I didn’t find an effect for the ministers giving research bonus (I just checked Todt of Germany).Īn example calculation for Germany in ’36 (they have a +5% Research modifier due to tech) and Basic Machine tools (a ’36 tech): The modifier applies to each part separately. Research efficiency modifier due to techs is a corresponding time modifier (i.e.: + 5% means each part takes 5% less time to research, so a part of a tech which really takes 30 days without the 5%, takes 29 days with the modifier (since the 0,5 days are lost, however it is not very exact with my table, so it can be +/- 1 day). This base time is modified by the difference between difficulty and skill level (=skill level-difficulty) as follows in cumulative days (so -3 would be an effective +12) (I’m pretty sure there is a formula behind it with some integers, so there are rounding errors when giving full days, but as already mentioned it should suffice for planning research): a skill level 5 team researches a part of a technology with difficulty 5) And WITHOUT matching field of expertise. Research time (in days) with matching skill level (i.e. However I believe for the normal gaming the tables below should give enough info. If anybody has the time to come up with something more precise, he/she is highly welcome. It is also the cause for some minor inconsistencies in the tables below. This is important to mention, since it is the cause of rounding errors and probably some mismatch between the formula (which I don’t know) and the effective research time. So any excess research progress in the day which finishes a part (to 20%, 40%, 60%, 80% and of course 100%) is lost. Each part of the technology is first fully completed before the next part starts. The game engine internally counts each part separately with 100% (or 200% if double_time = yes is specified in the tech file). Researching a Technology is displayed as having five partial techs accounting for 20% each. If you have matched fields of expertise AND blueprints, the research time for the parts having a match is quartered. Matching fields of expertise: Each match halves the research time for this particular part of the technology.īlueprints: Each blueprint halves the research time for the whole technology (standard setting, moddable via misc.txt). Both (skill level and matching fields of expertise) have an influence on the speed of research. (In 1.1 and earlier, the doubled number shows as being the same as all the other components, leaving you to guess whether it is there or not).Įach tech team has a skill level and one or more fields of expertise matching the fields of science from the technologies. This will often have a very high difficulty number, double that of the other components. Sometimes the last of the 5 parts is called “….Test” or “….Process Development” or something similar. Each of these parts is linked to a certain field of science (chemistry, electronics, rocketry, etc.) and has a difficulty (usually from 3 to 10). Each technology consists of 5 parts which have to be researched one after the other.
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