quote:
Originally posted by Talenn:
Lintman:
I've been toying with the idea of changing the number of RPs that Research Centers generate too. Out of curiousity, what change did you make (up or down?) and why?
I bumped the numbers up to 700/800/900 (I think - but it might have been 800/900/1000 - I changed it to match the mineral facil output) for research levels I/II/III.
I bumped it up because when I applied the patch during my current game, I lost 20% of my total research points due to the computer facils becoming non-cumulative, and also some techs had skyrocketed (more than tripled) in cost. I started my game at low tech, and wanted to see the whole tech tree. I already had a huge empire going with 40-50 planets, and I was barely managing to get 200K RP's/turn post-patch. It seemed that at my current rate, the game would be over (the AI players were way behind) long before I got to the coolest techs.
I don't know if I'll keep the points at this higher level, but it does seem to me that in a low-tech start, you'll never get up to those highest techs in a game with the research points set at 500/600/700.
There's just so many techs to get and not enough research points to get them. What I'd really like to see is the amount of research points doubled, but only if you spread your points among several fields. I.e.: if you research 3-4 techs at once in different areas, you'd get a big bonus percentage that you'd lose if you put all your research into one area. That way, it would encourage wide coverage of more tech areas (instead of narrowly following just one branch at a time), while allowing decent progress to be made in all the areas.