[MOD] tech overflow

Very cool mod. Anybody test it out to give feedback on change in tech rate?
 
Very cool mod. Anybody test it out to give feedback on change in tech rate?

I don't play a game without it. In vanilla it does increase tech speed. How much depends on your speed, for me quite significantly because I usually research techs in 3-4 turns mid-, late-game. The increase is primarily not due to beakers lost but due to running more scientists, though, because I micromanaged scientists before and therefore only had half or so scientists running in my cities.

If you play with a mod that lowers research speed, it's not so noticeable. The impact is (kind of) halved if it takes twice as long to research. But speed increase or no, it's far better than the alternative, and the speed increase actually favours the AI more than you because the human manages GS and RA much better and therefore the ratio of hard researched techs to free techs is much higher for the AI.
 
I downloaded a copy of the mod and altered it to just keep track of how many beakers were lost (without actually applying any overflow) just because I was curious to see how much beaker loss there is in vanilla.

These are the results partway through an ICS Prince/Large Map/Standard Speed game where I have done nearly no micromanagement of science:
Code:
 TechTrack: Research summary at end of human turn 249
 TechTrack: Player  1 (      Catherine) has generated 7,562 research and lost 375 (4.96%)
 TechTrack: Player  2 (      Wu Zetian) has generated 396 research and lost 14 (3.54%)
 TechTrack: Player  3 (       Darius I) has generated 5,826 research and lost 319 (5.48%)
 TechTrack: Player  4 (    Ramesses II) has generated 6,953 research and lost 376 (5.41%)
 TechTrack: Player  5 (     Washington) has generated 4,619 research and lost 200 (4.33%)
 TechTrack: Player  6 (       Hiawatha) has generated 21,011 research and lost 1,253 (5.96%)
 TechTrack: Player  7 (      Alexander) has generated 1,350 research and lost 59 (4.37%)
 TechTrack: Player  8 (Augustus Caesar) has generated 6,951 research and lost 299 (4.30%)
 TechTrack: Player  9 (      Elizabeth) has generated 5,868 research and lost 229 (3.90%)
 TechTrack: Player  0 (   Ramkhamhaeng) has generated 68,270 research and lost 8,780 (12.86%)
 TechTrack: TOTALS: All Major Civs combined have generated 128,806 research and lost 11,904 (9.24%)
Aside from the fact that I'm obviously playing at too low of a difficulty, the test has shown a steadily increasing amount of beaker loss from 4-5% in the early game to over 12% late-game (halfway through Modern Era) for me, and a pretty consistent loss of 3-6% for the AI civs who at this point range from late Medieval to early Industrial tech levels.
 
So how much would you increase tech costs by? 4% early and maybe 10% late? Probably as a gradual change, ignore the first tier of techs? Does that sound like it would even out or just be way too sloppy?
 
If I were going to increase tech costs to compensate for getting overflow I would probably do something like 4% Ancient/Classical, 6% Medieval, 8% Renaissance, 10% Industrial, 12% Modern/Future as a starting point and then adjust from there after further testing. But keep in mind I've only been looking at normal speed and middle difficulty; the overflow numbers might be different in other situations.
 
feel free to use/incorporate into whatever you want

cityviewaddin/ingameuiaddin/diplogameaddin, they all do the same thing as far as i can tell (does the contextptr stuff)

although there's a (minor) bug at the moment, with tech overflow being added to the AI when a game is on autoplay. the first Players[id] after the human player gets skipped. seems that on autoplay, the first Players[id] that is Alive() after the human id (0) never returns IsTurnActive() true. just need to get around to adding it through Events.SpecificCityInfoDirty
 
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