of bonus Positive multipliers from racial, tech bonuses, relic and just one starbase for +110%
What if the first 3 sensors (and the regular Survey module) had true (in the ShipComponentsDefs.xml)? The super-long-range detectors are still possible to make once you get to the 4th tier sensor (age of war), but those sensors cost a little at least. Having plenty of Thulium will also allow ships with extreme sensor range. There are some ships in ShipBlueprintDefs.xml that want to put 3 sensors on the ship, not sure how
This is just a thought, I haven't tried it. Buildings give multiplier bonuses, and multipliers can always cause extreme cases. If you want to keep things in check, you could try a Flat for buildings and wonders. Not sure what kind of values to aim for here, but from the top of my head I think a +3 bonus for the very first research building would be fairly balanced, and then increase it by one for every new tier. The building level bonus multiplie
Another kind of defense is Jamming. It's a little off-topic, but a kind of defense still. Jamming can get a little too powerful it seems. On a game with a custom race (+2 agile) I had a escort/capital fleet where the escort ship had all 4 jamming modules, and a support ship added 2 more. And the battleviewer said my evasion was 143%. Thulium rules! But I only did one test fight with that fleet (my closest neighbours were my allies, and i kept giving them carriers, so they fought t
[quote who="Stalker0" reply="48" id="3561352"] Quoting Saruboy, reply 47 and assume that 1 defense point is worth 4 points of damage on average), I've seen this assumption throw around a lot, but does anyone really know how the defense decay rates work? Without that
It might be a good idea to compare the mass needed for a weapon to deal 1 point of damage per time unit vs the mass needed for a defense to protect 1 point of damage (and assume that 1 defense point is worth 4 points of damage on average), then check how long the ship being shot at survives. Problem is... weapon and armor progression is different for each type, so there would be so many different cases to calculate. But with values like that it should be possible to calculate a strong
Spies and covert operations could be fun. Simple example: Funding is provided by a slider based on how much of Economy that is spent on it (so UI exactly like the social war manufacturing spending) Covert operations could be things like *Plant spies (same result as a one-sided exploration treaty) *Theft (transfer money) *Assasinate scientists (remove some research points) *Assasinate engineers (remove some manufact
I also dislike how the Escort/Capital combination can be abused. It feels like the only viable strategy against a difficult enemy, but it comes close to cheating. It could of course be a deliberate design choice, but I don't really believe that. Like others, I too spent time trying to mod the battlebehaviour, looking for an anti-abuse fix. The only fix that seems to work so-so is to have each role prioritize itself, because then they can't hide behind any another role. But tha