It is now only gamespeeds option choice that change the ratio between hammer and beaker costs now, Joe gave me a clear signal to change that, so I'll look into it in the next couple of days.Well according to some messages, the balance between production and research is very seriously off in some setting combos.
About a year ago we experimented on adding a dampening effect between the research modifiers from difficulty and map size so that gamespeed would dominate the resulting tech costs. The problem we didn't think about when we tried this out was that this would change the ratio between hammer and beaker cost a lot, because we never added a similar dampening effect for the hammer modifiers from handicap and map size.
The Idea was that instead of a purely multiplicative method where all modifiers are equally strong:
Tech cost = base tech cost (5) * Map size (1.8) * difficulty (2.2) * gamespeed (10) = 5 * 1.8 * 2.2 * 10 = 198
we could dampen the effect from map size and difficulty by changing it to be cumulative like this:
Tech cost = base tech cost (5) * [Map size (1.8) + difficulty (2.2) - 1] * gamespeed (10) = 5 * 3 * 10 = 150
The experiment was interesting even though it proved to complicate things more than it was worth. It was reverted back to purely multiplicative formula in the dll some SVN versions ago, so now it is only the XML values defined for gamespeed that skew the ratio between hammer and beaker costs.
Edit: Deity and Nightmare apparently change the ratio between hammer and beaker cost when compared to all other difficulties. I will change this in my next commit.
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