Since I've just worked out some tech pricing info for the democracy game, I thought I'd post a summary of the info here; I couldn't find the info in the archives, so possibly some of it is new.
Firstly, how the cost of researching a tech varies with the number of civs you know who have that tech. If no-one else has the tech, you have to pay the full price in beakers to research the tech. If everyone one the planet has the tech, and you have contact with the, the research cost is halved. In between, the cost varies linearly with the number of civs you know who have the tech.
N is the number of AI civs in a game
M is the number of civs you have contact with that have a certain tech
C is the base cost of the tech (as worked out from the editor info and world size)
A is the adjusted cost - the actual number of beakers you need to research the tech
A = C * (1 - M / (2 * N))
The formula isn't exact, although it's fairly close. So, in an eight civ game (7 AI civs), each civ you know that has the tech knocks about 7% off the research cost for that tech.
Next, the cost of buying a tech from an AI civ. The basic cost in gold is 3/4 of the cost in beakers (yup, it's cheaper to buy than research). The exception is if only one civ you have contact with has the tech. In that case the swine will exploit its monopoly and charge twice as much (1.5 times the beaker cost of the tech). So if buying a tech that only one civ has will cost you 1000 gold, waiting until a second civ has it will drop the cost by more than a factor of two to something like 429 gold in an 8 civ game. So don't be in a hurry to buy techs.
Thirdly, what happens when you are taking 40 turns to research a tech? The cost of buying the tech depends on how many beakers you have left to research, not on how many turns. So say you set science to zero, and one citizen to be a scientist. You produce 1 beaker per turn. Assume the tech you are researching costs 600 beakers. You will of course research it in 40 turns (unless you've modded the number). After 30 turns of research, you have amassed 30 beakers. The cost to buy it from the AI will be the cost of 570 beakers - pretty much the full cost - and not 25% of the full cost (which you might have thought, given that you are 75% of the way to getting the tech).
This is the danger of using the 1 scientist trick to get a tech in 40 turns. If you suddenly need to get the tech in a hurry (due to needing to change building a wonder, or for some other reason) then you may find that you have to throw away a lot of money to get a tech that you would have finished researching in 3 turns anyway...
Some of this is pretty obvious I know, but other people seemed to think that something different was pretty obvious, so I did a few tests to see what was going on, and these were the results.
NOTE: I've only checked this under a limited range of conditions for ancient era techs. There is no guarantee that things work similarly in later eras, although no reason why they should be different.
Firstly, how the cost of researching a tech varies with the number of civs you know who have that tech. If no-one else has the tech, you have to pay the full price in beakers to research the tech. If everyone one the planet has the tech, and you have contact with the, the research cost is halved. In between, the cost varies linearly with the number of civs you know who have the tech.
N is the number of AI civs in a game
M is the number of civs you have contact with that have a certain tech
C is the base cost of the tech (as worked out from the editor info and world size)
A is the adjusted cost - the actual number of beakers you need to research the tech
A = C * (1 - M / (2 * N))
The formula isn't exact, although it's fairly close. So, in an eight civ game (7 AI civs), each civ you know that has the tech knocks about 7% off the research cost for that tech.
Next, the cost of buying a tech from an AI civ. The basic cost in gold is 3/4 of the cost in beakers (yup, it's cheaper to buy than research). The exception is if only one civ you have contact with has the tech. In that case the swine will exploit its monopoly and charge twice as much (1.5 times the beaker cost of the tech). So if buying a tech that only one civ has will cost you 1000 gold, waiting until a second civ has it will drop the cost by more than a factor of two to something like 429 gold in an 8 civ game. So don't be in a hurry to buy techs.
Thirdly, what happens when you are taking 40 turns to research a tech? The cost of buying the tech depends on how many beakers you have left to research, not on how many turns. So say you set science to zero, and one citizen to be a scientist. You produce 1 beaker per turn. Assume the tech you are researching costs 600 beakers. You will of course research it in 40 turns (unless you've modded the number). After 30 turns of research, you have amassed 30 beakers. The cost to buy it from the AI will be the cost of 570 beakers - pretty much the full cost - and not 25% of the full cost (which you might have thought, given that you are 75% of the way to getting the tech).
This is the danger of using the 1 scientist trick to get a tech in 40 turns. If you suddenly need to get the tech in a hurry (due to needing to change building a wonder, or for some other reason) then you may find that you have to throw away a lot of money to get a tech that you would have finished researching in 3 turns anyway...
Some of this is pretty obvious I know, but other people seemed to think that something different was pretty obvious, so I did a few tests to see what was going on, and these were the results.
NOTE: I've only checked this under a limited range of conditions for ancient era techs. There is no guarantee that things work similarly in later eras, although no reason why they should be different.
Comment