Aurora 4x

C# Aurora => C# Suggestions => Topic started by: roug on June 25, 2024, 06:45:31 AM

Title: Conventional Start, slow research
Post by: roug on June 25, 2024, 06:45:31 AM
I am a guy that really like to take it slow (more realistic?)
Now i put the research speed at 1, but i can see some problems with this, i cannot make mines, or conventional factories, that is a problem if i want to expand my empire.
Title: Re: Conventional Start, slow research
Post by: kks on June 25, 2024, 10:56:50 AM
I also like a slower gamepace, especially concerning the tech advance.
However, setting research speed to 1(%, I may assume?) seems a bit overkill. I usually use somewhat between 0.75 and 0.2 for the research modifier, sometimes changing the species research modifier by up to 1/2 to 2.

If the industrial development is to fast, I would recommend starting with a smaller pop. Somewhere between 200-500 million is a sweet spot imho. That results in less shipbuilding capacity as well as general wealth available and can make for some games where every ship is important.

An issue are certain spoilers, which is why I only start with precursors. NPCs can also be set up at gamestart to similiar conditions, but they perform much more poorly than a human player and should not be reduced in size too much.
Title: Re: Conventional Start, slow research
Post by: ranger044 on June 25, 2024, 05:29:58 PM
If you're comfortable with editing the DB, you can make conventional industry build able. I run my conventional games at 50% speed, limited administration, but turn on conventional industry.

NOTE: If you do this, you forego any ability to bug report and any errors or corrupted files you end up with are on you.

With that being said, it's very easy to download a DB editor and then you just need to change a couple numbers. I personally have them allowed and make them cost 15% of all their associated upgraded facilities' costs. Makes them less valuable but still useful until you research trans-newtonian tech. The upgraded facilities are 10x better and cost less around 8x as much this way. Still encourages development, but allows a long early game.
Title: Re: Conventional Start, slow research
Post by: Froggiest1982 on June 25, 2024, 05:50:51 PM
For a conventional start, you can stick with the default administration limit toggle for science in the game options.

If you prefer slower games with longer "tech eras," you might consider starting as TN with the admin limit on and a 25% research rate (this is my setup). This will give you an average of 10 to 20 years per tech up to the basic 5,000. However, reaching the Ion age, which is crucial for defence in Aurora space, could take around 200 years if you focus solely on propulsion tech. Beware that I do spend the TN RP bonuses, so I don't start from the ground up, making this a lesser steep curve.

While I respect different playstyles, I think in this case you are just hurting yourself. Conventional, plus anything below 50% research, is just too much in my opinion.

Let's delve deeper. Opting for the above strategy could confine you to Sol for approximately 300 to 400 years, assuming you neglect basic combat and civilian technologies. Your mineral supply in Sol would last at most 150 years. Assuming you roll a Sorium source to any of the eligible planets, developing the necessary technologies could add another 50 years (5,000 RP is the final tech but you require at least another 2 side techs between 1,000 and 2,000 RPs if you go for mobile harvesters, 5,000 if you want tugs) to your expansion plans. However, without it, you'll simply run out of fuel, as maintaining even basic operations like moving freighters becomes prohibitively expensive. So at that point, you either cheat and add a Sorium source via SM or yield to the infamous RNG Gods.

Of course, you can build hundreds of research labs, but then what is the difference between releasing 10 technologies all at once every 20/30 years compared to releasing the same 10 technologies within the same amount of time?

Now, imagine surviving this initial period only to encounter a hostile NPR 500 years into the game. You are facing an NPR with a gazillion RPs that sees your race as the apes at the end of 2001: a space odyssey*.

So, what can you do?

You can still lower your research rate to something that you are feeling more comfortable, for sure, but your best bet is probably to tweak the exploration rate (mine is set at 5%), this will slow down your spread and operations already. You can also introduce several in house rules and pace yourself. For instance, you cannot research multiple techs for the same group at the same time, you cannot have more than 30 research labs in total for your race, etc.

Another idea (mentioned before my post as well) is to cut your Population drastically. For instance, try starting with only 100/150 million people.

Overall, my feedback is that while longer tech area are nice, the whole game will still play at the same pace (mineral consumption, economy, fuel usage, NPRs generation) and limiting research rate is not as effective as you may think as there are other areas that would require proper settings for you to enjoy the game and play it on levelled field once NPR or Spoilers appear. It's true that human players always have the upper hand over NPRs, however, tech is a major factor in Aurora (and real life).

*Note: I am unsure if starting RP points receive a cut by the malus in research rate when generating a new NPR in game, so that may not be an issue. I don't think so, as while the generation accounts for your RP (which were limited by the malus) I am pretty sure that in game time is part of the generation code. Anyway, I do know that NPR research rate is the same as yours once they spawn, along with all other parameters. Overall though, the handicap will impact more the NPR faction than the player at that point, further compromising the experience.
Title: Re: Conventional Start, slow research
Post by: nuclearslurpee on June 25, 2024, 06:24:40 PM
If you prefer slower games with longer "tech eras," you might consider starting as TN with the admin limit on and a 25% research rate (this is my setup). This will give you an average of 10 to 20 years per tech up to the basic 5,000. However, reaching the Ion age, which is crucial for defence in Aurora space, could take around 200 years if you focus solely on propulsion tech. Beware that I do spend the TN RP bonuses, so I don't start from the ground up, making this a lesser steep curve.

I usually play with limited admin + 50% research speed (player race only). In my XCOM campaign I reached Ion Drive tech in about 20 years, but I had multiple extremely strong PP scientists from the start. With less powerful scientists maybe rushing to Ion Drive takes 25-30 years at these settings. Cutting research rate to only 25% would mean 50-60 years, not 200 years but still a very long time.

Quote
Now, imagine surviving this initial period only to encounter a hostile NPR 500 years into the game. You are facing an NPR with a gazillion RPs that sees your race as the apes at the end of 2001: a space odyssey*.

This is really the main problem with very slow games. At some point you will run into the NPRs (including very hostile spoilers) and then if you are stuck with primitive tech you will be wiped out unless you really know what you are doing.

Quote
Overall, my feedback is that while longer tech area are nice, the whole game will still play at the same pace (mineral consumption, economy, fuel usage, NPRs generation) and limiting research rate is not as effective as you may think as there are other areas that would require proper settings for you to enjoy the game and play it on levelled field once NPR or Spoilers appear. It's true that human players always have the upper hand over NPRs, however, tech is a major factor in Aurora (and real life).

There is a piece of wisdom about research rates: since tech costs in Aurora scale exponentially (roughly 2^x), there will always be a 'wall' you hit after which advancing in tech is a very slow process. Changing the research rate speed only changes the point in the tech tree where that wall is hit. With the default 100% that wall might come at, say, solid AM tech level, while on 20% research the wall may be at MP Drive or Magnetic Fusion tech levels. However, there will be a wall either way, all the tech slider decides is what tech level the wall is at. If you want to play 100 years at NPE tech, then you can set research to 5% as long as you are comfortable with the implications RE: NPRs and spoilers.

Quote
*Note: I am unsure if starting RP points receive a cut by the malus in research rate when generating a new NPR in game, so that may not be an issue. I don't think so, as while the generation accounts for your RP (which were limited by the malus) I am pretty sure that in game time is part of the generation code. Anyway, I do know that NPR research rate is the same as yours once they spawn, along with all other parameters. Overall though, the handicap will impact more the NPR faction than the player at that point, further compromising the experience.

IIRC, if you set the research rate in the global/New Game settings, it will also affect NPR generation and research because it is a global setting. Because of this, I always set the research rate modifier for the player species, leaving the NPRs at 100% research rate - they need the help anyways.  ;)
Title: Re: Conventional Start, slow research
Post by: Jorgen_CAB on June 25, 2024, 06:30:55 PM
I agree with Froggiest1982... I also usually run with research at 25% with admin limits and exploration at 5%. I do start at Conventional but I do add a few techs such as Trans-Newtonian tech developed... so the setup is between the default starting and Conventional start.

This I feel will provide a good early discovery period but not painfully long before you can start to develop in neighbouring systems and new colonies.

In my major campaign I also have several player factions, this will generally help tech advance go bit faster with tech diffusion and cooperation.
Title: Re: Conventional Start, slow research
Post by: Froggiest1982 on June 25, 2024, 06:31:54 PM
I usually play with limited admin + 50% research speed (player race only). In my XCOM campaign I reached Ion Drive tech in about 20 years, but I had multiple extremely strong PP scientists from the start. With less powerful scientists maybe rushing to Ion Drive takes 25-30 years at these settings. Cutting research rate to only 25% would mean 50-60 years, not 200 years but still a very long time.

True, however you not factoring in all the side techs along with researching components, producing ships, and so on. Yet, still not 200, perhaps.  ;D

Quote
IIRC, if you set the research rate in the global/New Game settings, it will also affect NPR generation and research because it is a global setting. Because of this, I always set the research rate modifier for the player species, leaving the NPRs at 100% research rate - they need the help anyways.  ;)

This is what I often do as well. Your insectoids may be more industrious and reproduce at a higher level than the average human. However, we may have slightly better scientific prowess.
Title: Re: Conventional Start, slow research
Post by: nuclearslurpee on June 25, 2024, 06:49:43 PM
I usually play with limited admin + 50% research speed (player race only). In my XCOM campaign I reached Ion Drive tech in about 20 years, but I had multiple extremely strong PP scientists from the start. With less powerful scientists maybe rushing to Ion Drive takes 25-30 years at these settings. Cutting research rate to only 25% would mean 50-60 years, not 200 years but still a very long time.

True, however you not factoring in all the side techs along with researching components, producing ships, and so on. Yet, still not 200, perhaps.  ;D

This is with Limited Research Admin, so the side techs and components all happen pretty naturally since even my best scientists only command 10-12 labs at most. I suppose if you play a game starting with only 10 or fewer labs (i.e., starting with 100-150m population) then the picture may be different though.
Title: Re: Conventional Start, slow research
Post by: Kaiser on June 26, 2024, 12:57:48 AM
I also like to play slow starting always conventional but leaving all the other options as default when we speak about research speed.
Believe me, in the beginning you probably makes a lot of discovery because the low cost and that gives you the feeling of a fast game, but as long as you progress in the game, as long as you do not construct dozzillion of labs, the amount of researches slow down due to the increase cost and the need to reseach always new designs if you do not want be oblitered by aliens and keep your fleet in order.

Maybe Steve could reconsider the research cost in terms of wealth making it more expensive, thus avoiding the buildup of laboratories; in real life the tech research is a very expensive part of the budget expecially the basic one.
Title: Re: Conventional Start, slow research
Post by: alex_brunius on June 26, 2024, 04:04:39 AM
I also like to play slow starting always conventional but leaving all the other options as default when we speak about research speed.
Believe me, in the beginning you probably makes a lot of discovery because the low cost and that gives you the feeling of a fast game, but as long as you progress in the game, as long as you do not construct dozzillion of labs, the amount of researches slow down due to the increase cost and the need to reseach always new designs if you do not want be oblitered by aliens and keep your fleet in order.

Maybe Steve could reconsider the research cost in terms of wealth making it more expensive, thus avoiding the buildup of laboratories; in real life the tech research is a very expensive part of the budget expecially the basic one.

I'm always a proponent of using diminishing returns to automatically balance things. So I want to suggest something similar.

Research funding setting.
Basically you can set research funding (wealth cost of running labs) between for example 10% and 500% and it modifies your research speed acc to for example SQRT ([Research Funding %]/100)

This means you would get the following:

(https://i.imgur.com/MC09axY.jpeg)

If that is too steep impact the exponent can be changed to cube root or any other value that seems appropriate, but the main purpose is to allow you to easily scale down and up research funding as your wealth budget and priorities allows. Most player would probably want to run at higher research funding levels to speed up research so the wealth cost would naturally increase.

Another potential outside the box suggestion to make researching expensive is considering if running research facilities should consume any TN minerals in addition to wealth.
Title: Re: Conventional Start, slow research
Post by: Steve Walmsley on June 26, 2024, 04:20:24 AM
I also like to play slow starting always conventional but leaving all the other options as default when we speak about research speed.
Believe me, in the beginning you probably makes a lot of discovery because the low cost and that gives you the feeling of a fast game, but as long as you progress in the game, as long as you do not construct dozzillion of labs, the amount of researches slow down due to the increase cost and the need to reseach always new designs if you do not want be oblitered by aliens and keep your fleet in order.

Maybe Steve could reconsider the research cost in terms of wealth making it more expensive, thus avoiding the buildup of laboratories; in real life the tech research is a very expensive part of the budget expecially the basic one.

I'm always a proponent of using diminishing returns to automatically balance things. So I want to suggest something similar.

Research funding setting.
Basically you can set research funding (wealth cost of running labs) between for example 10% and 500% and it modifies your research speed acc to for example SQRT ([Research Funding %]/100)

This means you would get the following:

(https://i.imgur.com/MC09axY.jpeg)

If that is too steep impact the exponent can be changed to cube root or any other value that seems appropriate, but the main purpose is to allow you to easily scale down and up research funding as your wealth budget and priorities allows. Most player would probably want to run at higher research funding levels to speed up research so the wealth cost would naturally increase.

Another potential out of the box suggestion to make researching expensive is considering if running research facilities should consume any TN minerals in addition to wealth.

The idea of research labs consuming TN minerals is interesting - especially if it is one or more of the lesser used ores.
Title: Re: Conventional Start, slow research
Post by: Kaiser on June 26, 2024, 04:34:03 AM
This would make totally sense, as the research involves the creation of prototypes, new materials etc... which always requires some amount of minerals.
Title: Re: Conventional Start, slow research
Post by: roug on June 26, 2024, 05:04:06 AM
Ok, i checked my settings now i am at research speed 3 and limited research administration is on. i did not think of the precursors, star swarm, Rakhas and Aether Raiders everything is on (maybe i should turn them off) i usually dont use npr from start but generation chance for player is 45 and for npr 25. I also change the factory production mod to 0.5 usually

The problem is that i dont like fast passed games, and i think new tech is researched way to fast, i would like somethin like 50 - 100 years before new tech is researched or longer.
Title: Re: Conventional Start, slow research
Post by: Jorgen_CAB on June 27, 2024, 01:53:53 AM
I like both of those suggestions to be honest. Funding is the resources and wealth you pay, set per planet/population which is the efficiency at which the lab produce RP. The funding level then decide how much resources and wealth you pay to get those RP.
Title: Re: Conventional Start, slow research
Post by: Garfunkel on June 27, 2024, 10:18:16 AM
I would be against research costing TN minerals. Labs already require quite an intensive effort to build as they are expensive and require a large population to run. The fact that planets have population limits and that research bonus constructs exist drive the dispersions of labs from Earth (or the starting homeworld), which is also a significant cargo lift operation. Plus, research usually is the single most expensive item in your budget. Adding the need to bring in TN-minerals to your research colonies would be bit too punishing, IMHO.
Title: Re: Conventional Start, slow research
Post by: Jorgen_CAB on June 27, 2024, 11:10:04 AM
I would be against research costing TN minerals. Labs already require quite an intensive effort to build as they are expensive and require a large population to run. The fact that planets have population limits and that research bonus constructs exist drive the dispersions of labs from Earth (or the starting homeworld), which is also a significant cargo lift operation. Plus, research usually is the single most expensive item in your budget. Adding the need to bring in TN-minerals to your research colonies would be bit too punishing, IMHO.

I already bring minerals to all my colonies as they always tend to be self sufficient outside the very early development, so that really does not bother me much at least.

I even wanted populations to require some mineral consumption or it's production efficiency should go down.
Title: Re: Conventional Start, slow research
Post by: nuclearslurpee on June 27, 2024, 11:32:58 AM
I would not object, but as Steve noted it should be a lesser-used mineral and I can't think of one offhand that makes sense. For example Tritanium is a little-used mineral even if you go hard on missiles, but does it make any sense in lore to be used for research? I guess maybe mercassium would be okay, maybe at 0.1 tons per RP?
Title: Re: Conventional Start, slow research
Post by: Steve Walmsley on June 27, 2024, 01:26:48 PM
I would not object, but as Steve noted it should be a lesser-used mineral and I can't think of one offhand that makes sense. For example Tritanium is a little-used mineral even if you go hard on missiles, but does it make any sense in lore to be used for research? I guess maybe mercassium would be okay, maybe at 0.1 tons per RP?

I was considering Corbomite or maybe a mix of Mercassium and Corbomite, but another option is to switch missiles to another mineral (maybe Vendarite as it is also used for ground forces and that combination sort of makes sense) and make Tritanium the 'research mineral'. I'm still not definitely doing this, but at the moment I see more positives than negatives - I am prepared to be convinced otherwise.

Title: Re: Conventional Start, slow research
Post by: nuclearslurpee on June 27, 2024, 02:36:18 PM
I would not object, but as Steve noted it should be a lesser-used mineral and I can't think of one offhand that makes sense. For example Tritanium is a little-used mineral even if you go hard on missiles, but does it make any sense in lore to be used for research? I guess maybe mercassium would be okay, maybe at 0.1 tons per RP?

I was considering Corbomite or maybe a mix of Mercassium and Corbomite, but another option is to switch missiles to another mineral (maybe Vendarite as it is also used for ground forces and that combination sort of makes sense) and make Tritanium the 'research mineral'. I'm still not definitely doing this, but at the moment I see more positives than negatives - I am prepared to be convinced otherwise.

If missile warheads and ground forces use the same mineral that would be a good excuse and opportunity to make missile warhead research also boost ground unit attack - currently it does not which feels like an unnecessary malus for a missile doctrine as it forces research of a beam weapon (besides Gauss PD).
Title: Re: Conventional Start, slow research
Post by: Noriad on June 27, 2024, 03:16:59 PM
Regarding using minerals as consumables for labs,

if it's a rarely used mineral that players have in excess, then adding it as a mandatory consumable for labs has little effect on the game. And if you have to think hard to give a reason for using the mineral, don't bother.

There are two reasons to add mechanics to strategy games:
1) to increase immersion.
2) to make choices harder and/or more interesting.
Unless it makes choices harder or adds to the story, there is no point in adding the mechanic.
Title: Re: Conventional Start, slow research
Post by: Steve Walmsley on June 27, 2024, 04:51:07 PM
I would not object, but as Steve noted it should be a lesser-used mineral and I can't think of one offhand that makes sense. For example Tritanium is a little-used mineral even if you go hard on missiles, but does it make any sense in lore to be used for research? I guess maybe mercassium would be okay, maybe at 0.1 tons per RP?

I was considering Corbomite or maybe a mix of Mercassium and Corbomite, but another option is to switch missiles to another mineral (maybe Vendarite as it is also used for ground forces and that combination sort of makes sense) and make Tritanium the 'research mineral'. I'm still not definitely doing this, but at the moment I see more positives than negatives - I am prepared to be convinced otherwise.

If missile warheads and ground forces use the same mineral that would be a good excuse and opportunity to make missile warhead research also boost ground unit attack - currently it does not which feels like an unnecessary malus for a missile doctrine as it forces research of a beam weapon (besides Gauss PD).

Yes, that is a good point - or I finally get around to having a separate ground weapon tech line.
Title: Re: Conventional Start, slow research
Post by: Garfunkel on June 27, 2024, 07:08:35 PM
Separate ground weapon research line would be the best thing.
Title: Re: Conventional Start, slow research
Post by: AlStar on June 28, 2024, 09:42:35 AM
Regarding using minerals as consumables for labs,

if it's a rarely used mineral that players have in excess, then adding it as a mandatory consumable for labs has little effect on the game. And if you have to think hard to give a reason for using the mineral, don't bother.
Ah, but if you're using it for research, suddenly you will not have it in excess, and finding sources of it will (potentially) become even more important than finding Corundium.
Title: Re: Conventional Start, slow research
Post by: gpt3 on June 28, 2024, 11:52:55 AM
I would not object, but as Steve noted it should be a lesser-used mineral and I can't think of one offhand that makes sense. For example Tritanium is a little-used mineral even if you go hard on missiles, but does it make any sense in lore to be used for research? I guess maybe mercassium would be okay, maybe at 0.1 tons per RP?

I think that you could definitely justify a "research mineral" in the lore.
All you need to do is to explain why the mineral is useful for research and why it can't be used in lieu of other materials for construction. For example:
Title: Re: Conventional Start, slow research
Post by: serger on June 28, 2024, 01:56:46 PM
The most disbelieving thing that can be easily fixed with diminishing returns is that the game currently incentivises endlessly switching between mega-projects: as much labs as it's possible to finish the most urgent project, then "flood" the next urgent one, and so on. It's hard, though, to feel this like a story. Home rules to save the story-telling are quite tedious to implement, because there are several factors (like retiring/dying senior researchers, for example) that are changing the sequences abruptly and it's just hard to track things on without making additional programmed tools.

The Limited Research Administration option made it a bit better, yet it's actually just a half-way stop.

I think the best possible mechanics (and still very simple) in this regard would be just to make every project having diminishing returns from the very start, regardless of if there's labs flooding or fundings flooding.

This will incentivise dividing labs between as much useful parallel projects as it's possible, barring real urgency, and then leave these projects to their natural paces - with both the best sence of historical process and the less micromanagement needed.
Title: Re: Conventional Start, slow research
Post by: AlStar on June 28, 2024, 02:08:19 PM
...like retiring/dying senior researchers, for example...
I'm not sure about the rest of your post, but setting your researchers to story characters will stop them from dying or retiring naturally.
Title: Re: Conventional Start, slow research
Post by: serger on June 28, 2024, 02:13:59 PM
I'm not sure about the rest of your post, but setting your researchers to story characters will stop them from dying or retiring naturally.

Not very much helping with story-telling intentions, unless it's very specific setting with immortal elites.
Title: Re: Conventional Start, slow research
Post by: AlStar on June 28, 2024, 02:48:48 PM
I'm not sure about the rest of your post, but setting your researchers to story characters will stop them from dying or retiring naturally.

Not very much helping with story-telling intentions, unless it's very specific setting with immortal elites.
*shrug* It just means that when you feel that the characters are old enough, you turn off the tag and they'll die/retire, or you can just remove them from the post at a time more convenient to your narrative.

Just because story-marked characters don't die/retire naturally doesn't mean you have to play a narrative where all your characters are immortal cyborgs or something.
Title: Re: Conventional Start, slow research
Post by: nuclearslurpee on June 28, 2024, 02:49:59 PM
The most disbelieving thing that can be easily fixed with diminishing returns is that the game currently incentivises endlessly switching between mega-projects: as much labs as it's possible to finish the most urgent project, then "flood" the next urgent one, and so on. It's hard, though, to feel this like a story. Home rules to save the story-telling are quite tedious to implement, because there are several factors (like retiring/dying senior researchers, for example) that are changing the sequences abruptly and it's just hard to track things on without making additional programmed tools.

The Limited Research Administration option made it a bit better, yet it's actually just a half-way stop.

I think the best possible mechanics (and still very simple) in this regard would be just to make every project having diminishing returns from the very start, regardless of if there's labs flooding or fundings flooding.

This will incentivise dividing labs between as much useful parallel projects as it's possible, barring real urgency, and then leave these projects to their natural paces - with both the best sence of historical process and the less micromanagement needed.

If I understand correctly, the suggestion by "diminishing returns" is that the more labs a project uses the fewer RPs each lab contributes to the project?

If so, I am not in favor of this idea. On one hand, I don't think this actually reflects how large scientific collaborations work at all, so I don't think there is a realism aspect to this. On the other hand, this creates an optimal gameplay path of using only very few labs per project and I don't think this is good for gameplay; forcing a single strategy to be optimal does not create interesting decisions for the player.

A better solution would be to have some amount of time when a new project starts or is resumed during which research efficiency ramps up to 100%. However, this would be complicated to implement and I don't think it is a problem as it currently is (not compared to the same situation for factories, at least). It is easy enough to fluff the first part of the RPs required as the early theoretical work, preliminary studies, etc. leading to the latter part of the RPs which represent the high-impact stuff that headlines a dozen publications in top journals, etc. I don't think we need a complicated model of research to represent what amounts to a different view of the process.

In my games I don't think of the RP numbers as research production, rather as funding allocated to projects by government grant agencies which happens to return the desired results after 5k or 10k or however much investment. It is not a complete, perfect reflection of the game mechanics but I think it works well enough.
Title: Re: Conventional Start, slow research
Post by: serger on June 28, 2024, 03:00:13 PM
*shrug* It just means that when you feel that the characters are old enough, you turn off the tag and they'll die/retire, or you can just remove them from the post at a time more convenient to your narrative.

Just because story-marked characters don't die/retire naturally doesn't mean you have to play a narrative where all your characters are immortal cyborgs or something.

You're suggesting to make another tedious-to-implement home rule to negate one of the factors that are making a game mechanics awkward.
Sure, it's possible to pile up one home rule onto another, you can even make some entirely another game by making enough of these home rule epicycles. I just think there are more efficient solutions.
Title: Re: Conventional Start, slow research
Post by: serger on June 28, 2024, 03:19:33 PM
If I understand correctly, the suggestion by "diminishing returns" is that the more labs a project uses the fewer RPs each lab contributes to the project?

Yep.

I don't think this actually reflects how large scientific collaborations work at all, so I don't think there is a realism aspect to this.

As far as I know it's actually exacly how large scientific, or engeneering, or nearly any other collaborations work.
To make the project in time, you need more funds, yet the more funds you are investing - the less efficiens they are. It's still profitable to make, because you need to make it first, or else it will be just a zero return.
(A bit of simplification, yet any game mechanics have to be a simplification too.)

On the other hand, this creates an optimal gameplay path of using only very few labs per project and I don't think this is good for gameplay; forcing a single strategy to be optimal does not create interesting decisions for the player.

Nope. Urgencies (and consequently the need to flood the project with resources) are inevitable in-game the same as in real life. It's just currently the mecanics makes the opposite: the obvious best R&D strategy is a sequence of urgencies + 1-lab projects to train researchers. Nothing like a real life at all, with too much micromanagement at the same time.

A better solution would be to have some amount of time when a new project starts or is resumed during which research efficiency ramps up to 100%. However, this would be complicated to implement

Not only harder to implement, but even more micromanagement-provocing.

In my games I don't think of the RP numbers as research production, rather as funding allocated to projects by government grant agencies which happens to return the desired results after 5k or 10k or however much investment. It is not a complete, perfect reflection of the game mechanics but I think it works well enough.

Again - it's completely possible to patch any game with your own imagination, if you can just rewrite what you see on the game UI with what you want.
It's just an absolutely universal (and so pointless) reply to any suggestion.
Title: Re: Conventional Start, slow research
Post by: Jorgen_CAB on June 28, 2024, 03:27:03 PM
Diminishing return of investment is clearly realistic as that is how things work in the real world. You generally have more of an S curve when it comes to funding research. You will get faster results up to a point and then diminishing returns in the investment.

If such a method was implemented it has to be in such a way you feel that investing more is worth it even if it is less efficient. Some project just are important timewise, more so than others. In times of peace and general stability you want to maximize the efficiency. For example the admin would be more of a soft cap rather than a hard cap. You gain full efficiency up to the cap and then diminishing return of you add more.

Now you have the option to hurry some specific technology but at higher cost and something else taking longer.
Title: Re: Conventional Start, slow research
Post by: AlStar on June 28, 2024, 03:32:00 PM
You're suggesting to make another tedious-to-implement home rule to negate one of the factors that are making a game mechanics awkward.
Sure, it's possible to pile up one home rule onto another, you can even make some entirely another game by making enough of these home rule epicycles. I just think there are more efficient solutions.
You specifically called out characters dying or retiring as being disruptive to your narrative process; so I pointed out how to stop your character from dying or retiring when you don't want them to.

You found that too be too "tedious" and/or "home rule" for your taste... but I don't see what the happy medium between these two points are? Either the characters last forever/until you remove them, or they die/retire when the game dictates - what's the third option?

Diminishing return of investment is clearly realistic as that is how things work in the real world. You generally have more of an S curve when it comes to funding research. You will get faster results up to a point and then diminishing returns in the investment.

If such a method was implemented it has to be in such a way you feel that investing more is worth it even if it is less efficient. Some project just are important timewise, more so than others. In times of peace and general stability you want to maximize the efficiency. For example the admin would be more of a soft cap rather than a hard cap. You gain full efficiency up to the cap and then diminishing return of you add more.

Now you have the option to hurry some specific technology but at higher cost and something else taking longer.

Now this is something that I could get behind - I like the idea that you could "overload" a scientist beyond their abilities for an extra push; although I'll admit I can't think of any time in my playthroughs where I specifically thought "if only I could finish this project a couple months faster, it'd really help" - generally the build times on warships are far enough out that your current fleet is mostly playing with the last generation's toys.
Title: Re: Conventional Start, slow research
Post by: Jorgen_CAB on June 28, 2024, 03:35:43 PM
Now this is something that I could get behind - I like the idea that you could "overload" a scientist beyond their abilities for an extra push; although I'll admit I can't think of any time in my playthroughs where I specifically thought "if only I could finish this project a couple months faster, I'd really help" - generally the build times on warships are far enough out that your current fleet is mostly playing with the last generation's toys.

In multi-faction games I can see this happening since competition and time is a much more important factor. Factions will be closer to each other and have allot more intelligence on each others scientific progress etc...
Title: Re: Conventional Start, slow research
Post by: Noriad on June 28, 2024, 11:23:18 PM
Diminished returns per lab is highly realistic.

First, you need to get your lab-workers up to speed before you can do any actual research. If you have 8 labs, you need to start 8x as many lab-workers on the job. If you have 1 lab, you only need to start 1 set of lab workers, and after that, they can simply continue until the research is done. So 1 lab will still take longer than 8 labs, but not 8 times as long.

Also, the bigger an organization, the more time and overhead is spent coordinating everybody.

Furthermore, discoveries are often made in sequence. Experiments take time. Once an experiment is finished, new insights are gained that are needed to design the next experiment. Experiments often take time that can't be sped up by going parallel. It's like how a woman can grow a baby in 9 months, but 9 women can't grow a baby in one month.
Title: Re: Conventional Start, slow research
Post by: serger on June 29, 2024, 02:09:57 AM
You specifically called out characters dying or retiring as being disruptive to your narrative process

Nope, never did it.
Researchers dying or retiring are disruptive to managing the project, not to the narrative itself.

In Aurora, R&D projects are dissolving immediately with the death/retirement of it's admin. It's the player who needs to keep track on every project and restore them in every case of admin death or retirement. Then it's an inevitable point were you slip and it's a narrative break, indeed. Yet not because the chars are dying, but because the R&D projects in Aurora are made as if they are always in emergency mode.

There is no such awkwardness with ships or production - ship crews do not forget their tasks in case of their commander death or retirement, planetary production don't stop in case of planetary admin death or retirement. It's specific to R&D projects in Aurora.
Title: Re: Conventional Start, slow research
Post by: serger on June 29, 2024, 06:32:11 AM
A small suggestion from inside the current real war:

Make ECM and ECCM techs affecting accuracy / fortification modifiers of the GF.

It became real, and more so - it became ubiquitous and obligatory. There's just no attack or strike any more without drone spotting and fire control here. EW is not anymore focused on air and naval operations, the ground forces became completely involved and dependent on the radio bands warfare.
Title: Re: Conventional Start, slow research
Post by: Marski on June 29, 2024, 02:02:35 PM
I also like to play slow starting always conventional but leaving all the other options as default when we speak about research speed.
Believe me, in the beginning you probably makes a lot of discovery because the low cost and that gives you the feeling of a fast game, but as long as you progress in the game, as long as you do not construct dozzillion of labs, the amount of researches slow down due to the increase cost and the need to reseach always new designs if you do not want be oblitered by aliens and keep your fleet in order.

Maybe Steve could reconsider the research cost in terms of wealth making it more expensive, thus avoiding the buildup of laboratories; in real life the tech research is a very expensive part of the budget expecially the basic one.

I'm always a proponent of using diminishing returns to automatically balance things. So I want to suggest something similar.

Research funding setting.
Basically you can set research funding (wealth cost of running labs) between for example 10% and 500% and it modifies your research speed acc to for example SQRT ([Research Funding %]/100)

This means you would get the following:

(https://i.imgur.com/MC09axY.jpeg)

If that is too steep impact the exponent can be changed to cube root or any other value that seems appropriate, but the main purpose is to allow you to easily scale down and up research funding as your wealth budget and priorities allows. Most player would probably want to run at higher research funding levels to speed up research so the wealth cost would naturally increase.

Another potential outside the box suggestion to make researching expensive is considering if running research facilities should consume any TN minerals in addition to wealth.
Old 4x space game called "Sword of the Stars" handled research very nicely; you selected research project, you allocated funds and it presented you estimated completion time. However the actual completion time varied and if you just poured money into it, it suffered a very realistic and close to real life fate; after initial burst the progress starts to rapidly slow down until eventually it will take longer than if you'd just given 20-40% of what you allocated in the first place.
Title: Re: Conventional Start, slow research
Post by: kks on June 29, 2024, 06:00:59 PM
A small suggestion from inside the current real war:

Make ECM and ECCM techs affecting accuracy / fortification modifiers of the GF.

It became real, and more so - it became ubiquitous and obligatory. There's just no attack or strike any more without drone spotting and fire control here. EW in not anymore focused on air and naval operations, the ground forces became completely involved and dependent on the radio bands warfare.

I think that should belong to the suggestion thread? It kind of looks off-topic in here.
Title: Re: Conventional Start, slow research
Post by: serger on June 30, 2024, 04:09:20 AM
I think that should belong to the suggestion thread? It kind of looks off-topic in here.

Ermm. This thread is in Suggestions subboard actually.
Title: Re: Conventional Start, slow research
Post by: kks on June 30, 2024, 07:18:10 AM
I think that should belong to the suggestion thread? It kind of looks off-topic in here.

Ermm. This thread is in Suggestions subboard actually.

Yes, I just thought it might get overlooked in this particular thread and has better visibility in the pinned thread "Suggestions for 2.x". As most posts here are discussion posts.
Title: Re: Conventional Start, slow research
Post by: MinuteMan on July 01, 2024, 10:42:56 AM
@steve

I like the ideas and discussions present already.

But I want to propose some new ideas. Maybe it can be a source of inspiration / other ideas.
To be honest, it's a larger change. And not fully defined.

Instead of having "general" research labs which are used for every field.
You could change it as follows:

* Introduction or research campus
** A research campus is one or more labs.
** A research campus is focused on a specific "field"
** A research campus can research techs not in it's field. But forgo's (or diminished) any research bonusses.
** A research campus can be "refocused" on another field. TN and wealth cost.
** A research campus is assigned a "research administrator", which determines upper research lab limit.
*** If the administrator is replaced with a lower cap, the research bonus is reduced and no new labs can be added.
** A research campus can be expanded with x labs.
*** Adding additional labs can have their own cost curve. Promoting the idea of possible multiple campuses.
** Ancient construct bonus applies to whole campus
* Researchers are assigned to "Research campuses"
** Multiple researchers can be assigned to a campus. If a campus has 10 labs, max 10 researchers.
** Each researcher can have an assigned tech to research.
** Research bonus is a combination of campus bonus + researcher bonus.
...

These suggestions do the following (game balance):
* A Wealth and TN minerals commitment to certain tech fields.
** So it becomes a conscious decision to go down a certain path.
** Same argument for "refocus" of campus. (Like retooling a shipyard)
* Protecting research colonies becomes even more important
* Losing a specific researcher with a large bonus is still hurtful, but possibly reduced by a good research campus admin.
* Slower to snowball in specific research fields without lacking in others. Currently you can move over all your labs between research fields / tasks.
* ...

Goal: Slowing down the research lab snowball we have assigned to a single research task. And being able to move labs to another research field in an instant.
Title: Re: Conventional Start, slow research
Post by: Froggiest1982 on July 01, 2024, 06:08:52 PM
...

I will start by quoting Nuclear on our previous discussion:

There is a piece of wisdom about research rates: since tech costs in Aurora scale exponentially (roughly 2^x), there will always be a 'wall' you hit after which advancing in tech is a very slow process. Changing the research rate speed only changes the point in the tech tree where that wall is hit. With the default 100% that wall might come at, say, solid AM tech level, while on 20% research the wall may be at MP Drive or Magnetic Fusion tech levels. However, there will be a wall either way, all the tech slider decides is what tech level the wall is at. If you want to play 100 years at NPE tech, then you can set research to 5% as long as you are comfortable with the implications RE: NPRs and spoilers.

The research will inevitably slow down at some point if you adhere to the admin cap, as there is only a limited amount of labs and RP that can be generated per year, even by the most gifted scientists. Additionally, this is a benefit that can only be enjoyed during the later years of their lives, making it a temporary bonus.

I think we should aim to distribute research evenly or at least gradually, with some key technologies being more expensive and others slightly less so as a direct consequence of initial efforts. Unfortunately, this would require the creation of several intermediary technologies, and the Aurora tech tree would need to be rebuilt from scratch, something Steve may need to outsource the design to a forum group or panel as it cannot be redone in-game during testing. You have this partially due to components, engine/power plants connection, and some other intertwined techs and branches. Perhaps it could be expanded? I seriously doubt he would consider it anyway, as the amount of work for little to no gain would likely not be worth the trouble. Also, the changes could involve several other part of the code, making it even more difficult to implement.

Regardless, I am happy that research is getting back on topic and the usage of TN resources is on the table. Personally, I agree incorporating minerals that have had less utility into the equation adds an enjoyable twist to our challenges without causing too much micromanagement! ;D

I would also support using wealth on a larger scale in the process. To elaborate, in a recent campaign's early stages, I have 48 million scientists generating 120 wealth per year per million. My research expenses during this period were approximately 8.5k. Essentially, the cost of my research labs and efforts to taxpayers was less than 3k ((48 * 120) - 8500).

Maybe it's just me, or perhaps my equation isn't correct, but it seems too inexpensive compared to how much R&D functions in the real world. Additionally, as Wealth generation technology advances, the impact of wealth on actual research efforts may become completely irrelevant, which is likely an overlooked side effect of the current wealth balance. I'm not suggesting we break the financial model, but if some are concerned about slowing down or unintended consequences from overly ambitious research, financing could be a solution, along with the already suggested mineral usage.

Finally, I would also welcome random events that could advance or degrade the project by a random percentage from time to time. This will make the research timeline even less predictable when combined with always possible unexpected deaths.

Just on a personal note, I have seen many great ideas, but please, while formulating them, bear in mind that everything still needs to function with the NPRs' AI as well, or we may encounter larger issues than expected.

Of course, Steve knows this better than we do.
Title: Re: Conventional Start, slow research
Post by: kks on July 02, 2024, 10:47:06 AM

I would also support using wealth on a larger scale in the process. To elaborate, in a recent campaign's early stages, I have 48 million scientists generating 120 wealth per year per million. My research expenses during this period were approximately 8.5k. Essentially, the cost of my research labs and efforts to taxpayers was less than 3k ((48 * 120) - 8500).

Maybe it's just me, or perhaps my equation isn't correct, but it seems too inexpensive compared to how much R&D functions in the real world. Additionally, as Wealth generation technology advances, the impact of wealth on actual research efforts may become completely irrelevant, which is likely an overlooked side effect of the current wealth balance. I'm not suggesting we break the financial model, but if some are concerned about slowing down or unintended consequences from overly ambitious research, financing could be a solution, along with the already suggested mineral usage.


As far as I know, in 2.x wealth is not generated simply by pops but by installations which "produce" something. I could not find which buildings this are, the mechanics post just says "TN installations". I was under the impressions that it are mostly mines, financial centres and factories which produces wealth.
I would be quite surprised if labs large carry most of their own expenses, as research for my empires is most often the biggest wealth expenditure, taking up to 50% of wealth.
Title: Re: Conventional Start, slow research
Post by: serger on July 02, 2024, 11:44:45 AM
As far as I know, in 2.x wealth is not generated simply by pops but by installations which "produce" something. I could not find which buildings this are, the mechanics post just says "TN installations". I was under the impressions that it are mostly mines, financial centres and factories which produces wealth.
I would be quite surprised if labs large carry most of their own expenses, as research for my empires is most often the biggest wealth expenditure, taking up to 50% of wealth.

That's what marked as TaxableWorkers in the DB:

(https://i.ibb.co/CJm2X8H/Taxed-Aurora.gif) (https://ibb.co/rbFsL0w)
Title: Re: Conventional Start, slow research
Post by: Froggiest1982 on July 03, 2024, 05:10:18 PM
That's what marked as TaxableWorkers in the DB:

Yeah, that's what I thought...

As far as I know, in 2.x wealth is not generated simply by pops but by installations which "produce" something. I could not find which buildings this are, the mechanics post just says "TN installations". I was under the impressions that it are mostly mines, financial centres and factories which produces wealth.
I would be quite surprised if labs large carry most of their own expenses, as research for my empires is most often the biggest wealth expenditure, taking up to 50% of wealth.

Off-Topic: show
Without delving too deeply into economic concepts, a balance sheet like Aurora hardly presents the true scale of the economy. For instance, scientists generate both income and expenses, which tend to balance out over time. This means that each time you add scientists, you're actually generating more income rather than increasing expenses, as I have already pointed out.

The same principle applies to financial centers, which represent a double benefit: tax revenues and wealth generation (though accounted for separately). I recall Steve needed to adjust the economy at the start of C#, and I wonder how much of that was due to the model's foundation not being clear (I'd say incorrect, but that wouldn't be fair).

It's a pity because all the elements are there: unemployment, trade goods shortages and surpluses, population, civilian companies, and resources. Creating an economic system should be fairly straightforward without needing to alter the code beyond adjusting values. You might just need to add a line or two to account for welfare, such as unemployment benefits.

Currently, wealth is treated as just another resource that you need to "farm" to achieve your goals. Need more wealth? Build more of this or that, regardless of whether factories are shut down producing nothing or terraforming installations have been idle for centuries.

Personally, given the highly logistical nature of the core system, it would be interesting to have the need to balance wealth along with resources.
Title: Re: Conventional Start, slow research
Post by: Eretzu on July 04, 2024, 01:50:40 AM
Seems like this thread got quite off-topic. :P

But to original question, I like to start with conventional empire, but then give myself the TN tech immediately. Then even with slow research speed settings you get to build things and industrialize.
Title: Re: Conventional Start, slow research
Post by: Gram123 on July 21, 2024, 09:45:21 AM
If you're comfortable with editing the DB, you can make conventional industry build able. I run my conventional games at 50% speed, limited administration, but turn on conventional industry.

NOTE: If you do this, you forego any ability to bug report and any errors or corrupted files you end up with are on you.

With that being said, it's very easy to download a DB editor and then you just need to change a couple numbers. I personally have them allowed and make them cost 15% of all their associated upgraded facilities' costs. Makes them less valuable but still useful until you research trans-newtonian tech. The upgraded facilities are 10x better and cost less around 8x as much this way. Still encourages development, but allows a long early game.

Any recommendation for a DB editor?
Title: Re: Conventional Start, slow research
Post by: Alsadius on July 21, 2024, 11:20:49 AM
Any recommendation for a DB editor?

DB Browser for SQLite has been very easy to work with, IMO. https://sqlitebrowser.org/dl/
Title: Re: Conventional Start, slow research
Post by: Jorgen_CAB on July 21, 2024, 01:39:21 PM
@steve

I like the ideas and discussions present already.

But I want to propose some new ideas. Maybe it can be a source of inspiration / other ideas.
To be honest, it's a larger change. And not fully defined.

Instead of having "general" research labs which are used for every field.
You could change it as follows:

* Introduction or research campus
** A research campus is one or more labs.
** A research campus is focused on a specific "field"
** A research campus can research techs not in it's field. But forgo's (or diminished) any research bonusses.
** A research campus can be "refocused" on another field. TN and wealth cost.
** A research campus is assigned a "research administrator", which determines upper research lab limit.
*** If the administrator is replaced with a lower cap, the research bonus is reduced and no new labs can be added.
** A research campus can be expanded with x labs.
*** Adding additional labs can have their own cost curve. Promoting the idea of possible multiple campuses.
** Ancient construct bonus applies to whole campus
* Researchers are assigned to "Research campuses"
** Multiple researchers can be assigned to a campus. If a campus has 10 labs, max 10 researchers.
** Each researcher can have an assigned tech to research.
** Research bonus is a combination of campus bonus + researcher bonus.
...

These suggestions do the following (game balance):
* A Wealth and TN minerals commitment to certain tech fields.
** So it becomes a conscious decision to go down a certain path.
** Same argument for "refocus" of campus. (Like retooling a shipyard)
* Protecting research colonies becomes even more important
* Losing a specific researcher with a large bonus is still hurtful, but possibly reduced by a good research campus admin.
* Slower to snowball in specific research fields without lacking in others. Currently you can move over all your labs between research fields / tasks.
* ...

Goal: Slowing down the research lab snowball we have assigned to a single research task. And being able to move labs to another research field in an instant.

These are some excellent ideas and sort of how i play they game. I usually don't allow changing labs from one field to another in an instant and only do some every year even if I wanted to switch many more.