Mod Idea: Chemistry Lab

Yxklyx

King
Joined
May 7, 2008
Messages
869
I've been modding the game and I've moved the ships out of Chemistry to a new tech (Naval Science) - leaving Chemistry with only the workshop bonus. So, I'd like to beef up the tech somehow. I was thinking of a Laboratory (renaming the Computers Laboratory to Research Center), giving extra science - maybe extra production too. Should I increase the cost of the later techs to account for say a 25% increase in Science from a Laboratory? Has anyone tried something like this?
 
Trying out some numbers here...

If I were to add a new +25% science building at chemistry, it would increase a civ's science output by about 1/7 (14%).

I totaled the amount of research points needed for the space race after chemistry:

27 techs

military_science 2000
steel 2800
railroad 4500
combustion 3600
scientific method 2400
steam power 3200
assembly line 5000
communism 2800
physics 4000
biology 3600
electricity 4500
medicine 4500
artillery 4000
rocketry 5000
industrialism 6500
fission 5500
radio 6000
refrigeration 4000
satellites 6000
plastics 7000
computers 6500
composites 7500
ecology 5500
superconductors 6500
fiber optics 7500
genetics 7000
fusion 8000

135,400 total research

1/7 * 135400 = 19342 research

so the new lab would supply about 19K of research points. Does that sound right?

So, in order to keep technology pace about the same I'd need to add 19K worth of cost to these techs.

sound reasonable?
 
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