Been doing alot of testing on various places with changing technology speed, specifically these places:
ResearchPercent in Gamespeeds
ResearchPercent in Eras
Cost in Technologies
I decided that safest way to know what I was doing was setting ResearchPercent to 100% everywhere, so that Technologies Cost would be the only real factor changing things.
The main problem I'm having is that if the Technology Cost is too high, then it wraps around into a negative number which makes the technology researchable in one turn.
The real weird problem I'm having though, is that even with Era's ResearchPercent static, I'm getting total costs of the techs changing over time. So for instance, I can start a new game, see that every technology in the tree doesn't have a negative number, but at some point later suddenly the tech prices have changed to the point where they wrap around.
Does anyone have any clue how the final Research costs are calculated? is there another variable I've not taken into account somewhere?
Here is what I'm using right now after modding it slightly since in Renaissance a multiplier of 20 would cause it to wrap around, while in a new game it seemed fine.
ResearchPercent in Gamespeeds
ResearchPercent in Eras
Cost in Technologies
I decided that safest way to know what I was doing was setting ResearchPercent to 100% everywhere, so that Technologies Cost would be the only real factor changing things.
The main problem I'm having is that if the Technology Cost is too high, then it wraps around into a negative number which makes the technology researchable in one turn.
The real weird problem I'm having though, is that even with Era's ResearchPercent static, I'm getting total costs of the techs changing over time. So for instance, I can start a new game, see that every technology in the tree doesn't have a negative number, but at some point later suddenly the tech prices have changed to the point where they wrap around.
Does anyone have any clue how the final Research costs are calculated? is there another variable I've not taken into account somewhere?
Here is what I'm using right now after modding it slightly since in Renaissance a multiplier of 20 would cause it to wrap around, while in a new game it seemed fine.
UPDATE Eras SET ResearchAgreementCost = 10*ResearchAgreementCost, ResearchPercent = 100;
UPDATE Gamespeeds SET TrainPercent=67, BuildPercent=100, ConstructPercent=100, ResearchPercent=100, CulturePercent = CulturePercent * 2;
UPDATE Technologies
SET Cost = 2*Cost
WHERE Era = "ERA_ANCIENT";
UPDATE Technologies
SET Cost = 4*Cost
WHERE Era = "ERA_CLASSICAL";
UPDATE Technologies
SET Cost = 10*Cost
WHERE Era = "ERA_MEDIEVAL";
UPDATE Technologies
SET Cost = 12*Cost
WHERE Era = "ERA_RENAISSANCE";
UPDATE Technologies
SET Cost = 16*Cost
WHERE Era = "ERA_INDUSTRIAL";
UPDATE Technologies
SET Cost = 16*Cost
WHERE Era = "ERA_MODERN";
UPDATE Technologies
SET Cost = 16*Cost
WHERE Era = "ERA_FUTURE";