I implore you to read through the OP by Uranium - 235. He has many points that I may not be able to express in my offshoot post.
Source of OP.
https://forums.galciv2.com/308604
I figured another post on the topic of Research speeds/rates would be appropriate as the following didn't seem to fit within the confines of the OP topic of discussion of tech trading.
During my deployment, I'm going to work on a tech tree mod that will simply make the 'costs' of them astronomical. I despise the current tech speeds - on Very Slow, even on a very average (immense) galaxy, by the halfway point I'm getting new techs in two or three turns - I'd like to be forced to use a tech BEFORE it's obsolete. As it is right now, I build a fleet of little crappy ships to protect myself, and then I'm building Dreadnoughts with Doom Rays and BHEs on them.
As it is, weapon and defense techs are fundamentally flawed. It usually plays out like this:
Laser I - 10 weeks
Laser II - 6 weeks
Laser III - 6 weeks
Laser IV - 7 weeks
Laser V - 7 weeks
Plasma I - 12 weeks
Plasma II - 7 weeks
Plasma III - 7 weeks
etc. This is logically absurd. I have no motivation to EVER use an inferior tech as it'll take longer to BUILD the ship then it will to simply research a new level, thus making it instantly obsolete.
It should be something along the lines of:
Laser I - 10 weeks
Laser II - 18 weeks
Laser III - 25 weeks
Laser IV - 31 weeks
Laser V - 37 weeks
Plasma I - 51 weeks
Plasma II - 64 weeks
Plasma III - 76 weeks
I simply used 10 as the base for Laser, and for every level, did +10, with a 10% reduction in the overall cost. For the leap to Plasma, I used +20. These are entirely arbitrary, but reflect the progression technology should have, rather than the linear crappy curve it DOES have. For Phasors, I could use +30. The idea is that it becomes easier to refine a technology once you know it, so the curve slackens a little, but the jump to a new technology is a little intimidating.
Phasors I - 104 weeks
Phasors II - 132 weeks
Phasors III - 160 weeks
Phasors IV - 172 weeks
Technically it should be an even more robust curve, so that even WITH upgrading research labs, the costs of them never drop to anything short of 'really long'. This is what I think the problem with the current tech tree is - you upgrade one level of research labs, suddenly older technologies are terribly easy to get, they're almost free. And find a +700% planet with rings on it, dump a bunch of labs on it, and suddenly I'm getting vital technologies in a week. Lame. Such a planet should give an advantage, sure, but not the slippery slope 'i win' slide it is now.
The problem is, it comes down to a matter of what level of research is 'appropriate'. Frankly, it should be a 1:1 ratio. Lasers and Xeno labs, Plasma and Research Academies, Phasors and... whatever is after Research Academies....
I dislike with a passion the research snowball effect in Large+ maps. It's even more noticeable in the new TA immense size maps.
The only moments I have experienced where "Very Slow" Research speed feels right on large+ maps would be during the colony rush and initial buildup phase...when your empire's research isn't the white hot stallion it will soon aspire to be...
Imo, that the "Research Speed Option" should
scale with map size. And if possible # of habitable planets, and so on. The farther up the tech tree, the more expensive techs should get, even more so than what is currently implemented on "Very Slow."
As another poster (Scintor) mentioned in the very same thread:The problem here is that research...is optimized for small maps and larger maps are just an add on.
If another research speed was added, such as a "Mega slow" or "Petrified Snail" would you be happy?
If research costs scaled according to map size and research speed would you be happy?