All techs research cost doubled ?

Hi ! Playing TotA, I noticed that suddenly all techs research costs have doubled.
One turn earlier, researching "Research Academies" would have costed 900+, and now it's 1800+. And the same happened to all technologies.
I'm playing a custom race based on Altarians, on tough difficulty.
Does this work as designed ?
I haven't been playing for a long time, and I can't remember having seen that in earlier versions.
21,691 views 20 replies
Reply #1 Top
A lot of people have reported the same thing. Take a look at general or bug report and you can find a couple posts with a lot of replys.

It seems to impact all races and various map sizes as well.

It also looks like that the tech increase impacts the AI as well making tech progress extremely slow.

The result is that most wars are fought with small fleets of small ships unless you play on larger maps and allow enough time for research to eventually happen.

This is a bug. A simple 2 attack weapon should not take 20+ turns to research for the fasted researcher.
Reply #2 Top
Thanks for your reply.
I did not find the posts on this subject due to the poor search tools on this forum.
The link is here WWW Link
Reply #3 Top

Same here.  Playing Altarians, research costs are significantly increased suddenly.

Reply #4 Top

Why don't the devs fix this?  People have been complaining about it for a long time.

But then again, maybe it's not a bug, but a feature.  Game takes forever develop.

I suppose you could mod the thing.

Reply #5 Top

This isn't a bug actually, but a logical 'code' built into the system.  When your tech tree gets far enough down on one branch, the game then issues an 'equalizer' to stymie some of your reasearch by doubling the points needed.

If you spead around your research a lot, you suffer the most.  It takes the lowest cost research you have, and doubles from that number, so if you're heavily reasearching government or military techs and have left a lot of blue or green techs alone, then you won't be as bad off as if you were branching out and trying to equalize your techs.

Your lowest cost tech might be 12 turns this way, but if reaching down just one or two branches, your lowest may still be 1 or 4, thus not impacting you.  The AI suffers a lot with a few races who are coded to 'spread around' their research.

This should not have been added in ToA, but it was, for whatever reason some programer though it proper.

Reply #6 Top

So by ignoring a single low-level technology until you reach this 'threshold', you're in essence bypassing this so-called balancing feature? That may explain why I've never noticed it...

 

And you say that both the player and AI are affected.. and from what you said I understand that each civilizations research costs double based on their own low-cost technology rather than the player's? And if so, do all of these technology costs double at the same time, i.e. when the player reaches the threshold, or is it independent for each civilization? Does anybody know what this threshold is?

 

And if you know the answers to my questions, where in the hell do you find this information?

Thanks in advance

Reply #7 Top

Hm, are you sure that reserving a low-cost tech will mostly prevent tech cost-inflation?

Not sure if that fits with my experience on the issue.

 

What I found was, that there are some techs that are best researched early, like Planetary Invasion, and at least one weapon tech. This way I have those important thechs which would otherwise become extremely expensive.
However, researching to far into this tech trees will rise the costs for other techs pretty fast I think, so it's maybe best to wait a bit before going to far here.

Reply #8 Top

I agree with you that leaving a low cost tech is not helping. The cost of most (but not all!) techs increases by a factor of 2.7-3.3 after researching a certain number of techs. This happens in 2-3 steps. But after the 2.7-3.3 inflation, no further tech cost increase happens in my games in ToA 2.03. Maybe they changed the code somewhere along the line?

I also concur about Planetory Invasion. It becomes very time consuming otherwise. But the strange thing is that not all the techs seem to be affected by this tech inflation. The RED techs most definitely are, as are the defence and engine techs, but some of the yellow techs are only marginally affected. I think the tech inflation is not a bad feature, but there should be more documentation about it. And it hits the AI really hard, at least at bright and intelligent levels.

Reply #9 Top

I think I read somewhere on the forums that some techs (esp. "aggresive" ones) have a stronger influence on the tech inflation (or probably when it will happen).

 

While I somewhat understand what made them implement it, I do however think that it doesn't make a lot of sense the way it is implemented.

Reply #10 Top

The bad thing about how it works currently is that the races with a good base race ahead while others are left behind. Even at Intelligent.

Reply #11 Top

And it may lead to strange effects, as some races colonize like crazy, own half the universe, but not a single warship.

Eventually someone declares war on them and they surrender.

Reply #12 Top

If you run the tech rate on fast or very fast in the game setup, it will mitigate the effects of tech inflation.  With very fast tech, I can pretty much finish all the research I want to do before a game ends in a large universe with a hundred or so planets in my possesion.  As far as the AI, most of them build more research buildings than a human player would so they usually keep up, at least at the higher difficulty levels I usually play.  However, if something has changed from 2.02 to 2.03, I'll have to check that out.  I haven't had a chance to play a game all the way through with the latest version since I updated only recently.  In any case, I agree that tech inflation is too jumpy.  It probably needs to progress more smoothly and less intensely.  I've seen inflation approach 10x on weapons techs but haven't seen it much higher than 3x on the rest.

Reply #13 Top

I had read somewhere that 2.7x was the max tech inflation was the max that would happen, but that is simply not true. The other techs don't become that expensive, but the weapon techs really undergo hyper-inflation. In my last game as the Drengins at normal tech rate, the Doom Ray tech cost was 46000+!!! That is more than 5x infltion, and it was just the 3rd year. I don't know what would have happened had it dragged on intil the 6th or 8th year!

Reply #14 Top

It's true, 2,7x is the max, but for EACH STEP! :grin:

Reply #15 Top

Holy @#$%! 8C

And how on earth is it determined as to when a step will take place?

And who thought that this was a good idea to implement? :|

Reply #16 Top

@arunodayt:

I was just joking ;)

But this issue is a bit strange to me. Somewhere else in the forum I read that higher inflation may be caused by a glitch that should be resolved by a re-install. Not sure about that though, all information I could find regarding the issue seemed pretty vague.

You can try googleing for "tech inflation site:forums.galciv2.com"

Reply #17 Top

I have already done that and found the 2.7x figure, and also that the issue had been "fixed". No further clarification or information, though.

Maybe it isn't so bad after all? As long as the other techs suffer only small inflation, the increased weapons tech costs might even be helpful in ensuring that you have to put in a big amount of money for increased firepower. Hmm...this has left me slightly confused :hugme:

It could be because I play on medium sized maps. Maybe it is needed on Gigantic maps?

Reply #18 Top

In the games I play, by the time I get to the end of one of the weapons branches, I'm usually approaching 20k capacity in research spending (looking at domestic stats including bonus research and with spending and research sliders at 100%).  Even when inflation is maxed as far as I've seen, I can usually get an extremely expensive tech like Doom Ray in a turn or two.  I'm not even building labs on every planet, so as far as I can tell, inflation is not beyond reasonable for me.  I should point out that I always run very fast tech in the game setup.  Mainly, because I like to be able to finish research before the game ends, but it also reduces the effects of inflation.

Both the universe size and the number of planets you have are a consideration.  The more planets you have, the more research you can produce.  If you haven't noticed already, tech costs scale upward with map size.  So, it's possible to have slower research on a bigger map if you're not owning a lot more planets.

BTW, I looked at the numbers again, so far I haven't seen any techs except weapons go above 2.7x.  I've seen weapons go as high as 7.6x.  However, this is just within the first 3 years of a game.  Let me know if you see it go higher.

Reply #19 Top

Well, I can live with 7.6x :)

20000 research??? 8(|

Reply #20 Top

Funny coincidence - just yesterday I have been hit by a pretty severe increase in research cost.

I was still pretty early in the game and had just completed researching the first Miniaturization tech, when the costs for the remaining techs increased by a factor of roughly 2.5 max (Railgun IV went from ~850 to ~2100 in one turn).

Usually it doesn't seem to happen that fast for me. Or maybe I just don't pay enough attention?
This time I was focusing on one tree instead of spreading out, so I guess I reached the expensive techs were it will be more noticeable earlier than usual.

Anyway, can be a pain in the a**...