Weapon RP costs analysis

Warning: Charts and math ahead

This chart shows the total research points invested to get to the technology required for each damage level of weapon.

Ignoring the weapon size differences for a moment, there are a some oddities to notice.

  1. The research cost for guns is extrordinarily high; to purchase a Damage-4 Spike driver costs 33,575 RP; that is twice the research cost of a Damage-4 Phaser-IV (16,725 RP). By the time I research Guns-5 (Spike Driver-IV) for 49,875 RP, I could have researched Damage-22 Doom Rays for 50,025 RP.
  2. The beam-6 weapons costs much more than the beam-7, beam-8, and beam-12 weapons.
  3. There is no beam weapon around Beam-15, but there is a technology called Subspace Anihilator.

Factoring in the size of weapons is a bit trickier. Straight multiplication by the size of the componant gives the following, which still shows guns as too expensive to buy:

Edit: Changed formula to RP/(size*sizemod) as recommended below, to include differences in sizemod.

Excel Weapon research spreadsheet

46,331 views 22 replies
Reply #1 Top
Those are some nice charts and all that you've made, but let me ask you this:

What do you think of the actual gameplay?

Unless you can tell me how this is having a negative effect upon the game experience, I don't see what the problem is.

Regardless of that, though, you very well can't reach a real conclusion until you factor in all the factors; the cost to build the weapons on a ship, sizemods, the nano-ripper, psionic weapons, as well as how all of it compares to the same characteristics of the defenses...

You've got a good start here, though. If you care to continue making all these graphs and such, you'll at least end up with a very thorough reference that a lot of people would find very useful.
Reply #2 Top
Nice work!

However I would expect the research cost to attain a certain weapon damage to be monotonically increasing, but your graph does not show this. That is the cost to research a level 3 weapon is the research cost to get a level 1 weapon, plus the additional cost to research from level 1 to level 2, plus the additional cost to research from level 2 to level 3. Because to get to level 3, you need to get to levels 1 and 2 first. So the graph should show the cumulative costs, not the incremental costs.

It seems that you have shown the incremental costs to go from one level to the next. Which is useful in and of itself.
Reply #3 Top
That is a bit strange.

I wonder how it would stack up against the defenses for each type, though. If Armor is also the most expensive defense to invest in, it might not be so unbalanced.
Reply #4 Top
What do you think of the actual gameplay?

Unless you can tell me how this is having a negative effect upon the game experience, I don't see what the problem is.

That's why there's a warning at the top of this thread about charts and math. Here's a quote from above that refers to gameplay:
By the time I research Guns-5 (Spike Driver-IV) for 49,875 RP, I could have researched Damage-22 Doom Rays for 50,025 RP.
Seems like the extra 17 points of damage per weapon trounces any difference in the cost of armor vs shields.

About running totals:

It seems that you have shown the incremental costs to go from one level to the next.
Check your TechTree.xml file; these are running totals, not the cost of individual techs, or differences between them. The numbers, as noted in the chart, are total research points to achieve the appropriate technology. Individual tech costs look like this:

DisplayNameCostCategoryRequires
Phasors II1600BeamPhasors
Subspace Annihilator5200BeamSubspace Blaster
Subspace Blaster6000BeamDisruptors III
Disruptors III3500BeamDisruptors II
Disruptors II3200BeamDisruptors
Phasors VII2400BeamPhasors VI
Beam Weapon Theory100BeamSpace Weapons
Phasors V2100BeamPhasors IV
Phasors IV2000BeamPhasors III
Doom Ray9000BeamSubspace Annihilator
Psionic Beam900BeamPhasors
Disruptors4000BeamPhasors VII
Phasors2000BeamPlasma Weapons III
Plasma Weapons III800BeamPlasma Weapons II
Plasma Weapons II700BeamPlasma Weapons
Plasma Weapons1000BeamLaser V
Laser V500BeamLaser IV
Laser IV400BeamLaser III
Laser III350BeamLaser II
Laser II200BeamLaser
Laser75BeamBeam Weapon theory
Phasors III1800BeamPhasors II
Phasors VI2200BeamPhasors V
Advanced Troop Mod500InvasionSpace Marines
Tidal Disruption600InvasionPlanetary Bombardment
Shock Troops500InvasionAdvanced Troop Mods
Supreme Planetary Defense6000InvasionAdv. Planetary Defense
Adv. Planetary Defense2000InvasionPlanetary Defense
Planetary Defense300InvasionPlanetary Invasion
Space Marines400InvasionPlanetary Bombardment
Planetary Bombardment600InvasionPlanetary Invasion
Planetary Invasion900InvasionSpace Militarization
Singularity Driver IV1000MDSingularity Driver III
HD Spike Driver III5300MDHD Spike Driver II
HD Spike Driver II5200MDHD Spike Driver
HD Spike Driver5000MDQuantum Driver III
Quantum Driver III4400MDQuantum Driver II
Quantum Driver II4200MDQuantum Driver
Quantum Driver4000MDGraviton Driver IV
Psionic Shredder1000MDGraviton Driver III
Graviton Driver IV2600MDGraviton Driver III
Graviton Driver III2500MDGraviton Driver II
HD Spike Driver IV5800MDHD Spike Driver III
Graviton Driver2000MDSingularity Driver IV
Neutrino Bullets8000MDHD Spike Driver IV
Singularity Driver III800MDSingularity Driver II
Singularity Driver II900MDSingularity Driver
Singularity Driver1200MDMass Drivers III
Mass Drivers III1000MDMass Drivers II
Mass Drivers II800MDMass Drivers
Mass Drivers500MDMiniBalls II
MiniBalls II100MDMiniBalls
MiniBalls75MDMass Driver Theory
Mass Driver Theory100MDSpace Weapons
Graviton Driver II2400MDGraviton Driver
Black Hole Gun8000MDNeutrino Bullets
Space Militarization50MilitaryGalactic Warfare
Galactic Warfare25MilitaryNone
Space Weapons150MilitarySpace Militarization
Positronic Torp II8000MissilePositronic Torp
Stinger III400MissileStinger II
Missile Weapon Theory100MissileSpace Weapons
Stinger II300MissileStinger
Stinger150MissileMissile Weapon Theory
Anti-Matter Torp II5200MissileAnti-Matter Torp
Anti-Matter Torp III5400MissileAnti-Matter Torp II
Quantum Torp6000MissileAnti-Matter Torp III
Quantum Torp II6200MissileQuantum Torp
Quantum Torp III6800MissileQuantum Torp II
Positronic Torp7000MissileQuantum Torp III
Photonic Torpedo1600MissileHarpoon III
Stinger IV800MissileStinger III
Photon Torpedo II2800MissilePhoton Torpedo
Anti-Matter Torp5000MissilePhoton Torpedo III
Photonic Torpedo II1200MissilePhotonic Torpedo
Photon Torpedo III3000MissilePhoton Torpedo II
Psionic Missile600MissileHarpoon III
Harpoon III900MissileHarpoon II
Harpoon II800MissileHarpoon
Harpoon1200MissileStinger IV
Black Hole Eruptor9000MissilePositronic Torp II
Photon Torpedo2400MissilePhotonic Torpedo II
Starbase Conquest Strategy4500StarbaseStarbaseDomination
Starbase Defenses500StarbaseSpace Weapons
Superior Starbase Defense Systems3500StarbaseStarbaseProjection
Starbase Projection2500StarbaseStarbaseMobilization
Starbase Mobilization1500StarbaseStarbaseMilitarization
Reply #5 Top
All of which just proves what I already knew - Mass drivers are teh sux0r. Takes too long to go up the tech tree and they're too large once you have them. A fighter with 5 railguns could have had 6 or 7 lasers.

The missiles are kind of a shock. It looks like if you go any higher than photon torpedoes, their cost suddenly skyrockets. Which does match my experience. It takes a hell of a long time to go from photon torps to antimatter torps.

And it looks like black hole missiles cost 50% more RP than doom ray?

Think I'll stick with beams from now on.
Reply #6 Top
These are very nice maps and charts, but you also have to consider the ingame cost. Lets say your enmies have very good shield tech. Well you are going to have to reearch and use some other wapon type. It really doesnt matter much. The whole piont is not how fast you research them it is the applicability of the weapon, how effective it will be in battle. however these are very helpful charts. But in all it seems irrelivant how many turns it will take to research that weapons branch. It all depends on what the needs of the empire are.
Reply #7 Top
i don't see why the weapons should be balanced against each other. railguns are expensive to research, but they have the best damage to size ratio, and they're also the least expensive to put on your ships. it makes sense it'd be the most expensive to research.

but i'm not here to defend mass drivers. i use the weapons that are best suited for the situation i'm in. a weapon's balance isn't in a vacuum, but also must be compared to appropriate defenses, their size/absorbtion/cost/research ratios. and ultimately, the best weapon is the one your enemies can't defend against.

i think you'll need a 9-dimensional graph and that doesn't even factor in the sizemod values.

still, an interesting pair of graphs.
Reply #8 Top
Factoring in the size of weapons is a bit trickier. Straight multiplication by the size of the componant gives the following, which still shows guns as too expensive to buy:


why did you multiply? you should be dividing damage by size to come up with a ratio. i'd use dmg/(size*sizemod) for the most generically accurate value.
Reply #9 Top
Ok, second chart updated to be RP/(size*sizemod); hit refresh to see the changes.

Including such size info shows Gun-9 to come down and be more in line with the other weapons. Gun-4 and Gun-5 are still out there on price/performance. It might be possible to bring them into a more competetive role by removing several redundant 'sleightly smaller/cheaper' versions of the same damage level.

Beam-6 (Subspace Blaster) also remains as an anomaly. Considering it's cost and placement in the tech tree, it would be more appropriate for that weapon to do 10 damage instead of only 6. It would have to be sleightly bigger to fit in neatly.

And it looks like black hole missiles cost 50% more RP than doom ray?

BeamsCostMissilesCost
Beam weapon theory100Missile weapon theory100
Laser75Stinger150
Laser II200Stinger II300
Laser III350Stinger III400
Laser IV400Stinger IV800
Laser V500Harpoon1200
Plasma Weapons1000Harpoon II800
Plasma Weapons II700Harpoon III900
Plasma Weapons III800Photonic Torpedo1600
Phasors2000Photonic Torpedo II1200
Phasors II1600Photon Torpedo2400
Phasors III1800Photon Torpedo II2800
Phasors IV2000Photon Torpedo III3000
Phasors V2100Anti-Matter Torpedo5000
Phasors VI2200Anti-Matter Torpedo II5200
Phasors VII2400Anti-Matter Torpedo III5400
Disruptors4000Quantum Torpedo6000
Disruptors II3200Quantum Torpedo II6200
Disruptors III3500Quantum Torpedo III6800
Subspace Blaster6000Positronic Torpedo7000
Subspace Annihilator5200Positronic Torpedo II8000
Doom Ray9000Black Hole Eruptor9000
Total49125Total74250
Reply #11 Top
Thanks

railguns are expensive to research, but they have the best damage to size ratio, and they're also the least expensive to put on your ships.

If the AI were unfortunate enough to decide to research guns, it would fall behind in military tech. Once it hits Guns-3 (Graviton Drivers), it will be stuck there for a long time. Meanwhile, the player can go from Beam-3 (Phasors) up to Beam-4, Beam-5, Beam-7, and finally Beam-8 (Disruptors III) before the AI can get to Guns-4. By then it would be too late, the war would be raging, the player on to the Beam-22 doom rays before long, and the AI would still be struggling to get to Gun-5.

Has anyone been attacked by an AI ship with a high Gun-attack rating?

Reply #12 Top
What about defence techs? If the cost/effectiveness ratio of a weapon matched that of its defence counterpart, there isnt a problem. (For instance, if Beams are cheap attack techs, and Shields are cheap defense techs, they balance eachother out.)
If not, it looks like its more cost-effective to go the beam route.
Reply #13 Top
I like the techs to have quirks in their research and attack size ratings.

I research and use what the AI doesn't. It varys game to game. But the new impact of version 1.2 combat makes defense more important.

Larger ships , even with module sizes being different, have an advantage that by stacking weapons they have a larger attack factor that can destroy or damage any one undefended ship per round. While if they have enough defense they can become almost invulnerable to other smaller ships because their combined attack factor cannot penetrate their shields.

I like seeing 0's on the combat display.

The chart does not take into account the advantages of big ship firepower/defense nor does it take into account the fact that the AI often researches both the attack and matching defense trees at the same time.

If mass drivers are not AI researched you can cut through their fleets like butter.

Just had a recent game where the AI had beams and sheilded ships and I concentrted on mass drivers and shields.

Nice chart though, it has potential as a greta reference.

Reply #14 Top
Just had a recent game where the AI had beams and sheilded ships and I concentrted on mass drivers and shields.
How far up the mass driver tree did you end up researching by the end of the game? And what beam weapons did they have at the time?

My guess is that it got hard about the time those Graviton-equipped Gun-9 heavy fighters and Gun-12 Mediums started attacking planets guarded by Phaser-equipped Beam-20 to Beam-25 defenders.

Reply #15 Top
To teh end of the line of the mass driver tree although most of the game I was using the atk 9 weapons.

I had conquered 2 civs first when the other AIs starting declaring war two at a time on me. They were using battleships and frigates using combined 40-60 attack points per ship, plus 20-40 in shields that were virtually useless against my shields. I think then were using atk 8 or so weapons.

The final two civilizations actually improved their designs to mass drivers to counter my shielded ships but they stayed wwith shields. I had to generate a new generation of ships with mass drivers and armor for the cleanup.

Reply #16 Top
Really nice work - will comment further when I get a chance to review - thanks for putting it in a spreadsheet
Reply #17 Top
Well, looks like you beat me to it. I was planning on doing some analysis like this this weekend. I haven't looked at the spreadsheets yet, but I will take a look.

BTW, what is "sizemod"? I have no idea what that number means.
Reply #18 Top
SizeMod is additional space that a ship part takes up, rated as a percentage of hull space. For example, a weapon that has a Size 5 and SizeMod 6 will take up 5 space plus 6 percent of the ship.

I imagine that it's purpose is to dampen the effect of larger hulls, making smaller hulls more valuable. It also sets a hard limit on the number of componants that can be put onto a ship, no matter what size the ship is (depending on parts, that limit is in the neighborhood of a dozen to two dozen).

It's sleightly buggy though. The size of a part is rounded down, which produces jumps in componant size as miniturization and hull sizes go up. Even to the point that some ships that were made at one hull size cannot fit into a sleightly larger size, because several pieces have jumped up a notch. Best solution presented so far is to mod all part and hull sizes to ten times their original, thus adding one digit of precision.

Reply #19 Top
Didn't really look at all your charts and graphs but i have done my own research into weapon tech costs and the payback on different types. And i go with missiles myself and haven't had a problem. You can look at cost all you want but the big stat is how much damage you can put on a ship so damage per space is what really matters.

And from what i see, defense on the ships is a waste of space and I wouldn't want to lose time researching defenses. If i got em for free from espionage or battle prizes i might consider using them. I have run up against ships that had lots of missile defense and they were easy to take out and had a few ships given to me that were like that -- and they weren't good except against ships that were using older equip and hadn't been upgraded.

I've gone up against civs that had better missiles than me and taken them out.
Sure liked getting the Anti matter torpedoe tech as a battle prize when i was still using photonic missiles.

You do need to choose a line of weapons and go with it. The tech costs go up for a second line of weapons and even more for the third line of weapons. I tried researching 2 weapon techs ( beams and missiles ) but found out the research costs were about 16% more for each tech doing that.
Reply #20 Top
Ok, second chart updated to be RP/(size*sizemod); hit refresh to see the changes.


I think what #8 was saying is that you should plot Total research points against DAMAGE/ SIZE * SIZEmod .

What matters is not damage after all so using it has one of the axis is kind of pointless.

Also Using RP/ Size * sizemod makes very little sense and is hard to interprete

Imagine 2 weapons with the same base damage, same total rp cost but one is larger than the other. Using your graph, it would mean the bigger (and inferior) weapon would have a *lower* RP / (Size * sizemod) value ??

On the other hand, a weapon with exactly the same stats (in size and damage) but higher RP value would have a *higher* RP/ Size * Sizemod value?

So is higher RP/Size*sizemod value better or worse?
Reply #21 Top
This plot is a study of when the various weapons become available. It shows the technology race in the three main weapons, and who will get what first.
Reply #22 Top
weapons with large base sizes and small sizemods will work best on larger hulls, esp with miniaturization. Small base size with a large sizemod works best on smaller ships. It all depends upon your overall naval strategy and that of your opponent. 2 black hole torpedoes wont be as useful as 1 black hole gun if your opponent has ships with effective missile defenses.