Re: Tech and Doctrine Costs
Originally posted by MateDow
Was there any decision about a standard for tech costs that we are going to use? I have been writing the new naval doctrine tree and have been using 4 IC for 360 or 720 days for that tree but didn't want to ruin the balance by being underpriced. I am also getting ready to write the submarine tree and wanted to be sure of any scheme before I started.
It seems to me that if we are going to be cutting the cost of research severely, we will have to increase the price of many units to absorb the extra production and keep maga-armies from appearing. MDow
Just let us know what you are doing, and how it works, and we will coordinate costs.
I think that there should be three types of costs.
#1
Theoretical Concept:
These are the 'Gold' techs and doctrines, where you are testing existing things and seeing how they work in the real world. For example, when you are researching "10100 Basic Fighter Development", you are actually testing things that you learned from practical experience of "#10000 Basic Fighter Engine and Aerodynamic Design". Realistically, you aren't building anything, but mainly observing what works and what doesn't work of things that currently exist. As doctrines, you are listening to theorists, watching wargames, or learning from actual war experience.
This should take a lot of time (360-720 days), but not cost much (4-8 IC). Nothing is really produced, but mainly people and projects employed to observe and report on theories, tests of produced equipment or observations abroad.
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#2
Applied/Prototype Research:
These techs give you stuff. Basically this is new weapons and/or equipment, but not in any large quantity. It is like "#2302 Improved Suspension" and "#2103 Basic Light Tank Prototype Tests, where you actually get a physical item at the end of this, yet not a product ready for mass implementation into your army but you have a few examples that you test to see if they are worthy of mass production. This tech is basically putting together Theoretical Concepts into an actual product, or rather prototype.
They should take relatively short periods of time, since this is basically developing parts of a larger machine (60-360 days) but cost a lot of IC (6-14 IC), depending on the size/complexity and amount of the item. Producing prototypes is actually fairly expensive (I was reading up on the Christie tank prototypes, and producing 4 of them cost about about an equivalent of $31 000 000 of today's money). We must decide, though, wether or not to have things expensive and short, or cheap and long to research, however, that $31 000 000 included the Gear, Engine, Suspension, Gun and Prototype creation and testing.
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#3
Industrial Implementation:
Some techs aren't actually research, but represent preparing industry in order to produce your new item. For example (#2106 Basic Light Tank (30+mm)), there is no actual research going on here, but rather applying everything researched up to this point (gear, engine, suspension, 30mm Gun, tank prototype, etc.) into the factories so they can mass produce it. Basically the prototype tests give you the finished product (i.e., you have the finished product, but only about 4 of them and your industries are not set up to produce them), but the actual (Basic Light Tank (30+mm)) gives you an industry geared to mass produce this vehicle.
It should take a short period of time (60-120 days), but it should be really expensive (12-24 IC) because you basically have to revamp entire industries. This should get cheaper the further along you are in the research tree, as once you have a factory geared for producing the Basic Medium Tank, you don't have to change much to get it producing the Improved Medium Tank (especially since they both use the same Gears, Suspension and Engine).
What we also have to look at is wether or not this implementation/tech gives immediate benefits (i.e., when = now) or requires a refit and/or fresh construction before a unit experiences the benefits (i.e., when = on_upgrade). It will really increase cost and time if you get the artillery guns "when = now", since this would be tantamount to not only gearing up production, but producing and distributing enough guns/shells to equip your entire army/navy/airforce. However, if the gun/shell bonus is "when = on_upgrade" all you are doing is getting industries ready for production, not actually producing and distributing things.
We should also rethink about what should be upgraded NOW, and what should be upgraded ON_UPGRADE. Should artillery really be upgraded immediately once you get the tech, or only when you refit or build new units? Will this just become annoying, or something that the AI doesn't do (does the AI upgrade infantry units?).
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In regards to doctrines, I was never pleased to see that the US can research "#12500 Late War Combat Testing" by 1939, before they even think about entering a war. I was mulling about some sort of solution, and was thinking that we could implement a system that requires units to be at war to actually be able to research doctrines that were a result of any type of war experience.
Special national doctrines, like "Political Control over Army (SOV only)", are gained through an event. I was thinking we could do the same thing with early war doctrines.
Basically, the naval, land and air doctrine tech trees will end once they finish Pre-War military testing. Basically to them the tech tree is done. Early-War testing can only be accessed through an event for ANY nation that checks to see if they are at war. If a nation is at war, this event is triggered and they get a technology called "War Doctrine" (or something like that) which is the only requirement for any doctrine in "Early War Experience Analysis" that gives you any form of bonus (i.e., #12201 Combat Training Team Doctrine). You can research all of the Levels, but get none of the applied doctrines until you get this 'at war' event.
This will require the creation of a specific technology that is the requirement for all 1st stage War Experience techs (i.e., those that just require "Early War Experience Analysis" and a pre-war applied doctrine like "Point Anti-Air Defense Doctrine").
Any thoughts?