(This is a repost from 'poly)
The big problem with tech devaluation as it stands in 1.17 is it takes the time value of money principal and tosses it out on it's head.
For example, take two civs that each have $100 gpt to invest:
Civ #1 invests the $100 gpt on research to get a new advance. It takes 20 turns, so he spends $2,000. A the end of the he gets a tech advance. Lets say it's Chivalry (Knights, in other words!)
Civ #2 invests the $100 gpt into additional unit support and rush builds. Assuming he only gets an ROI of $1 (1%) per turn, at the end of 20 turns he has a minimum payback of $210.
If you consider that the Stock Market has a return of 5%, a more reasonable number may be in the range of $1,000!
So now Civ #1 can build knights. On a per-shield cost basis, the knight is roughly 85% better:
Code:
Horse Knight % Change
Base Attack 2 4 100%
Base Defense 1 3 200%
Shield Cost 40 70 75%
Win % vs Pike 17% 49%
Def % vs Hrse 21% 75%
Per 70 shields:
Win % vs Pike 30% 49% 65%
Def % vs Hrse 36% 75% 107%
Civ #2 already has an advantage - he's ahead by $210, and getting $20 gpt in payback on his earlier ROI. The real cost of buying the tech from civ #1 should be $2210. If Civ #1 doesn't sell, he can make up the difference, and the longer civ #2 goes without chivalry, the bigger that advantage gets.
So here's how I think tech should be valuated:
- When first discovered, the cost of the tech should be 110% of the research cost (reflecting the time value of money)
- For each civ that knows a tech, the cost should go down by 1% per turn. So after knowing the tech for one turn, the cost is 109%. If after 10 turns (back to 100%), it is sold, the next turn it would be 98% (since two civs know it). The floor would still be 1/(civs you have contact with that know it).
- If you have partially researched a tech the cost should scale proportionatly
Cheers,
Shawn