Okay, i couldnt sleep so i tried a rather fast test on the effect of multiple techs.
i would post the data but it varied too much and often made no sense.
im going to run a more complete test again later.
BUT as it stands now, the research of multiple techs does indeed seem to be messed up.
I would even say there are now multiple bugs taking place depending on what you do.
One which really seemed strange was that when i picked a tech for research (added it to the que), let it run for a day and than added another research to the que,than removed both and added a third research to the que on its own, than removed that research and re added the first tech i picked back to the que, and than re added the second tech back to the que, both the first and second tech reported the same amount of time required for the research of each of them,even though up to this point they had always had a large difference between the time required for each of them.
if you think that was hard to follow reading it, your right, it was even more confusing doing and watching it happen.
It would appear that Eric Larsen and szabfer are correct that the research times are now messed up in cases of multiple researchs.
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If two researched simultaneously is is not faster than one after the other, than your research spending is being limited by one of the other factors George mentioned. I did some testing before update #2 because this was a big issue for me. Don't remember what techs I used but found two that had the same time to research. One at a time, each was about 300 days but simultaneous was about 520 days each or something close to that. I believe I used Ontario in the Canada map to test it...
This is the way it used to work.But now something appears to be wrong.
And that one bug I mentioned above is just bizarre.
The only thing i can think of that can explain some of the results is the other factors mentioned by the devs and a few forum members
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- Number of Research Centers
- Amount of dollars spent on Research
- Limits to how fast an item can be researched based on the number of centers you have (ie, like the example above, sometimes a research project just can't take more money spent on it, it can only progress so fast; this 'top speed' is usually based on a combination of research efficiency and the number of slots dedicated to the project).
- Region's total GDP and population size - there's only so much of your population and economy that can be dedicated to the field of research. A high GDP and population region with three research centers will be able to spend more on research than a lower GDP and/or population region.
If this all is the case, than depending on your gdp/c,amount of research centers,amount of population,amount of slots dedicated ,cap per tech per day, etc...
It might actually be the case that 3 techs researched seperately are now faster than 3 techs researched individually, under some combinations of conditions.
Which seems very odd to me.
i am going to use one of my world map save games for the next test.
As this should eliminate any issues caused by low population,low gdp/c ,low number of research centers, low max spending,etc....