Research cap at 1 per turn
Past mid game the techs aren't scaling enough to warrant further investment into research. I've tried slowing the research pace down in game settings, but I'm still hitting the 1 tech per turn cap pretty quickly.
Past mid game the techs aren't scaling enough to warrant further investment into research. I've tried slowing the research pace down in game settings, but I'm still hitting the 1 tech per turn cap pretty quickly.
You can refuse to build any research improvements.
That I understand slows it some.
Unfortunately, other than a mod or two, I believe Draver's mods have one, to slow the slow pace or increase cost not much you can do ATM.
Thank you for this feedback, Ive seen similar discussions elsewhere and will share it up
Yup, UP_MBC_TechPacingSlider changes how the Slow and Very Slow options on the Tech Pacing Slider works: instead of applying the malus at the colony level it applies it at the faction level. From what other players were saying, that seemed to be a lot more efficient at slowing down tech progression. If you give it a try, let us know if it helped!
The fact that you can only research a max of 1 tech per turn, no matter your research output, has been core to GC for as long as I remember.
Not sure I agree with it, as it has strange implications at times.
It does tend to normalize research as it prevents any one Civ from getting too far ahead. But it also sucks when you are playing the Civ that is the leading research producer.
IMO, where it really slows research down is in the Ship / Ship Component techs. (personally have felt like those tech branches could be stream-lined a bit as there are way too many and many times, with very neglible gain) (however, carrier tech needs to be advanced to, at least, battleships)
Not really sure the '1 tech per turn limit' is good or bad. It does feel strange at times, *especially* when it is virtually unlimited when trading tech via diplomacy.
Yup, UP_MBC_TechPacingSlider changes how the Slow and Very Slow options on the Tech Pacing Slider works: instead of applying the malus at the colony level it applies it at the faction level. From what other players were saying, that seemed to be a lot more efficient at slowing down tech progression. If you give it a try, let us know if it helped!
Oof. Yeah I just noticed it's another additive multiplier last night. That explains why it seemed to disappear after building my first research infrastructures. And also explains why the godlike AI basically ignored it.
Gotta make these multiplicative with the colony mods for them to work correctly.
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