A question has been raised by the Pirates regarding tech costs (being higher than they have encountered with a similar set-up in SP games)
Here is my response:
Scenario created games are different re the techs.
For example, if you start the UoP with Info Nets, then Cent Ecology never appears as a free tech choice. But if you start with Cent Ecol, then Info Nets always appears as a freebie choice (and if you don't select it, then at least the game is tru and the Uni don't get their network nodes until the research Info Nets)
In one of the original OWO forums, Chris Pine, (one of the Firaxis programmers) explained it thus (but was dealing then with just smac - I have interpreted his comments in the context of smax):
Pirate tech costs are the same as the Angels. Both start with 2 techs, a level 1 and a level 2 . The CC starts with 2 level 1's, so would be joint third in the techrace (along with the Uni, who also always start with two level 1 techs), they are followed by the Hive (1 level 2) and then the Believers and the Drones, each with one level 1 tech and a 20% research penalty
Both the CC and the Uni have their 20% bonus (so run at 80% of the normal cost) so irrespective of the choices the Uni makes, the Pirates are always 1st equal in research to commence the game. (this holds true, BTW, with any combination of the 14 factions - the Pirates always start 1st or 1st equal in tech costs, as the Progs are dealt with differently)
What hapopens after techs start to be discovered is largely driven by the level of tech being discovered. Only the University has the option of researching a level 2 tech as its first tech, so the Pirates' lead in tech costs is maintained until the Uni has discovered at least 3 techs (2 start ones plus its third, if level 2) or 4 (if the third is a level 1, as 3 level 1's have the same value as one 2 and one 1). And by the time the Uni gets it's second researched tech the Pirates might have either discoverd their first, or popped a tech (but not in this game)
So it might actually be by the teen years before the Pirates drop to second place and see their comparative research costs lowered
Turn 2 tech costs are:
Pirates: ..................... 38
Angels ....................... 38
Drones ....................... 31 (20% penalty)
Believers .................... 31 (20% penalty)
University .................. 19 (20% bonus)
Consciousness ........... 19 (20% bonus)
Hive .......................... 15
I trust this clarifies the issue somewhat
G.
Here is my response:
Scenario created games are different re the techs.
For example, if you start the UoP with Info Nets, then Cent Ecology never appears as a free tech choice. But if you start with Cent Ecol, then Info Nets always appears as a freebie choice (and if you don't select it, then at least the game is tru and the Uni don't get their network nodes until the research Info Nets)
In one of the original OWO forums, Chris Pine, (one of the Firaxis programmers) explained it thus (but was dealing then with just smac - I have interpreted his comments in the context of smax):
Pirate tech costs are the same as the Angels. Both start with 2 techs, a level 1 and a level 2 . The CC starts with 2 level 1's, so would be joint third in the techrace (along with the Uni, who also always start with two level 1 techs), they are followed by the Hive (1 level 2) and then the Believers and the Drones, each with one level 1 tech and a 20% research penalty
Both the CC and the Uni have their 20% bonus (so run at 80% of the normal cost) so irrespective of the choices the Uni makes, the Pirates are always 1st equal in research to commence the game. (this holds true, BTW, with any combination of the 14 factions - the Pirates always start 1st or 1st equal in tech costs, as the Progs are dealt with differently)
What hapopens after techs start to be discovered is largely driven by the level of tech being discovered. Only the University has the option of researching a level 2 tech as its first tech, so the Pirates' lead in tech costs is maintained until the Uni has discovered at least 3 techs (2 start ones plus its third, if level 2) or 4 (if the third is a level 1, as 3 level 1's have the same value as one 2 and one 1). And by the time the Uni gets it's second researched tech the Pirates might have either discoverd their first, or popped a tech (but not in this game)
So it might actually be by the teen years before the Pirates drop to second place and see their comparative research costs lowered
Turn 2 tech costs are:
Pirates: ..................... 38
Angels ....................... 38
Drones ....................... 31 (20% penalty)
Believers .................... 31 (20% penalty)
University .................. 19 (20% bonus)
Consciousness ........... 19 (20% bonus)
Hive .......................... 15
I trust this clarifies the issue somewhat
G.
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