Research traits and the advantage of multiple research projects.

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confusatron
Posts: 6
Joined: Tue Feb 10, 2015 1:52 pm

Research traits and the advantage of multiple research projects.

Post by confusatron »

Research traits are not created equal. Scientists with traits such as Foreign Spy, Lazy, Demoralizing or Corrupt are easy enough to recognize as worthy of dismissal or, in the case of demoralizing, careful assignment well away from other characters. Even corrupt or lazy scientists might be kept if they have +all research or other desirable skills. But there's one other trait, insidious and overlooked, that is harming your research output more than any other.

That trait is 'Methodical'.

You might say "But, Confusatron, 'Methodical' isn't so bad. It's just reverse 'Creative'! They even out over the long run." And you'd be right about that, or close enough to right that it doesn't matter.
But the peculiar evil of 'Methodical' is that it is robbing you of scientists. New blood for your techno empire! New mad mathematicians and argumentative academicians!
You see, there are very few events that will spawn a scientist in your empire. One of those events, the one responsible for the lion's share of scientists created in the game, is a critical research breakthrough. But 'Methodical' throttles these intuitive leaps! 'Methodical' is dream-crushing drudgery! Let NO THINKER BE METHODICAL! Let them be 'Creative'!

Try it for yourself. But there are caveats. The 'Creative' approach to research means no paying for crash programs. Once a crash research program is started it is no longer a valid target for critical research breakthroughs, or failures. Amplify your creative approach by researching multiple projects at once. Each project is a valid target for a critical breakthrough! Give all of your creative scientists opportunity upon opportunity to succeed and multiply!


Yours Truly,
Confusatron, Esq.
TinyFrog
Posts: 30
Joined: Thu Jan 20, 2022 12:38 pm

Re: Research traits and the advantage of multiple research projects.

Post by TinyFrog »

Thanks for fair warning.

Earlier I fired one Scientist that gave -5% on all research (unless I completely misread it, I'm new to the game), that is "minus" five percent.
I don't know if that was the correct decision - because I don't understand if Scientist gives some sort of flat bonus (that was to be diminished by 5%) or the traits/bonuses directly affects your Empire research rate?
Ax
Posts: 88
Joined: Wed Jan 27, 2021 2:20 pm

Re: Research traits and the advantage of multiple research projects.

Post by Ax »

Very interesting. So basically by initially slowing down research with no crash programs and multiple projects at once, as well as firing methodical scientists, we can gamble on getting additional scientists later.
I wonder how that works out in the long run, if there is another yet unknown ceiling to the number of scientists, maybe in relation to colonies, and we're maybe just overthinking the whole thing... :)
OrnluWolfjarl
Posts: 323
Joined: Fri Oct 20, 2017 8:36 pm

Re: Research traits and the advantage of multiple research projects.

Post by OrnluWolfjarl »

The problem is you are fighting an uphill battle here. Methodical seems to have a very high % of being applied after just one critical failure, which will happen eventually. I have observed this in my games regularly. More than half of my scientists are always Methodical. Particularly if you have multiple scientists at the same time, 1 critical failure might be enough to get them all the Methodical trait.

I too hate the Methodical trait, but I've come to accept that it as a natural part of the game. There's no eliminating it, unless you are willing to constantly get rid of the precious few scientists that you get for most of the game.
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