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Dr. Intolerance

Colonel
14 Badges
Dec 9, 2011
814
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  • Darkest Hour
  • For The Glory
  • Arsenal of Democracy
  • Crusader Kings II
  • Rome Gold
  • Rome: Vae Victis
  • Hearts of Iron III Collection
Starting EoD, research is costing 15.4. After a few months, it's down to 14. After July, and passing the MEFO Bills decision as Germany, it is 12 and change. What is causing this to change?
 
Starting EoD, research is costing 15.4. After a few months, it's down to 14. After July, and passing the MEFO Bills decision as Germany, it is 12 and change. What is causing this to change?

I know of two possible factors that affect the cost of research.

1. The number of tech teams currently researching and their total skill...Actually it should be their total skill. The more the skill the more the costs.
2. The current free market policy slider. The more free market, the more the costs.
 
Slider adjustments, ministers, events (MEFO moves toward CP)
Which ministers? Is that with research in industry and armaments that some guys are "better" at? That shortens the time, yeah, but not the money per day, or was it always reducing the costs of industry, sea, air, infantry, etc, and not making it shorter to complete research?

Thanks fellas. I'm doing a cheaty mod and need to dump a ton of off-map ducats into the economy in order to have quasi-normal economy while research is beast. I guess I have to settle for a range of give-or-take five ducats, so it's a balanced handicap I suppose. I probably want to be straining the money maker rather than adding another cheat with excess ducats, although I'll range for no more than two. The central planning getting maxed out is likely as Germany, but I like to play on the one margin leaning free market.
 
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Which ministers? Is that with research in industry and armaments that some guys are "better" at? That shortens the time, yeah, but not the money per day, or was it always reducing the costs of industry, sea, air, infantry, etc, and not making it shorter to complete research?

Thanks fellas. I'm doing a cheaty mod and need to dump a ton of off-map ducats into the economy in order to have quasi-normal economy while research is beast. I guess I have to settle for a range of give-or-take five ducats, so it's a balanced handicap I suppose. I probably want to be straining the money maker rather than adding another cheat with excess ducats, although I'll range for no more than two. The central planning getting maxed out is likely as Germany, but I like to play on the one margin leaning free market.
The ministers traits that i know...reduce the time needed to research certain tech groups...or all techs...
 
Tech teams can have 32 specialties, but they're not active. It doesn't look like the team researches faster compared to a team without the specialties, and only the first six are counted toward anything. Is there a setting somewhere to unlock all 32 specialties? It would considerably shorten the amount of teams I need to research all technologies.
 
Tech teams can have 32 specialties, but they're not active. It doesn't look like the team researches faster compared to a team without the specialties, and only the first six are counted toward anything. Is there a setting somewhere to unlock all 32 specialties? It would considerably shorten the amount of teams I need to research all technologies.
Currently only the first 6 specialties are read from tech team files and the rest are ignored. It is easy to remove this parsing limitation and allow all 32 specialties to be loaded and used in game, but there's one problem: the UI cannot fit more than 6 specialties icons of the current icon size which is a problem as players have no way to know what team is better to use if this information is hidden. We'll look into that for 1.06, but I cannot promise a fix/solution for it.
 
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Currently only the first 6 specialties are read from tech team files and the rest are ignored. It is easy to remove this parsing limitation and allow all 32 specialties to be loaded and used in game, but there's one problem: the UI cannot fit more than 6 specialties icons of the current icon size which is a problem as players have no way to know what team is better to use if this information is hidden. We'll look into that for 1.06, but I cannot promise a fix/solution for it.
Very well wise master. XD How about simple dots of red and green, green being specialties that function and red the ones that do not? Ultimately, I feel, the specialties research is entirely "flavor" based but could use improvement in the "nose" category too.