Tech rate penalty for number of cities

Noodz

Warlord
Joined
Jan 30, 2012
Messages
138
Is there a formula for this? I know that the more cities you have, the harder it gets to research new techs. However, i never saw a way to calculate it. Any word from Leo?
 
Up to and including 10 cities, no penalty. Each city after your 10th, penalties apply.

At least that is how it was in RFC, not sure if Leoreth altered it for DoC.
 
i read somewhere on the forum that it was 8 cities in DoC
I've argued before that the threshold should be lower (8 or even 6 works), but the slope should be less steep. The result is that:

(1) It will be less easy to abuse the threshold by having exactly 10 megacities, with a civ such as China or Rome;

(2) Domination players (>25 cities) don't have to suffer absurd late game tech rate penalties (but of course, the penalty is still there, just less) and rely entirely on Espionage.

In general I feel that would diversify gameplay for many civs, if not all.
 
rely entirely on Espionage.

I think that the amount of EP you need to steal a tech depends on your beaker cost for that tech, and that espionage is thus equally as bad as research when having a huge empire.
 
I think that the amount of EP you need to steal a tech depends on your beaker cost for that tech, and that espionage is thus equally as bad as research when having a huge empire.
True, but you get various discounts in Espionage missions due to factors like Open Borders, Espionage Points Spent, Stationary Spy, etc. which you don't have with Research. And there is Lubyanka.

Actually the only drawback of late game Espionage is the "Spy returns to capital after mission" mechanic which is really stupid, unrealistic, and annoying. It makes it better for you to delete Spies after mission and rebuild them in your border cities instead (before you have Airports, anyway). I see other mods which have abolished this mechanism (Spies stay where they were after mission is finished). I suggest we abolish it for DoC as well.
 
True, but you get various discounts in Espionage missions due to factors like Open Borders, Espionage Points Spent, Stationary Spy, etc. which you don't have with Research. And there is Lubyanka.

Yes, that and the fact that espionage buildings yield lots of espionage (+18:espionage: +75%:espionage:), makes espionage really useful for large empires.

Actually the only drawback of late game Espionage is the "Spy returns to capital after mission" mechanic which is really stupid, unrealistic, and annoying. It makes it better for you to delete Spies after mission and rebuild them in your border cities instead (before you have Airports, anyway). I see other mods which have abolished this mechanism (Spies stay where they were after mission is finished). I suggest we abolish it for DoC as well.

I agree, or return to closest city. Super-spies would be great addition to DoC.
 
A quick question: Does the same penalty apply for the AI?

I've argued before that the threshold should be lower (8 or even 6 works), but the slope should be less steep. The result is that:

(1) It will be less easy to abuse the threshold by having exactly 10 megacities, with a civ such as China or Rome;

(2) Domination players (>25 cities) don't have to suffer absurd late game tech rate penalties (but of course, the penalty is still there, just less) and rely entirely on Espionage.

In general I feel that would diversify gameplay for many civs, if not all.

And IMHO, I fell that it's worst drawback is it discourages historical colonial empires. Why settle Australia and Africa/conquer India as the British when you can get 3 cities in England, 3 in Lousiana, Tenochtitlan and Yax, 1 in N Brazil and Rio de la Plata?
 
The greatest problem with it is that it's in the DLL and all my attempts to compile the thingy with freeware result in failure.
 
I've argued before that the threshold should be lower (8 or even 6 works), but the slope should be less steep. The result is that:

(1) It will be less easy to abuse the threshold by having exactly 10 megacities, with a civ such as China or Rome;

(2) Domination players (>25 cities) don't have to suffer absurd late game tech rate penalties (but of course, the penalty is still there, just less) and rely entirely on Espionage.

In general I feel that would diversify gameplay for many civs, if not all.

As far as I understand the "vision" that rhyes had behind this rule, it was to make domination much harder, so I am not sure I agree with your 2nd point.

However I do agree that the megacities approach is just circumventing the mechanics; perhaps going by a mix of population and land would be more appropriate.
 
As far as I understand the "vision" that rhyes had behind this rule, it was to make domination much harder,

10 cities is a bit too early for that, however. I'd change it to 15 or something.
 
I think the tech penalty should kick in much earlier, perhaps even with the second city, for the following reasons:

1) There are already plenty of incentives to expand without an increase research rate. You get increased wealth generation and production, as well as control of more resources.

2) This would increase the challenge for human players at the point where the game most often becomes boring -- the point where as, say, England, India, China or Russia, you have several well-developed cities in resource-rich locations and, with the current system, not only have good production but are easily out-teching everyone.

3) It would align civs' tech rates more closely with their average, rather than total, beaker production. This would better reflect human history, in which small, wealthy and highly urbanised regions such as Renaissance Italy, ancient Greece and the medieval and early modern Netherlands have tended to be more technologically innovative than there larger, more populous, but less urbanised neighbours.

4) It would avoid any arbitrary cut off point beyond which the human player is reluctant to build additional cities. Even if the penalty were applied earlier, at six or eight cities, as IOSI suggested, that would have a significant effect on many human players.
 
This would better reflect human history, in which small, wealthy and highly urbanised regions such as Renaissance Italy, ancient Greece and the medieval and early modern Netherlands have tended to be more technologically innovative than there larger, more populous, but less urbanised neighbours.
On the other hand, British Empire and Second French Colonial Empire.

I think the tech penalty should kick in much earlier, perhaps even with the second city
And keeping it at 10%? This would massively trim the human player's research rate.
 
I think the tech penalty should kick in much earlier, perhaps even with the second city, for the following reasons:

1) There are already plenty of incentives to expand without an increase research rate. You get increased wealth generation and production, as well as control of more resources.

2) This would increase the challenge for human players at the point where the game most often becomes boring -- the point where as, say, England, India, China or Russia, you have several well-developed cities in resource-rich locations and, with the current system, not only have good production but are easily out-teching everyone.

Have you tried playing Emperor?
 
Maybe the tech penalty should depend on total population, not number of cities. This wouldn't address the urbanization issue mentioned by Bickerstaff, but it would avoid the arbitrary cutoff problem.

Regardless, the number of cities penalty wasn't to punish large empires: it was to stop them from becoming invincible, so the Netherlands is as advanced as Russia, not necessarily more advanced. In other words, the tech penalty is to counteract the advantage of having a bigger empire, so more cities isn't better or worse.
 
I think the tech penalty should kick in much earlier, perhaps even with the second city, for the following reasons:

1) There are already plenty of incentives to expand without an increase research rate. You get increased wealth generation and production, as well as control of more resources.

2) This would increase the challenge for human players at the point where the game most often becomes boring -- the point where as, say, England, India, China or Russia, you have several well-developed cities in resource-rich locations and, with the current system, not only have good production but are easily out-teching everyone.

3) It would align civs' tech rates more closely with their average, rather than total, beaker production. This would better reflect human history, in which small, wealthy and highly urbanised regions such as Renaissance Italy, ancient Greece and the medieval and early modern Netherlands have tended to be more technologically innovative than there larger, more populous, but less urbanised neighbours.

4) It would avoid any arbitrary cut off point beyond which the human player is reluctant to build additional cities. Even if the penalty were applied earlier, at six or eight cities, as IOSI suggested, that would have a significant effect on many human players.

This, with penalties applying on a gentle curve. Small empires become more, not less competitive. Large empires become more competitive relative to 10-city ones, however. At the same time, on any kind of enlongated geometric curve, astronomically large empires with many poor cities would still be in difficult technical straits. (Super-Russia, etc.)

As an aside, if one were to peg it to population, wouldn't the highly ahistorical "a lot of cities with one good tile and a scientist" situation be strangely competitive?
 
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