Endgame cost of research
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Stardock Forums
I've played & won with a variety of play styles and victory conditions. It's a pretty addictive game!javascript:smilie(':d') I frequently have a problem with my economy late in the game - having to cut spending to avoid losses.
In my most recent two games, I figured out at least part of the reason why. I was going for a tech victory and had several upgraded tech resource starbases, all the +Research techs & trade goods, etc. I was pumping 70% or so into research, trying to finish the game, but I was hemmoraging cash.
I discovered that I could get back into the black by switching research spending to military. In other words, each "point" of research spending was costing me LOTS more than a point of military spending.
I eventually figured out that this is because 33% of the tech "bonus" costs you money. With something like +250% research, I was effectively charging myself thousands more per turn.
I didn't experiment, but I expect that you'd see the same effect if you build lots of production-enhancing starbases. That's just not my typical playing style.
Some comments & questions:
1) I find this incredibly counter-intuitive. A research bonus ought to, plain and simple, give me more research. It shouldn't carry hidden and undocumented costs. If the bonus is unbalancing, it seems to me like the right solution is to reduce the magnitude of the bonus.
2) I found that, for a given revenue level, I had an effective ceiling on how much I could actually spend on research while staying in the black. I could increase the research percentage and cut the spend rate, or I could decrease the research percentage. But the total number of BC to research stayed roughly constant. For me, it was about 5000BC/turn in the late stages of a large galaxy.
3) Has anyone found a good formula or rule of thumb for predicting your civ's research "ceiling" given the current size of your economy? It'd be great to decide whether upgrading that new starbase is worthwhile or not.
4) Has anyone found a good strategy for breaking through the ceiling, i.e. for significantly increasing the number of BC to research in the late stages of a game?
In my most recent two games, I figured out at least part of the reason why. I was going for a tech victory and had several upgraded tech resource starbases, all the +Research techs & trade goods, etc. I was pumping 70% or so into research, trying to finish the game, but I was hemmoraging cash.
I discovered that I could get back into the black by switching research spending to military. In other words, each "point" of research spending was costing me LOTS more than a point of military spending.
I eventually figured out that this is because 33% of the tech "bonus" costs you money. With something like +250% research, I was effectively charging myself thousands more per turn.
I didn't experiment, but I expect that you'd see the same effect if you build lots of production-enhancing starbases. That's just not my typical playing style.
Some comments & questions:
1) I find this incredibly counter-intuitive. A research bonus ought to, plain and simple, give me more research. It shouldn't carry hidden and undocumented costs. If the bonus is unbalancing, it seems to me like the right solution is to reduce the magnitude of the bonus.
2) I found that, for a given revenue level, I had an effective ceiling on how much I could actually spend on research while staying in the black. I could increase the research percentage and cut the spend rate, or I could decrease the research percentage. But the total number of BC to research stayed roughly constant. For me, it was about 5000BC/turn in the late stages of a large galaxy.
3) Has anyone found a good formula or rule of thumb for predicting your civ's research "ceiling" given the current size of your economy? It'd be great to decide whether upgrading that new starbase is worthwhile or not.
4) Has anyone found a good strategy for breaking through the ceiling, i.e. for significantly increasing the number of BC to research in the late stages of a game?