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 Post subject: Research efficiency boosters... do they work...?
PostPosted: Oct 16 2005 
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General

Joined: Dec 22 2004
Posts: 1444
Location: Holland
I've a very stable economy in Mongolia now...
I've researched -Advanced Communications -
It should give me a 5% improvement to my research efficiency...
but it doesn't.... :evil:
Instead i've a now a DECLINING eff.
dropping from a stable 120% to a 117% in no time......

Damn... i will probably meet Slash in a drugstore.. buying tranquillizers.. :D

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 Post subject:
PostPosted: Oct 16 2005 
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Joined: Dec 22 2004
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Location: Holland
I'm continuing the same game for a few game months and didn't change anything

The research efficiency has dropped from a stable 120% to a stable 114%

-->

Research improvements projects works in a OPPOSITE way..... :cry:

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 Post subject:
PostPosted: Oct 16 2005 
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Joined: Jun 04 2002
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I'll check into this... get back to you shortly.

-- George.


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 Post subject:
PostPosted: Oct 20 2005 
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Joined: Sep 23 2005
Posts: 12
Location: Belarus
I've too noticed a decrease in the research efficiency after researching Advanced Communication. May be it was caused by some other factors, but I certainly didn't lower research spending.


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 Post subject: *Bump* Was there ever an answer to this?
PostPosted: Dec 19 2005 
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Sergeant

Joined: Jun 16 2005
Posts: 23
I too experienced a decline in Research Efficiency after a researching a + Research tech.

I assumed the game wasn't bugged and I chalked the problem off to me somehow fouling up my economy at the same time.

After seeing these posts, I'm not so sure now...

Perhaps a few people could post verifying they've experienced a proper increase in Research efficiency to try to verify if it's just us, cmon Tkobo, Bergsj! What have you guys seen?! :wink:

gripen


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 Post subject:
PostPosted: Dec 19 2005 
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Colonel
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Joined: Oct 05 2005
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Well, I have similar experiences but I just cant put my finger on what might be the cause of it.


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 Post subject:
PostPosted: Dec 19 2005 
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Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
I dont know if they work.I can say this for a bunch of the techs that give bonuses though.

Id say best thing to do, was bring it to the devs attention like you did and wait for their answer.

Changes to social services spending , dar ,and gdp/c can change the amount of spending assigned to research automactically if the bar is locked.

So i guess if you had those stable or in an increasing state, and than completed the tech and it fell, you'd have some possible evidence that they didnt work as intended.

Do we even know if they are a +5% of the actual efficiency %, or just a flat +5% ?

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 Post subject:
PostPosted: Dec 19 2005 
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Joined: Apr 22 2005
Posts: 2246
Location: Woods Bend, Alabama,USA
As for research eff. I have seen ways to raise it. One way is of course taking over another region. That seems to boost up the eff and spending. The techs i wonder about is the ones that suppose to help ur research eff. I have researched them before and they didn't help my eff. Matter fact I have seen my eff drop after I researched those techs and this was with spending set to the max with the spending divided between eff and techs (60 for eff 40 to techs usually). Not sure if the techs even work after several expericences like that. But I have seen it also help my eff just not much as I hoped it would. It could be other things happening. Like the number of research centers. I usually divid my population by 2 and built research centers by the number I come up with. Over that actually hurt my eff. Proably does that with everyone else too. ( :lol: course ppl may have differnet math they do for that too) As tkobo said social spending (especially education), DAR, and GDp are factors. Any of them go down it will affect ur research.

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 Post subject:
PostPosted: Dec 20 2005 
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Well, I know that raising military salaries improves research efficiency.


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 Post subject:
PostPosted: Dec 20 2005 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16497
Location: BattleGoat Studios
We have not yet found any reason that these should not be working as described, I've researched a number of them and believed that I did see the benefit, but it is particularly difficult to measure. If someone thinks they have a case of it not working correctly, a save a few days before the tech completes research would allow us to analyze it, but as far as we know it is not broken.

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 Post subject: Education efficiency works
PostPosted: Dec 20 2005 
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Colonel

Joined: Oct 25 2005
Posts: 344
Location: Salinas, CA
I researched the digital social services tech and it did seem to give me a better education rating. I did get it up to 104%, but then I put more investment into it than recommended and also started working up my general tech and research efficiency percentages over researching goodies. I still don't think it gave me quite the 5% I was expecting as I think my education rating should have gone over 105% as several of the other social services were over 100% without the level of investment I put into education.
Thanks,

Eric Larsen


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 Post subject:
PostPosted: Dec 21 2005 
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Joined: Dec 22 2004
Posts: 1444
Location: Holland
Chris

I've send you a saved game about the things in my first post.
I place the comments here so others may found simular things

If you finish the project you will see an increase in the eff.
But if you remove the project (queue is now empty) just before finishing it you will also see the same behaviour :-?

If you start another project (like waste management) just after finnishing
you will see that the eff will drop :-?

Me headache :lol:

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 Post subject:
PostPosted: Dec 21 2005 
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Joined: Jun 04 2002
Posts: 16497
Location: BattleGoat Studios
I'll take a look but without even looking at the savegame I can think of one possibility for the decline when you add waste management to the queue - if you have investment set for example to 100M split 20-60-20 in lvl-tech-eff but the tech "costs" 10M (don't bother asking how to figure out what it "costs", long standing argument between George and I...) you are pushing 50M more at the tech than can be spent. That would be split 50/50 into lvl and eff (giving 45M in each). So if you suddenly replace that tech with another that "costs" 60M per day, you will essentially be pulling 25M per day away from efficiency, cutting spending in that area by more than 50%...

that's as far as I can think it through right now, my head hurts too... ;)

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