Jump to navigation Jump to search
(trickle research)
Line 127: Line 127:


These will replace the SCOUT and SCOUT2 pickets that are currently posted on valuable worlds, so that they can go back to exploring.  With enough of them, you can claim a valuable world even from aliens you have not met, as they may decide to not risk their early armed ships against yours and instead expand elsewhere.  If you find an Artifacts or Rich or Ultra Rich world just outside your colonization range, you want to pour in multiple of these instead of on colony ships (and if those worlds are outside your colonization range, it may not make much point to build colony ships).
These will replace the SCOUT and SCOUT2 pickets that are currently posted on valuable worlds, so that they can go back to exploring.  With enough of them, you can claim a valuable world even from aliens you have not met, as they may decide to not risk their early armed ships against yours and instead expand elsewhere.  If you find an Artifacts or Rich or Ultra Rich world just outside your colonization range, you want to pour in multiple of these instead of on colony ships (and if those worlds are outside your colonization range, it may not make much point to build colony ships).
== Research Trickling ==
The game rules regarding research contain a peculiarity: if you make an initial large investment in a tech, then afterwards provide a small trickle of research in that technology, you get a massive bonus in the trickle and end up paying less than half of RPs for the technology. You trade off taking more time, but getting some extra BCs you can spend (because you are spending only a trickle of research, you can spend your BCs elsewhere) in the meantime.
Usually you want to research Propulsion and Planetology early in the game.  If you have the cheaper options in the tech tree (Improved Terraforming +10 and Hydrogen Fuel Cells (Range 4)), and those options make sense for your game (e.g. lots of small colonizable planets nearby, or colonizable planets at range 4), you can initially put all your available production of your two starting planets and focus it into the appropriate field for ''one'' turn, then return your homeworld to colony ship production or factories, and your second world to factories, plus a trickle of about 3 or so RPs starting with the next turn.  This can get you a lot more research progress for a lower amount of BCs (but spread out over more turns), and the extra BCs can be spent on factories for future production or new colony ships for the planets that ''are'' reachable now.
More specifically, the amount of RPs already spent on the technology is measured, then 6% of that is computed.  The part of the BCs allocated to that technology in each turn, that is less than the measured 6%, is multiplied by 3, before being converted into RP.  For example, if you already have 100 BC into an early technology, if you invest only 6 BC per turn, it gets multiplied to 18 RPs.  If instead you invest 12 BC per turn, 6 of that is multiplied (to 18) but the remaining 6 is not, and you get 24 RPs instead (only a 33% increase in research speed for a 100% increase in the amount you invested).  Thus, it makes sense early in the game to do a single turn "burst" of research in a single technology, then trickle-research that technology after that, with most of the production going to factories and colony ships in the mean time.  With this, you can get an early Range 4 tech at the same time you are building factories ''and'' colony ships at the homeworld, possibly even getting the Range 4 tech before you finish the colony ship that needs it.
Do note you '''need''' that initial one-turn burst of pure research in all your planets first, then trickle-research later.  Don't just trickle-research immediately without that initial burst.
After the initial 50 to 100 turns of the land-grab part of yhe game, playing around with this is no longer worth the effort to micromanage the research, and you can just allocate to technology according to how much threat your neighbors are.


{{Footer Nav|game=Master of Orion|prevpage=Increasing your production|nextpage=Star systems}}
{{Footer Nav|game=Master of Orion|prevpage=Increasing your production|nextpage=Star systems}}