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Technology FAQ

 
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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Sat Mar 19, 2005 7:32 pm    Post subject: Technology FAQ Reply with quote

1. How are research costs calculated?

This depends on the tech cost setting chosen when creating a new game. "Base cost" refers to the research cost listed in TechArea.txt. Note that in any case, the cost to research level 1 of a tech area is always base cost.

Low Cost: (level cost) = (base cost) * (level)
Medium Cost: (level cost) = (base cost) * (level) ^ 2 / 2
High Cost: (level cost) = (base cost) * (level) ^ 2

2. How do I make capturable racial technologies?

Every racial tech trait has a unique racial area number. A racial tech is a technology that has a non-zero value for Racial Area. Only those technologies with a Racial Area that does not match any traits an empire possesses are forbidden to be owned by that empire. So, it is quite possible to set up a situation where the technologies used by an empire with a racial tech trait are capturable, as follows:

Tech A is a racial tech
Tech B is a normal tech that requires tech A, level 1
Tech C is a normal tech that requires tech B, level 1

Results:

-you CANNOT steal tech A
-you CANNOT research tech A

-you CAN steal tech B
-you CANNOT research tech B

-you CAN steal tech C
-you CAN research tech C, if you have stolen tech B, level 1

An example of this could be Tech A is Organic Engineering, Tech B is Organic Technology, and Tech C is a new tech area, Organic-Enhanced Armor. All items that require Organic Technology are now modified to also require Organic Engineering, so they are only available to Organic races. However, a race that captures a ship with Organic Armor I on it will be able to analyze it and gain Organic Technology level 1. S/he would then be able to research Organic-Enhanced Armor, which might provide a weakened version of Organic Armor. In this way, enemies of the Organic race would be able to adapt some of their technology, but not completely.


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