Not quite 10x higher I hope Thunder. If friendly tech reduction is capped at -75% cost you only need to do 4 or 5x.
If you go 10x you might also benefit from rearranging the tech tree so that there are "lines" you can follow and have no need to get all technologies until reaching far later Eras.
And as we all know that won't happen as part of C2C is built on tech dependancy and needing as many as possible to advance further, thus having the need to get technologies faster instead.
But, one gets to thinking, what about those who might be unfortunate enough to sit on their own little island somewhere, who do not get in touch/contact with other civs until someone gets the first oceangoing ships. Would they effectively be at 1/4 the technologies that the group of 8 Civs on that huge continent are?
If so then technology seeping down to those, once contact has been established, might need to be drastically increased. They'll still be a hundred years behind as they'd need to expand (they are most assuredly a much smaller empire), build buildings (where they get many techs fast they'll take a long time to catch up to contemporaries that have had a few thousand years to build on these technologies), while simultaneously needing to build the newer units required to explore the newly opened up world and fight the new enemies that potentially have emerged.
I still think a diminishing return would be a good idea to implement on research rates for larger empires. Even if not considering that it's realistic I still think it's a good idea.
Right now Larger (basically) always wins. Higher production, higher growth rate, unit support, (costs but also income, which in early games is negligible but in later games gets to a staggering difference due to size matters), culture (well, culture matters little still, should have a bigger impact?), and of course Science.
Of those several have a staggering effect, meaning 1+1 city does not =2 cities worth but more, potentially up to and beyond =3. This due to Trade Routes increasing and in all cities. (in one still early game I have 17 cites and 25% of the output is from Trade Routes alone, making the production act as 23 cities)
Somehow diminishing the effect on in a diminishing return (so it's still increased with more cities, just not as much) will help keep the playing field more level and reduce the chances of one actor (AI or player) rushing away too far too fast and, for some, ruining the game experience.
It's easy to set up certain criteria that increase the output again by reducing the effect of the diminishing return. Mainly things like increased or better communication methods, reduced travel times (road technologies could play a major role in this reduction), information conservation (books, libraries), and of course information sharing alá the Internet.
This would also serve to keep technology advancing slower in the early ages and facilitate the Modern wave in technology that we are still riding as diminishing returns might be all but gone by then BUT everyone would share in it as they have contact (as with Tech Diffusing and the RI friendly tech transfer mentioned).
As for realism just consider how breakdowns in communications have hampered joint efforts in tech advancing over the ages. 10 people working on the same thing with no communication between each other are bound to repeat and recreate each others steps to reach the same goal or even different goals, making their combined work maybe reach 25, certainly not the 100 one would expect.
There's a reason areas and cities were considered the apex of a civilization as where the wise flocked progress was made. Most (if not all) other cities were basically only supplying production, food, manpower, and so on, while technological progress were mostly limited to this single city or area in the empire.
With time and better tech (roads, communication, storage,and so on) more areas in a nation could be science havens, thus the use of reducing diminishing returns.
Oh, well, enough from me.
Cheers
If you go 10x you might also benefit from rearranging the tech tree so that there are "lines" you can follow and have no need to get all technologies until reaching far later Eras.
Spoiler :
(As in not needing all Prehistoric until some Classical require the last of them, or all Ancient until some Medieval require the last of them, or not needing all at all, some technologies not being Dead Ends but Alternate means to get to the same end, for instance EITHER Camel Dom OR Equine Dom OR Elephant Dom to get Animal Riding where now you have to go with Equine even if you have no horses)
And as we all know that won't happen as part of C2C is built on tech dependancy and needing as many as possible to advance further, thus having the need to get technologies faster instead.
But, one gets to thinking, what about those who might be unfortunate enough to sit on their own little island somewhere, who do not get in touch/contact with other civs until someone gets the first oceangoing ships. Would they effectively be at 1/4 the technologies that the group of 8 Civs on that huge continent are?
If so then technology seeping down to those, once contact has been established, might need to be drastically increased. They'll still be a hundred years behind as they'd need to expand (they are most assuredly a much smaller empire), build buildings (where they get many techs fast they'll take a long time to catch up to contemporaries that have had a few thousand years to build on these technologies), while simultaneously needing to build the newer units required to explore the newly opened up world and fight the new enemies that potentially have emerged.
I still think a diminishing return would be a good idea to implement on research rates for larger empires. Even if not considering that it's realistic I still think it's a good idea.
Right now Larger (basically) always wins. Higher production, higher growth rate, unit support, (costs but also income, which in early games is negligible but in later games gets to a staggering difference due to size matters), culture (well, culture matters little still, should have a bigger impact?), and of course Science.
Of those several have a staggering effect, meaning 1+1 city does not =2 cities worth but more, potentially up to and beyond =3. This due to Trade Routes increasing and in all cities. (in one still early game I have 17 cites and 25% of the output is from Trade Routes alone, making the production act as 23 cities)
Somehow diminishing the effect on in a diminishing return (so it's still increased with more cities, just not as much) will help keep the playing field more level and reduce the chances of one actor (AI or player) rushing away too far too fast and, for some, ruining the game experience.
It's easy to set up certain criteria that increase the output again by reducing the effect of the diminishing return. Mainly things like increased or better communication methods, reduced travel times (road technologies could play a major role in this reduction), information conservation (books, libraries), and of course information sharing alá the Internet.
This would also serve to keep technology advancing slower in the early ages and facilitate the Modern wave in technology that we are still riding as diminishing returns might be all but gone by then BUT everyone would share in it as they have contact (as with Tech Diffusing and the RI friendly tech transfer mentioned).
As for realism just consider how breakdowns in communications have hampered joint efforts in tech advancing over the ages. 10 people working on the same thing with no communication between each other are bound to repeat and recreate each others steps to reach the same goal or even different goals, making their combined work maybe reach 25, certainly not the 100 one would expect.
There's a reason areas and cities were considered the apex of a civilization as where the wise flocked progress was made. Most (if not all) other cities were basically only supplying production, food, manpower, and so on, while technological progress were mostly limited to this single city or area in the empire.
With time and better tech (roads, communication, storage,and so on) more areas in a nation could be science havens, thus the use of reducing diminishing returns.
Oh, well, enough from me.
Cheers