Author Topic: Conventional Start, slow research  (Read 8899 times)

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Offline Froggiest1982

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Re: Conventional Start, slow research
« Reply #45 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.
 
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Offline Eretzu

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Re: Conventional Start, slow research
« Reply #46 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.
 
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Offline Gram123

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Re: Conventional Start, slow research
« Reply #47 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?
 

Offline Alsadius

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Re: Conventional Start, slow research
« Reply #48 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/

Offline Jorgen_CAB

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Re: Conventional Start, slow research
« Reply #49 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.