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RE: [WIP][DWU] More (& rebalanced) wonders
Posted: Wed Jun 25, 2014 10:51 pm
by PsyKoSnake
ORIGINAL: Nanaki
Let me try to explain how location-based benefits work.
Basically, Your research labs have locations. If you put a scientist with +25% High Tech at that location, then your location bonus is +25%, this bonus is empire wide. Note that multiple locations will compete eachother with bonuses, as only one bonus can be applied at a time. So that location with +25% High Tech automatically ignores all those other locations that have less than 25% high tech. So that 17% High Tech Gas giant? Worthless. Note that you can stack scientist skills with innate location bonus, so you can assign that +25% High Tech scientist to that location with +17% High Tech and get a total +42% High Tech bonus, which, again, means that any bonus below 42% is ignored.
What wonders do is provide a +50% Research bonus to that particular field. So assigning a +25% Scientist to a planet with +50% gives you +75%, which will apply to your whole empire. As I said previously, it also makes any location with below +75% research bonus completely worthless.
The end result is that, due to nerfing it to 5%, if you have a research 'location' that has 5% or above bonus, then it makes the wonder completely useless.
In my opinion, your exemple work only for research lab. The wonder is a bonus over all this, when i check the research Summary.
RE: [WIP][DWU] More (& rebalanced) wonders
Posted: Sat Jun 28, 2014 3:36 pm
by Franky007
Would it be possible to make a version of your MOD for Distant Worlds Extended Universe ?
Thanks.
RE: [WIP][DWU] More (& rebalanced) wonders
Posted: Sat Jun 28, 2014 5:50 pm
by Sirian
I did some research concerning research today and here are my results (I have screenshots and spreadsheets to prove)
I had Kiadians, Republic and the Rusan Technology Installation plus a station with a scientist.
In a nutshell:
Research potential: 221 (of 350 max)
Race bonus: 25%
Government bonus 20%
Station + Scientist bonus: 72%
Rusan Technology Installation: 50%
All these bonuses get MULTIPLIED, not added (oh yes!) resulting in a total bonus of 287% (1,25 * 1,2 * 1,72 * 1,5 = 3,87)
The resulting HiTech output was 221 * 3,87 = 855.
So, the technology wonders, even if nerfed to 5% will still be useful. Since all these bonuses are multiplied the resulting numbers can be extremely high. I do not know how wonder bonuses are added up if there are more than one wonder since I play vanilla. But I had to invade this thread and post my results.
RE: [WIP][DWU] More (& rebalanced) wonders
Posted: Sun Jun 29, 2014 5:02 pm
by scotten_usa
ORIGINAL: Tanaka
Thank you for this the original wonders were way too powerful!
I agree. I often wish I could turn them off completely.
RE: [WIP][DWU] More (& rebalanced) wonders
Posted: Mon Jun 30, 2014 3:57 pm
by Franky007
I have posted my new mod Colonization Rebalanced v0.1
that include your mod.
Thanks.
RE: [WIP][DWU] More (& rebalanced) wonders
Posted: Sat Jul 05, 2014 7:13 pm
by Tanaka
I take it this mod does not work with extended as well since they both alter research?
RE: [WIP][DWU] More (& rebalanced) wonders
Posted: Thu Jul 10, 2014 7:23 pm
by Hexxyn
ORIGINAL: Tanaka
I take it this mod does not work with extended as well since they both alter research?
I made a complete amateur attempt to combine this with Extended Universe and it seems to be working. I've built a few so far so maybe I lucked out and got it right?
I've attached my research.txt if anyone else wants to give it a go.
RE: [WIP][DWU] More (& rebalanced) wonders
Posted: Mon Aug 18, 2014 3:20 am
by Tanaka
ORIGINAL: Hexxyn
ORIGINAL: Tanaka
I take it this mod does not work with extended as well since they both alter research?
I made a complete amateur attempt to combine this with Extended Universe and it seems to be working. I've built a few so far so maybe I lucked out and got it right?
I've attached my research.txt if anyone else wants to give it a go.
Thanks now I am looking for someone to combine this with the AI mod with Extended [:)]
I believe you can just copy and paste the just the standard part of the facilities txt with the balances into the original game facilities txt and use that which is what Im am using now with the AI mod extended but you lose the new wonders because that requires the research txt be used and that is what needs combining...
RE: [WIP][DWU] More (& rebalanced) wonders
Posted: Tue Aug 26, 2014 5:25 pm
by Tanaka
Anyone combine this with the AI mod yet?
RE: [WIP][DWU] More (& rebalanced) wonders
Posted: Tue Aug 26, 2014 10:31 pm
by PsyKoSnake
My opinion:
The problem I see with giving +% developement is that the biggest development is the only one that count.
Exemple: If you build something with +10% development and then you build an other + 10%, it change nothing on the total value of the colony.
Maybe you should give development bonus % for all wonder, and with a ratio with the tech required.
Exemple: 120k research wonder +10% dev. 240k +15% and so on. ad +100% for end game research wonder.
The cost to build the wonder should be proportional to the +% dev. bonus and so the annual maintenance cost. Exemple: low level wonder +10% dev bonus. 10k annual. Final wonder: 100k annual.
Maybe some balance would be required, but I think it could fix the problem with the Development bonus.