Zero Gravity Construction Now 60 Turns?

Something gone wrong

Playing as the Terrans and have noticed an absurd jump in researching the Zero Gravity Construction tech.  In my current game with a decent amount of research centres built and all the other techs taking what seem like normal amounts of turns, Zero Gravity seems to have been broken in the update. 

Anyone else?

30,366 views 12 replies
Reply #1 Top

No, it is quite deliberate, though I am sure it is going to be tweaked further.  Quite a few tech were radically increased in base cost, presumably as both a brake on rapid tech expansion and as encouragement to build more research plants.  Before 1.2 there was little reason to build many research facilities, at least compared to GC II.  Presumably this is being done to force players to spend more time on research. After all, the way to get those tech quicker us to build more research plants.

Orbitial Manufacturing and Large Hull Construction also got massive increases in tech cost.  Probably many others as well.

Reply #2 Top

This is absurd. Large Hull costs 37 turns, while the last techs in age of war doesn't even cost that much.

Reply #3 Top

I suspect you'll find the other two DO cost a lot more once you reach them, actually... but yes, the changes are being reviewed, not least because the AI cannot cope with these costs presently and may spend several hundred turns attempting to pick up ZGC.

Reply #4 Top

I have to admit I like the new system.  I play games on very slow and that, combined with the change, forces me to build more small and medium warships than I ever would otherwise.  It also, as Buck said, meant that I had to specialize a whole lot of research worlds, which I never did before.  One strategy for these very expensive techs: survey anomalies.  The 25% research boost and the Unexpected genius instant finish mean that I usually get the tech long before the turns it would take to finish it.

Reply #5 Top

I like the new system better too.  All of us generally try to get large hulls as soon as possible and this helps put the brakes on.  Once you're over the hump, the techs downstream get easier to research.

There are other key techs that cost much more as well.  I think it makes it more interesting.

:) 

Reply #7 Top

I have read through the posts and I can see the value of the higher hull build costs.  That said, the communication around the somewhat massive shift in research costs wasn't highlighted anywhere.  For a regular casual player, revisiting the change after the 1.2 update felt like a total bug.  I'm going to hunt for the release notes to see if I skipped over it. 

In my most recent game the Dregin had medium hulls within the first 100 turns and when I went to match them, my cost was 60 turns to research the same thing.  Hence, my thinking it was a dev error.  Thanks for the feedback on this thread too - GalCiv has a great community. 

Reply #8 Top

Quoting BuckGodot, reply 1

No, it is quite deliberate, though I am sure it is going to be tweaked further.  Quite a few tech were radically increased in base cost, presumably as both a brake on rapid tech expansion and as encouragement to build more research plants.  Before 1.2 there was little reason to build many research facilities, at least compared to GC II.  Presumably this is being done to force players to spend more time on research. After all, the way to get those tech quicker us to build more research plants.

Orbitial Manufacturing and Large Hull Construction also got massive increases in tech cost.  Probably many others as well.

I did a mod with the tech costs aimed for more balanced play on insane maps with 1.25x/1.75x/3x/10x base costs and find it also forces the ai to build a little more tall & be less schizophrenic  simply because things are more likely to finish even if by accident

Reply #9 Top

I also noticed this in my latest game. Fact is: Some AI races do have this in turn 120 or so. I play on gifted, which means the AI tends to pick on me early, and to even the odds I had to pay a minor race an arm and a leg (i.e. all my techs plus all my money) to get it. But now its payback time. While I find medium hulls to be a key technology, and I like one has to work to get it, I still think the costs should be turned down again somewhat.

Reply #10 Top

I've played a bit more, and I start to think these "balances" may be gamebreaking. Its turn 200 now, and I'm still flying around with stingers, that's my most advanced weapon. I couldn't affort the 30 terms to research harpoons or anything else, and I basically have to mob up the galaxy with extremely primitive ships. 4 Missle attack, 48 shields, because the defense costs haven't been increased.

I can see that certain key technologies should be a little more expensive, but right now I find the game is becoming unbalanced regarding research time. This is also a problem for the AI, because if it chooses to research a particular technology, it won't get any new technologies for 30-40 terms, and in this way its technological development can easily get stuck.

Reply #11 Top

I would love the dev team to post something about the recent balance pass on the research trees with their view on the matter.  STS80 has a great point about the defensive techs still being the same - I've seen a similar approach to the AI building ships and getting stuck on single techs. 

I started a new game with the Terran's and focused on several specialized research planets to the exclusion of production and the economy, moved the governer slider almost entirely to research and even with that, I found the medium hull price at about 35 turns.  I totally understand the change, but feel the pendulum has swung too far the other way.  A post from the devs would be helpful at this point (I think). 

 

 

Reply #12 Top

JTS80, this change will force you to specialize more planets solely to research to reduce the time. On insane maps I usually only need 2 or 3 full dedicated research planets. Now I a have 6 or 7 and it really helps. Also with a reduced amount of planets in the total pool suddenly I found I also had to look at my economy since the cost seems to have gone up as well. 

 

We need to increase maintenance costs on everything and more so on medium and 2x on large and 8x on HUGE. This change would also require the ai to change to both more research and more economy.  This has a cascade effect of forcing diplomacy and trade to cope with high empire maintenance. 

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