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Re: tech swap and research costs Fri, 21 April 2006 16:26 Go to previous messageGo to previous message
Marduk is currently offline Marduk

 
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Registered: January 2003
Location: Dayton, OH
vonKreedon wrote on Fri, 21 April 2006 11:43

The obvious time to delay is if you need the tech your are researching more than the tech in the scrappers AND your resource margin for gaining your researched tech is very small so that an increase in cost will push achieving the level back an extra year.

True, but also remember that tech from scrapping or WP0 pop-drops happens before production and that research happens as the end of production. Tech that reduces your build costs may (depending on your queues) increase the number of resources available for research. I've been surprised before by getting a tech level that I thought would end up 100 resources or so short because I didn't take miniaturization into account.

Quote:

The method is pop drop tech trading; I generally avoid using this method because there is no control over what tech area you receive and most of my races have no interest in gaining more that level 4 in BioTech, so trading with a partner who has high levels of BioTech, say an SD or CA or SS, tends to increase my long term research costs by giving me unwanted Bio.

Ah, but as I recall you are ISB-friendly. If a player does not have ISB, and relies on space stations (1200 resources at 0 tech), they may find even unwanted Bio speeds their research. Each level of Bio tech drops the cost of a space station by 48 resources, assuming Bio is the low tech. And of course assuming you haven't taken Bio to the max for miniaturization.

Let me propose the most extreme example, 0 tech and expensive fields in everything but bio, and going to tech 26 in all the other fields. So there are 130 levels of tech that will suffer the extra 17.5 resources each. That's 2275 extra resources for each level of Bio. Given a savings of 48 per station, that's about 47.4 stations to hit the break-even point.

I've ended up with more than 50 stations even when crippling myself by not taking ISB. Granted, several of them were built before acquiring excess Bio tech, but I also had some cheap and normal-cost fields and quite a few levels in the other techs already.

If you're a 3.5 cheap tech race with, say, 30 levels in the other techs before you acquire excess Bio, and you don't go to the max in every field (19 Elect, 12 Prop, 22 Energy, for instance), you won't spend nearly as much extra for the Bio. I figure less than 700 per level for such a race, roughly 14 stations to break even. Not counting the cost of the Bio level itself, obviously, but if it's free or you'll be using it for TT anyway...

The same sort of thing holds true for any component or hull with no tech requirements. Though I guess that's really only a concern for SD races (Mini Mine Layer hull) and ARM races (Midget Miner hull). Colonization modules and colonizer hulls are affected, but you'd have to have hundreds to break even - same for the SD and ARM hulls, but they probably will. An HE maybe, if they like to use their Mini-colonizer and Settler's Delight for everything. Still, if you don't have ISB free Bio is an excellent investment. And you can annoy vonKreedon if he pop-drops your worlds! Very Happy

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