For my balance testing I was playing human with medium everything, manic AI, 300 systems, 12 AI, (I normally play similar settings, but with more randomization). I generally focus planets on production unless they get a research boost for something. I try and balance research goals across most topics; growth, research, production, with weapons and hulls thrown in as appropriate. Historically I would have RP values somewhere between %25 - %50 of production values depending on the game.Oberlus wrote: ↑Sat Jun 06, 2020 7:48 pmWhat species do you use? Do you focus more planets on production or on research? How big and dense (total systems and systems per empire) are your galaxies?UrshMost wrote: ↑Sat Jun 06, 2020 6:42 pm I've been trying out some different values and
building cost .5
tech cost 1.4
part cost .5
seems to work pretty well. Its not exactly like it was but doesn't seem to drag later on any more. The tech cost at 1.4 is more powerful than what it was but it works for now until things settle down again.
Making research 1.4 (-30%) and the production costs 0.5 (-50%) means that building things is cheaper than getting techs. I haven't made numbers, but I'm wary of changing current balance between production and research. Since the nerf means that the HW production keeps having a larger weight on total stats for longer, I'm worried turning the scales towards production might encourage going military and postpone getting research/production boosts.
Edit: I've been testing 0.5 and 1.0 and it gets relatively fast.
I wasn't trying to say that these are the perfect settings, but for me it restored the game pace/balance to around what I was used to. I tried a few games with research at 1.0 initially and it seemed like research was progressing way faster than I was used to, but it could have been a fluke. With research at 1.4 it seems faster initially but seems to balance out later in the game.