A new thought on research...

Adam7Eight

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I've been sloshing around a few ideas in my head about this whole epic game length and fast research problem and I've come up with a new proposal (even if it hasn't been thought through well enough :p ), so try to stick with me. Instead of changing around a bunch of percentages and making guestimations, wouldn't it be possible to introduce a research rate cap ala Civ3?

Here's the idea (the numbers are just examples): Say we start a new epic game and every Civ is limited to a research cap of 40%. In other words, you wouldn't be able to put your research above that percentage, no matter what. So then with the building of say, 5 total libraries, the rate cap could increase 20% up to 60%... then x number of universities would raise the cap another 20%, and so on with research labs, or whatever late game research buildings there are now in Civ4. Either way, research could be maxed out at 100% once a certain number of every scientific building has been built.

I think it would be better to leave these buildings as buildings and not turn them into any types of wonders. In a way, increasing the rate cap would be like building the Forbidden Palace after having so many courthouses. You would have to build so many of each scientific building in order to increase the research cap.

I'm starting to think of more as I'm writing this. Will this have an impact on city specialists? I wouldn't think so. A cap rate is a cap rate, so perhaps if a Civ is generating a few more beakers than another civ... instead of it taking 40 turns to discover Masonry it might only take them 38. I don't see a problem this could impose directly onto city specialists so this paragraph is probably irrelevant. :rolleyes:

It's possible, since libraries can be constructed fairly quickly into the game, that it, along with a few other scientific buildings could be pushed back a little further into the game. We wouldn't want Civs having a cap rate as high as 80% half way through the tech tree, you know.

I don't know, it may be more work than I'm asking for, but it's just a new suggestion I thought I'd throw out there. Any thoughts?
 
Just being devils advocate here....

But with a cap on the % of research spend, is it still fair to be making 28394823498234 gold a turn then because you have no choice but to be making that much? (Culture spending exempt from that example)
 
Could probably be compensated for, I like the idea of building X amount of libraries/universaties breaks a type of threshold for research. Perhaps instead, up the costs of each level of research (So the cap would be the equal amount of spending at 100%), and then make the X amount of library threshold up the cap *AND* give a research-cost bonus that lowers the cost appropriately?
 
Increase the cost of military support to compensate for the lower research rate. Although there is nothing wrong with having extra gold as all empires like to hoard...
 
southafrica said:
Increase the cost of military support to compensate for the lower research rate. Although there is nothing wrong with having extra gold as all empires like to hoard...
Giving all civs a ton of gold will ensure when someone DOES finish a tech everyone will buy it, making it so that everyone is always the same tech level.
 
Vael said:
Giving all civs a ton of gold will ensure when someone DOES finish a tech everyone will buy it, making it so that everyone is always the same tech level.

That's why I play with no tech trading. I'm so glad we now have the option to turn that crap off. :D
 
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