Modifying Great Scientist tech bulbing

You can also muck around with it in game by adding or removing buildings with a GreatScientistBeakerModifier.
 
Okay... so I see this...

<BaseBeakersTurnsToCount>8</BaseBeakersTurnsToCount>

... for great scientist.

How does it translate into research points. It must be modified somehow... population? Era? Gamespeed? Is there a formula?

Thank-you.

PS Why I need this... my scenario has far fewer techs than normal, so the effect of a great scientist bulb can be fairly dramatic. I need to tone it down a bit I think.
 
My understanding is that it 'gathers' the science accumulated over the last X turns and uses that to determine how many science points to give, but I'm not sure how the multiplier if any works. So I think you'd want a lower number than '8'.

Other than <ResearchPercent> I didn't see anything in Game Speeds that jumped out at me as being a modifer for science. But that's a game-wide multiplier for how much research is required for each tech.
 
Great Scientist bulbing gives you beakers equal to the amount you have generated in the last N turns, where N is whatever <BaseBeakersTurnsToCount> is.

So if you lower <BaseBeakersTurnsToCount> then you get less beakers off of a bulb.
 
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