Tech speed in 1.1

Is it just me, or...

... it's became WAY WAY too fast ? 0_o

I took a rather good start, with many very good planets (difficulty normal, I know, I know ), but still...
I had the tech put as "slow" in the galaxy settings, and despite that I've always half of the tech requiring less than 3 turns to research, and many of them only 1.
I'm barely with the version 2 of research building (the one just after the basic research center you get with xeno science or whatever it's named), and I'm discovering the first military tech twice a turn 0_o

I'll stop this game, restart another, and select "very slow" tech speed, but normally I should do that to get a slow game, not a normal-paced one...

Perhaps a BIG toning down of the tech speed is in order ?
19,066 views 16 replies
Reply #1 Top
I second that. In my opinion, tech speed is much too fast as it is now. I've been using the very slow setting for a time now, and that's barely slow enough for my taste.

Please add either even slower research speeds, or rebalance the existing ones so that very slow is at most half as fast as it is now.
Reply #2 Top
Thirded. And I'd like to suggest to add an extremely slow tech speed (just like Civ 4 did) which should take at least the double of time needed for "very slow".
Reply #3 Top
Well... glad it's not just me. I noticed that too through all the 1.1 betas. It was starting to become battle of the gods in long games.
Reply #4 Top
Yep tech development is really fast. Which is bad in long games, as you get unfocused and choose stupid techs. Just because the research screen pops up too often I play on very slow too, but it does not seem that slow.
Reply #5 Top
I guess I'll have to mod this speed out, and slow down the tech by two or three.

But well, do anyone know where this is found in the config files ?
Reply #6 Top
after some looking it seems that the values for each of the choices (at least for techrate) is stored in the executable.

I am not 100% without opening galciv2 in a debugger though and if it is in there then you would have to change the code rather than edit a data file; not TOO hard if you know what your doing, or have access to the source code.

Since Stardock isn't some crummy release a game and walk away company and the fact that they actualy listen to their customers, perhapse a dev will come across this thread and change it. They did say that they planed to increase the modability of the game in 1.2 and this may well be one of those things that will be modable once 1.2 is complete.

I myself have been playing on normal tech speed and am very tempted to try a slower speed. On the other hand I am still trying to get the hang of certain things so I am still usualy playing against normal or 1 up from normal AIs.

btw: I searched for the key string technologyrate in ALL files and it only comes up in screens.str and GalCiv2.exe and based on what I saw in GalCiv2.exe is why I think it's hard coded, not that I spent more time than I did typing up this post mind you.
Reply #7 Top
I think the tech speed is much to high too.

However I don't think you can change this rate by an factor 2 or 3 without greatly disbalancing the races. As slower the tech rate is as more imported the bonus +x% research will be. On the opposite way as long as the espionage system is so simple, who will spend 50 turns to develop a new tech, if it is stolen within 10 turns ?
Reply #8 Top
As slower the tech rate is as more imported the bonus +x% research will be.

No, that's not true. A bonus of x% stays the same regardless of the tech costs as it is applied on the research output, not the tech costs.

Your remark regarding espionage is more important, but I don't find tech theft to be that easy and frequent that it will be a problem.
Reply #9 Top
Are you all that are in favor of slowing the tech speed, trading techs?

Curiousity is killing the Kat.

W/R
Suralle Straykat
Kat Lord @ Large
Reply #10 Top
I'm not. I always disable tech trading. That does slow the AI down quite a bit, but they still tech up pretty fast.
Reply #11 Top
Are you all that are in favor of slowing the tech speed, trading techs?

Sometimes yes, sometimes no. Tech advance is fast both ways.
Reply #12 Top
No, that's not true. A bonus of x% stays the same regardless of the tech costs as it is applied on the research output, not the tech costs.

I think what he meant was that, as tech takes longer to discover, bonus to research translate in a larger absolute number of turns where you can benefit from these tech (if you take 20 turns to find a tech, a 10 % bonus means two turns where you have the edge, while if you need only 2 turns to discover a tech, a 10 % bonus to research would be perceivable only once every ten tech).
Are you all that are in favor of slowing the tech speed, trading techs?

I'm sorry, what does this sentence mean ?
Reply #14 Top
I think what he meant was that, as tech takes longer to discover, bonus to research translate in a larger absolute number of turns where you can benefit from these tech

Yes, but research times would have to be insanely high to really make a difference. There are a lot of other factors like tech trading which have larger influence.

Personally, I'd like an ability to assign custom techspeed multipliers.

Agreed!
Reply #15 Top
it would be really interesting if the Government itself choose the tech to research all you can do is throw money into it but your civs finally have a real voice. They dictate what they want and when. Some techs you will naturally want but what if your civs don't want it. It could cost you your popularity. I can see the vote screen come up or something to that effect. Sorta like with the Stem Cell issues in our own society Alot of folks are for it and vote one way while others don't want it and vote the other way. Either way society determines what is given a green light or not. Sure your Scientist can envision Nano Rippers Tech coming but aren't allowed to get the funding for it. Sure Huge ships make life easier but your Civs are saying nah Medium Ships is all we want to spend our money on. Of course if your attacked they would be keener on learning a newer defense or attack Tech as a response.

Perhaps making the Tech Tree spending broken down into Categories with something like 1000BC per Tech to research. You would then have to save up the money and drop it at once to advance a week/month whatever. Certain techs would cost more and as for the Tech Trading stuff unless you have already researched the preliminary Techs You cannot use the Latest techs traded/stolen. This would alleviate the broken Tech Tree thingy I've heard mention of.
( I generally turn off tech trading these past few games)

Hmm voices now that would be a cool mod come to think of it. Instead of dialog real voices... wonder how that could be done.
Reply #16 Top
You could probably slow it down enough by editing the TechTree.XML file, and changing the cost value.
Multiplying them by 3 or 4 should slow things down quite a bit.