Aurora 4x

New Players => The Academy => Topic started by: chrislocke2000 on March 21, 2011, 05:52:55 AM

Title: Researchers
Post by: chrislocke2000 on March 21, 2011, 05:52:55 AM
So I've just started a new 5.42 game, all looking good until I got to the research screent o discover I've been allocated a useless 2 scientists, one with a 10% bonus to sensors and the other with a 0% bonus in missiles. Not the best of start to say the least. So aside from building a pile of naval acadamies and praying to the gods of random roles for some new decent scientists to turn up sooner rather than later is there anything else I can be doing to help the research front?
Title: Re: Researchers
Post by: Brian Neumann on March 21, 2011, 06:14:31 AM
The only other thing you can do requires SM mode.  When SM mode is activated you will find a button on the commander screen (F4).  It is Replace all.  What it does is to delete all current officers and then run through the normall accrual of officers for an amount of years that you set.  If you set it to the default of 10 years you are still going to have five times as many officers.  This will include naval, ground, scientists and admin officers.

If you really want a huge pool to start with use the SM function to increase the number of academies you have before doing this and then reset them to what you actually had

Brian
Title: Re: Researchers
Post by: Five on March 21, 2011, 06:57:10 AM
Or in the SM mode in the Officer section hit the Add button and add the amount you want, it will be split between all the officer catagories.

-Five
Title: Re: Researchers
Post by: chrislocke2000 on March 21, 2011, 07:31:22 AM
Thanks, I was thinking more in line of any other non-cheat options and whether this is just a non starter of a game....
Title: Re: Researchers
Post by: Five on March 21, 2011, 08:02:09 AM
True you could think of it as a cheat, i use it more as a roleplay a bit. i would imagine the world...or country...has more then two major scientists in it. Not saying go crazy, but i would think 2 or even 10 would be low for the world...well depending on starting pop.

Just my opinion though.

-Five
Title: Re: Researchers
Post by: Giggle on March 21, 2011, 11:58:18 AM
Quote from: chrislocke2000 link=topic=3377. msg32419#msg32419 date=1300704775
one with a 10% bonus to sensors and the other with a 0% bonus in missiles

I trade 5 of my defense systems scientists for your sensor guy,  :D
What is great is that this kind of harsh begining have a strong influence on your fleets in ten years.

But 2 scientists at the begining is a bit low, I agree with Five, if you have a starting pop of 500 millions or +, it doesn't make much sense to have only two guys able to lead a scientific project. 
But how many Reasearch Lab do you have ? If your two guys are able to use all of them, then it's not an impossible begining to me.  I predict for your fleets slow and fragile long range missile cruisers  :D
Title: Re: Researchers
Post by: chrislocke2000 on March 21, 2011, 12:09:20 PM
It was a stock start with 500 mil pop and 20 labs which they can fully utilise so yes not the end of the world although I'm not spending any construction points on more labs at the moment.

I went for reasonable missile and engine tech to start with so thats where my fleets are going to be sat at for a while. Will keep going with it as I've already encountered one NPR next door to Sol and a rather great Alpha Centuri with three habital planets and a good pile of mins out the other side. Once my darn researchers have finished spending the next two years or so on getting me an expanded economy then I'm definitley going for an "active " approach to gathering more tech and labs. Will let you know how it turns out.
Title: Re: Researchers
Post by: Narmio on March 21, 2011, 10:01:39 PM
I haven't really experimented with this, but apparently building more military academies will increase the rate of new scientists appearing as well as officers.

Does anyone know whether building academies just for increased scientists is worthwhile?  Roughly how fast would it take to be worth it? I usually go at least ten or fifteen years into a game before I've got a bonused scientist for everything I want to do.  It can hold you back quite a ways.
Title: Re: Researchers
Post by: sloanjh on March 21, 2011, 10:24:23 PM
I haven't really experimented with this, but apparently building more military academies will increase the rate of new scientists appearing as well as officers.

Does anyone know whether building academies just for increased scientists is worthwhile?  Roughly how fast would it take to be worth it? I usually go at least ten or fifteen years into a game before I've got a bonused scientist for everything I want to do.  It can hold you back quite a ways.

Yes it's worthwhile.  I usually build ~5 academies in a conventional start.  I wrote a post a couple years back out keeping scientists in "training" with small projects - by they time I'm headed into WP in a conventional start (15-20 years in) I'm in the 45-60% bonus range for the top researcher in most fields.  (This with a 2billion start.)

Note that a 50% researcher works at 3x in his field.

John
Title: Re: Researchers
Post by: Shadow on March 21, 2011, 10:44:48 PM
Research tab says, "Research Bonus is x4 for Scientist Specialization". Are you mistaken or does the multiplier decrease once the bonus reaches the 50% mark?
Title: Re: Researchers
Post by: dooots on March 21, 2011, 10:48:03 PM
Each academy gives you 5 officers a year, what type of officer you get is random.
Title: Re: Researchers
Post by: Steve Walmsley on March 22, 2011, 06:45:15 AM
Research tab says, "Research Bonus is x4 for Scientist Specialization". Are you mistaken or does the multiplier decrease once the bonus reaches the 50% mark?

No, he means that because the 50% is x4, the scientist works at his normal 100% plus 200% bonus = 300% the normal research rate.

Steve
Title: Re: Researchers
Post by: sloanjh on March 22, 2011, 08:32:46 AM
No, he means that because the 50% is x4, the scientist works at his normal 100% plus 200% bonus = 300% the normal research rate.

Steve

Exactly.  Just trying to point out that the bonus builds up FAST for scientists working in their speciality in case anyone hadn't internalized it.

John
Title: Re: Researchers
Post by: Peter Rhodan on March 22, 2011, 07:29:07 PM
80% Industry on building more labs.... only 2 guys but 10 labs each!!!
Title: Re: Researchers
Post by: Erik L on March 22, 2011, 07:55:18 PM
Exactly.  Just trying to point out that the bonus builds up FAST for scientists working in their speciality in case anyone hadn't internalized it.

John

Don't forget to work some numbers. That 20%/20 lab researcher is better than the 30%/5 lab researcher in the same area of expertise.
Title: Re: Researchers
Post by: SakSak on March 23, 2011, 04:04:49 AM
Quote from: Erik Luken link=topic=3377. msg32540#msg32540 date=1300841718
Don't forget to work some numbers.  That 20%/20 lab researcher is better than the 30%/5 lab researcher in the same area of expertise.

Assuming there are enough free research labs available.
Title: Re: Researchers
Post by: Erik L on March 23, 2011, 05:25:27 AM
Assuming there are enough free research labs available.

For every 100pts of research base and 5 labs assigned, the 30%/5 lab generates 650 out of spec, and 1100 in spec. The 20%/20 generates 600pts out of spec, and 900 pts in spec. All you need is to add 2 more labs to the 20%/20 to exceed the output of the 30%/5 researcher.

Of course, the closer the bonus percentages are, the greater the disparity in lab capacity is needed along with sufficient labs to make it worthwhile.

Now, I am unsure of the exact mechanic on which stat gets increased when the researcher gains a bonus, but I've seen a lot more bonus percentage increases than lab capacity increases. To me it make sense to cultivate the high-capacity researchers and improve their bonuses, rather than hoping for a capacity boost.
Title: Re: Researchers
Post by: sloanjh on March 23, 2011, 08:40:34 AM
Now, I am unsure of the exact mechanic on which stat gets increased when the researcher gains a bonus, but I've seen a lot more bonus percentage increases than lab capacity increases. To me it make sense to cultivate the high-capacity researchers and improve their bonuses, rather than hoping for a capacity boost.

Hmmm, interesting thought.  I don't think I've played any non-conventional starts while cultivating researchers.  In the conventional starts, I usually don't get into a situation where lab saturation is causing me problems - I just put my extra labs onto the best researcher in my 2nd priority field.  It may be that a hi-tech start is different; more labs to start with and less time to grow good bonuses....

John
Title: Re: Researchers
Post by: voknaar on March 23, 2011, 03:41:14 PM
Don't forget to work some numbers. That 20%/20 lab researcher is better than the 30%/5 lab researcher in the same area of expertise.

Ahh mathmatics... how i failed you in highschool... Its ironic how I love games such as this and yet find doing any mathmatics harder than what you learn as a 10 year old!  :-[ At least my computer has a calculator so there is a god.