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Technology cost modifier with R&D new products

Posted: Sun Jul 06, 2014 6:03 pm
by Black
I'm playing with Tech Cost Modifier=1000. Normally in this setting i can buy 1 point of tech for 1mil $. And its ok for almost all products, but not for new technologies. The cost of acquiring new product technology should be valued more.
For example now i can buy newly researched smartphones technology (technology = 20) for just 10-20mil, when it should be much much more (at least 10 times more).

New smartphones technology is valued the same as for example improvement of television for 20 tech points (going from 200-220), which is not realistic.

Re: Technology cost modifier with R&D new products

Posted: Thu Jul 10, 2014 3:56 pm
by David
I did a test and the tech cost become 10 times more expensive after loading a script with "Tech Cost Modifier=1000" (screenshot attached.)

Did you put "Tech Cost Modifier=1000" under the [SPECIAL RULES] section header?

FYI, here is the content of my testing script:

[HEADER]
Title=Capitalism Lab script #01

[SPECIAL RULES]
Tech Cost Modifier=1000

Re: Technology cost modifier with R&D new products

Posted: Thu Jul 10, 2014 4:46 pm
by Black
Tech Cost Modifier is working as intended for every product that is avaliable for you to produce when you start a game. What i mean is, it does not work well for products that you have to invent. Lets take for example smartphones. When AI will invent Smartphone technology it will cost you only 20mil$ to buy it (technology level = 20) with TechCostModifier=1000. It's cheap as dirt in my opinion, it should be valued far far more.
To avoid this problem i am suggesting that you simply set technology level of newly invented technologies to 100. Hope you understand me now :)

Re: Technology cost modifier with R&D new products

Posted: Mon Jul 14, 2014 8:35 am
by David
We will address this issue in the next patch.

Re: Technology cost modifier with R&D new products

Posted: Mon Mar 27, 2017 5:53 pm
by meRlinX_AT
Black wrote:Tech Cost Modifier is working as intended for every product that is avaliable for you to produce when you start a game. What i mean is, it does not work well for products that you have to invent. Lets take for example smartphones. When AI will invent Smartphone technology it will cost you only 20mil$ to buy it (technology level = 20) with TechCostModifier=1000. It's cheap as dirt in my opinion, it should be valued far far more.
To avoid this problem i am suggesting that you simply set technology level of newly invented technologies to 100. Hope you understand me now :)
+1

Re: Technology cost modifier with R&D new products

Posted: Wed Mar 29, 2017 1:15 am
by David
It is an old post. Have you tested if this is already working in the current version?

Re: Technology cost modifier with R&D new products

Posted: Wed Mar 29, 2017 1:16 am
by David
It is an old thread. Have you tested if this is already working in the current version?