Research Problems

I just recently purchased this game, and I am quickly getting frustrated with a few issues, mainly research.  I keep going into the research section & selecting certain things, and see at the bottom that it says it is researching the last thing I clicked on.  I know it can research multiple areas because I have had it tell me that research has been completed on multiple items in the same turn, but when I go back to check on progress of other items, I see that research had stopped on those.  Is there a correlation to the color coding that you can only research 1 item of each color at any given time?  If that is it than why is it that sometimes it will be the only item of a certain color that gets dropped out of research?  Other times, I will complete research on a certain tech and the next message, in the same turn, will tell me that I completed the next thing in that branch on the tech tree.

100,369 views 32 replies
Reply #1 Top

Hi!

I know it can research multiple areas

Nope. You can research more than one item in the same turn only in the same tech branch, given you have big enough tech output.

Being new here you may find GalCiv wiki an usefull reading.

BR, Iztok

Reply #2 Top

Could you elaborate on that?  Can I research beam, missile & mass driver simultaneously, but not defenses?  I don't seem to be able to do that.  Why would researching 1 area prevent me from researching another if I have several research facilities?  How can I complete something and the next in line after it in the same turn?  What exactly determines the tech output?  I set up research on every planet I colonize.  In one game, I even found a planet that had a 700% space & a 300% space so I set up 2 research centers there.

Reply #3 Top

Hi!

Can I research beam, missile & mass driver simultaneously

No. Only one branch at the time. If you have enough "flasks" (tech points output), you can also research the next item(s) in that branch.

IMO you realy should finish one or two beginner games, just to learn the game mechanics. And check the wiki, when you're in doubt.

BR,  Iztok

Reply #4 Top

The basic answer is you can only research ONE tech at a time. However, if you have a very large research output applied to a cheap tech, you will produce more research points than that tech requires, and the overflow will be applied to the next tech in line.

Giving random numbers pulled out of my ass to illustrate the point:

Say you have an output of 1000 points, and you are researching Lasers 1, which costs 200 points to research. When Lasers 1 is finished, the remaining 800 points will be applied to Lasers 2, which costs 250 points. The remaining 550 would then be applied to Lasers 3, then Lasers 4, until you run out of research output for that turn. At the end of the turn, you will see three or four techs show up as being researched that turn, even though you were only "officially" allowed to research one tech each turn.

Exceptions to the above: you are limited to reseaching N+1 techs per turn, where N is the number of colonies you own. Very rarely will a beginner run into that problem.

If you run into the end of a line of research (such as the final beam weapon Doom Ray), any research output you have beyond what you need to research that tech is simply lost.

There are other circumstances that can result in getting the research complete screen, such as trading for techs, stealing a tech through espionage or invasion, or a vote from the United Planets that forces tech sharing.

Occasionally, anomalies will give you direct bonus research points, equal to 25% of what you are currently researching. If this results in finishing the tech, you get an opportunity to choose another research topic before the rest of the turn processes. This can result in getting techs from two lines in the same turn, but only because one of them was not due to direct research output.

There are a few other minor bits I'm sure I missed, but those are the highlights and major exceptions.

Reply #5 Top

I went back and looked at a recent autosave.  I had 9 flasks & a research capacity of 9, I also had 2 large and 3 small shields with a military rating of 23 so I think that means that size correlates to place value.  How is this value determined?  I take it that a research center is 1, but does each bonus raise it by the x00% so a research facility on a 300% bonus give 1+3?  Do planets have any base contribution.  I think I saw something somewhere that ringed planets do not contribute to research.  Does that mean that a ringless planet provides a point or that research facilities are worthless on ringed planets?  How many flasks does it take to knock weeks off research time?  I have been utilizing the anomalies ever since I realized the flagship is a survey vessel.

Reply #6 Top

Research is an empire-wide aggregate value, it sounds like you are looking at an individual planet. At the top of the research screen you should be able to see the total research output for your empire.

Research output on each planet is based on the structures on the planet. If you highlight a research building, it will tell you its maximum output as well as a maintenance cost per turn. Bonus tiles will increase the output of a research building placed on that tile by the listed percentage - you effectively get 2, 4, or 8 buildings worth of research for the cost of one building's maintenance. Bonus tiles do NOT affect any structure that gives +% to research. The original colony structure gives a pretty good research output, so even planets without labs contribute to empire research.

I said the building description shows the building's *maximum* output. the actual output you get from the lab is based on the % of funding you set on the domestic policy screen. You have to split funding between military, social, and research, and this split affects your output. A base colony structure gives 10 max research points IIRC, but if your empire is set to 40% research spending you will only see 4 of those points. The research output you see on the planet you highlighted is found by totalling the max output of all structures on the planet (accounting for bonuses), then multiplying by your research funding % and rounding down. That per-planet number is then totaled for all planets you own and that is your empire research output.

Ringed planets are actually *better* at research. They receive a 10% bonus to all research output on that planet, altough IIRC there was a bug at one point where the bonus didn't work in some versions of the game. You didn't specify which if any expansion you were playing. All data given here is for Twilight of the Arnor, although most of it applies generally.

How much research is needed to remove a week from the completion time varies between techs. The completion time listed is simply the cost of the tech divided by your research output, rounded up. For a tech costing 100 points, an empire producing 50 points and 99 points will both say two weeks to complete, but the 99 point empire will have 98 points overflow to the next tech on the second week as described above.

Reply #7 Top

Quoting Will_X, reply 5
How many flasks does it take to knock weeks off research time?

Don't know.  But a couple of flasks a day at work knocks off the hours. :)

Reply #8 Top

I am still new to the game so I haven't gotten into messing around with everything.  I have not adjusted the spending percentages so my research is at either 33% or 34%.

Another question:  Can I select a tech to research that is 2 steps out as a way of guiding those extra points of research when the prerequisite tech is completed?  (Example: selecting Aquatic or Heavy Gravity world thereby pulling the research through Advanced Colonization)

Reply #9 Top

Quoting Will_X, reply 8
Another question:  Can I select a tech to research that is 2 steps out as a way of guiding those extra points of research when the prerequisite tech is completed?  (Example: selecting Aquatic or Heavy Gravity world thereby pulling the research through Advanced Colonization)

 

I think that will work.

Reply #10 Top

Quoting Will_X, reply 8
Can I select a tech to research that is 2 steps out as a way of guiding those extra points of research when the prerequisite tech is completed?  (Example: selecting Aquatic or Heavy Gravity world thereby pulling the research through Advanced Colonization)

Pull-Through is a marketing strategy.  It doesn't work in GCII.  Read Willy's post carefully.  It explains it very well.  The actual cost of a given tech is delineated in DL and DA XML, not in TA.  However, even these values are nebulous.  It's probably based on "normal" tech rate.  To compound the confusion, there are bonuses for base tech spending. 

Choosing the correct tech is more important than how much you spend.

Reply #11 Top

Another question: Can I select a tech to research that is 2 steps out as a way of guiding those extra points of research when the prerequisite tech is completed? (Example: selecting Aquatic or Heavy Gravity world thereby pulling the research through Advanced Colonization)

I haven't tried that (that I know of), but I'd bet against it. At least in my experience, overflow will always go into the same tech if the tree branches. In the colonization line, the points will always go into Aquatic.

Reply #12 Top

You can't "guide" the overflow points.  That's one thing that's kind of annoying, when you're blasting through a branch on the tree and it plows straight ahead all the time.  It's actually the order in the list of techs contained in the TechTree.xml file that determines where the overflow points go and the order you see the branches in the tree view.  However, when you get to the end of a branch, those overflow points end up in the bit bucket.  The game doesn't send them to the next branch.  For social and military production, overflow points always end up in the bit bucket.  At least you don't totally lose them for tech. 

You can adjust spending to avoid losing overflow points.  That way, those unneeded points will end up as cash instead of going to overflow oblivion.  That's probably not something the OP is ready to think about at this point, but for more experienced players on higher difficulty levels, it's important, especially in the early game.

Reply #13 Top

I tried my idea after posting that question without checking back here first.  I had actually figured out the NO part of that because it wouldn't let me select something without a prerequisite completed, but I had not figured out the top line part of it.  I think I pretty much have the idea now with research.  The big problem with campaign games is that they are really long and drawn out making "practice" games annoying.  I get the hang of research & have 3 or 4 resource bases (2 constructors each) so 3 different races gang up on me, and 1 of them has a fleet of transports coming at me in droves.  I am very close to uninstalling this game.

Reply #14 Top

Jeez, harden up! Where's the rule that says you have to win every single computer game you play? If thats what you want, use the cheat modes, you can finish all research in one turn. Of course then you'd have to find something else to pi$$ and moan about, though I get the feeling that wouldn't be a problem for you....

Reply #15 Top

Quoting Will_X, reply 13
I tried my idea after posting that question without checking back here first.  I had actually figured out the NO part of that because it wouldn't let me select something without a prerequisite completed, but I had not figured out the top line part of it.  I think I pretty much have the idea now with research.  The big problem with campaign games is that they are really long and drawn out making "practice" games annoying.  I get the hang of research & have 3 or 4 resource bases (2 constructors each) so 3 different races gang up on me, and 1 of them has a fleet of transports coming at me in droves.  I am very close to uninstalling this game.

The best advice is to not do the campaign maps yet. Unlike most games, the campaign is *harder* than the open form sandbox games. Not only that, but in campaign mode you are dealing with fairly strict limitations on what you can do, and a cut-down tech tree as well.

Start a sandbox game, set it to cakewalk, and kick the shit out of some computer players for a few rounds. At cakewalk, it's like boxing a toddler. The campaign can still beat you even at cakewalk, sandbox mode cakewalk really can't.

Reply #16 Top

Quoting Space, reply 14
Jeez, harden up! Where's the rule that says you have to win every single computer game you play? If thats what you want, use the cheat modes, you can finish all research in one turn. Of course then you'd have to find something else to pi$$ and moan about, though I get the feeling that wouldn't be a problem for you....

It wouldn't be such a big deal on a tactical scale.  You win some, you lose some.  As I said, on a campaign scale, the amount of time involved in a "practice" game just trying to get the hang of it gets annoying, meaning not fun, meaning it defeats the purpose of a game that is supposed to be fun.  Not so much a rule as being practical.  Now, getting back to the constructive comments on this thread, meaning all but yours, I'll look for the "sandbox" games, and see what happens.  How do I get to the "sandbox" battles.  All I see is the campaign option.

Reply #17 Top

I am firmly of the view that - for whatever reason - in these kind of games, it's the sandbox mode that is the most fun to play. Campaigns and scenarios are generally not that good.I have never been able to enjoy more than a few scenarios of the campaign. Same goes for Civ where I rarely find a scenario to be enjoyable.

Reply #18 Top

How do I get to the "sandbox" battles.  All I see is the campaign option.

When you launch the game, select "new game". In Twilight it is the top button, I don't remember exactly where it was in the earlier versions.

Reply #19 Top

Quoting WIllythemailboy, reply 18

How do I get to the "sandbox" battles.  All I see is the campaign option.


When you launch the game, select "new game". In Twilight it is the top button, I don't remember exactly where it was in the earlier versions.

Okay, something was unclear earlier.  I was using "campaign" in a more generic sense.  I realized that when I saw the "Campaign" button a few down from the "New Game" button.  I have been using the New Game button all along, using the term "campaign" to refer to anything that deals with strategic level stuff.  I took the term "Sandbox" to mean that there was a tactical level way of playing that would enable me to just play out some combat without needing to invest a lot of time with the strategic level stuff.

BTW, I had other questions.

When some random event happens & you get 3 options, good, bad & something in between, do those choices tend to impact how your population or other races view you and act toward you any more than what is already stated?

How can I get this game to where I have access to other programs?  That way, if I run into something that is unclear, I can jump in here without having to close out.

Reply #20 Top

Quoting Will_X, reply 19

BTW, I had other questions.

When some random event happens & you get 3 options, good, bad & something in between, do those choices tend to impact how your population or other races view you and act toward you any more than what is already stated?

It will simply move your alignment more to the side of the type of your choice - if you choose the evil option, it will move the ethics slider (I think you use F6 to view it) more to the evil side and the like. However, your actual alignment is not final until you research Xeno Ethics and choose Evil, Neutral or Good. This choice is final. The cost of making this choice is determined by where your slider currently is. If you have made evil choices (a good idea) and your slider is towards evil; and you want your alignment to be good, you will have to pay through your nose. The more the difference the more the cost.

Personally, I made the mistake of going good many times in the past, but I now firmly believe that there is no point to it. Evil is by FAR the better choice, although I don't dislike neutral either. Good seems to be a complete waste to me.

Quoting Will_X, reply 19

How can I get this game to where I have access to other programs?  That way, if I run into something that is unclear, I can jump in here without having to close out.

In the VIDEO options, you can select to run the game in windowed mode, which makes switching to other programs a cakewalk, even on my 4 year old P4! :)

Reply #21 Top

Hi!

Good seems to be a complete waste to me.

If you're playing for metaverse points, that's true. But if you're playing for fun, then not trying the good path will make you miss one interesting aspect of the game.  

BR,  Iztok

Reply #22 Top

Quoting IztokBitenc, reply 21
Hi!


Good seems to be a complete waste to me.
If you're playing for metaverse points, that's true. But if you're playing for fun, then not trying the good path will make you miss one interesting aspect of the game.  

BR,  Iztok

 

Of course, I completely agree with you. That is also one of the reasons why we (me and my friend when I didn't have the game) usually chose neutral many times even when we were looking at +30-50% research bonus! I don't think I have the patience for gigantic galaxies and points grinding, so I think I will look for other medals, like the racial victory medal. Or maybe I will be the few good/neutral members of the Kzinti Empire ;)

BTW, I have a question. In my current game, I chose the evil option while colonization and it says +14% starship bonus. What exactly does that mean? Bonus to the production of starship? Or maybe to its hitpoints!

Reply #23 Top

I believe starship bonus gives you a hitpoints advantage.  For example, the Stellar Forge for Arceans in TA gives you both a weapons/defense bonus and a hitpoints bonus.

As far as alignment, yea, evil has always been my favorite regardless of Metaverse.  With evil you get all the good colonization events, great weapons, and the Mind Control Center is a game winner.  The Artificial Slave Center is awesome too.  Neutral has some really cool bonuses as well, Neutrality Learing Centers, instant terraforming, morale bonus, and buy-it-now reduction.  Good has always been weak in the bonuses department.  You should play good a few times just to experience it, but that would probably be the extent of it because it's just not as fun.

Reply #24 Top

Hi!

+14% starship bonus

That's the bonus to weapons' attack (not to defenses,  valid for DL and DA, should be valid for TA), but just for ships built on that planet. DA handles that bonus as a supershot.

Wiki - DA ship combat: "attack bonuses from weapons are handled as a supershot. They are all added to the first shot from the first weapon on a ship. This is the reason of "unexplainably" high damage a well-defended ship sometimes gets in combat"

BR,  Iztok

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Reply #25 Top

Thanks for clarifying that. I will try to search if there has been any change in combat mechanics for TA. Somehow, the wiki has very few updates for TA :(