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Old February 6th, 2003, 01:31 AM
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Default Some meaningless stats

If a player had to research all the technology in a unmodded, non-racial game by himself with no help from anybody (such as trades, tech discoveries, etc.), he would be required to generate the following research points:

32,862,500 in a low cost tech game.
77,000,000 in a medium cost tech game.
121,137,500 in a high cost tech game.

Of course there is a problem. How could a player research anything without at least Applied Research1 which is worth 100,000 if one extrapolates backward from the values given to Research2 and Research3.

In those terms, it's value may approach infinity.

However, if anyone knows of a use for these useless stats, I would be interested in hearing what it is.
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Old February 6th, 2003, 02:15 AM
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Default Re: Some meaningless stats

Well, it's sort of useful as a rough mesure of the amount of extra time required by the higher difficulty settings, although most of the cost is probably in the high-level techs.

I don't think you should include the techs that are included even if you set it to Low starting tech, though, since that never happens. It probably makes little difference, though. I think there might be a minimum research generation, though, so in theory if you modded the tech areas file so applied research 1 wasn't given at the start, it would still be eventually possible...

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Old February 6th, 2003, 02:23 AM
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Default Re: Some meaningless stats

There is no minimum research generation. Mod out the research facilitie, and you get 0 research per turn. Look at Puke's Junkyard Mod for an example of this.
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Old February 6th, 2003, 02:27 AM
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Default Re: Some meaningless stats

Good to know.
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Old February 6th, 2003, 02:44 AM
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Default Re: Some meaningless stats

Quote:
Originally posted by PvK:
Well, it's sort of useful as a rough mesure of the amount of extra time required by the higher difficulty settings, although most of the cost is probably in the high-level techs.

I don't think you should include the techs that are included even if you set it to Low starting tech, though, since that never happens. It probably makes little difference, though. I think there might be a minimum research generation, though, so in theory if you modded the tech areas file so applied research 1 wasn't given at the start, it would still be eventually possible...

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Say no more...(tbontob puts on his thinking cap)

1,167,500 is what the value of the starting tech should be. So just deduct it from the values given above.
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