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Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
Posted: Wed Apr 29, 2009 7:39 pm Post subject: Tech cost idea
Say, I think it was Suicide Junkie who came up with this idea, but I think it's pretty cool and I'd like to see it in a mod... might even go along with the research breakthrough idea! Anyway, here goes...
What if each technology's first level cost a lot to research, but then the cost returned to the normal progression afterward? Almost as if every tech had its own theoretical prerequisite, but it still gave you the first level? Sorta like in Dark Nova with the ship construction tech? The formula is simple:
Then if you have a tech with a "base cost" of 10K, the first level costs 100K, but the rest cost 20K, 30K, 40K, etc.
When technology trading/sharing is banned, and breakthroughs are in place, this will further encourage diversity of empires' research... ooh, especially if there were to be fewer theoretical prerequisites! Go for the sure thing of the DUC's which cost 50K for level 1, or try to get wave motion guns right away, even though the first level might cost 800K points - but you COULD get lucky! That's no space station - it's a spreadsheet! Back to top
This is a great idea, ekolis! This is so great that I've even bothered myself to check whether or not it works in SE5 - sadly, it looks like it doesn't. The only workaround I see could be manage by multiplying the tech cost by 10 and then setting an event that would multiply a turn's tech progress change by 10 unless it's the 1st tech level. Back to top
I tried it in Formulas.txt and its modified versions in TechAreas.txt - it doesn't work for me in both files. The cost is somehow always 0.
Edit: It works! As you've probably notified I'm hard to force into surrender and it's paid off again My formulas (as Ekolis' one) lacked a simple "_" in Base_Cost. With it included it works great! It's even save-compatible! There are still so many simple ways SE5 can be improved... Back to top
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