Songs of Syx

Songs of Syx

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Research is too hard
I can't understand how to optimize research to have decent research points output. I have about 100 ppl at reseach (out of 800), but can barely get 5-6 most wanted techs. I literally can't go on without dedicating more into labs, but they are needed to sustain production. Am I missing something, cuz i hardly can believe it is intended to be so hard.
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Showing 1-15 of 23 comments
endoric Jan 19 @ 3:53pm 
i tend to put my second wave points into allowing labs to use smelted metal for an upgrade and getting Libraries and i have 100 researchers and 10 working the library.
Originally posted by endoric:
i tend to put my second wave points into allowing labs to use smelted metal for an upgrade and getting Libraries and i have 100 researchers and 10 working the library.
All those 108 researchers in 3 libraries (30+30+48) which have 1 upgrade (with iron), still cannot go further. (i play v68 jic)
endoric Jan 19 @ 4:30pm 
i am not sure but i do not have as many librarians but i might be doing it wrong.

i have 100-150 upgraded labs and only 10 Library (count is in workers. i only use Humans for that and Cretonians do everything else)
Originally posted by endoric:
i tend to put my second wave points into allowing labs to use smelted metal for an upgrade and getting Libraries and i have 100 researchers and 10 working the library.

You have library already with only 100 researchers? Does it pay off?

How many researchers/librarians does it cost to maintain the library tech including its requirements such as paper?
Past some milestone techs i don't feel like current tech system is putting the weight in general. I'd rather build oonga boonga force rather than employ people that do basically nothing and being a strain. You need a lot of people (and space) wasted for any significant knowledge gains.
Feels like you're supposed to scale on tech past some thousand or more people.
Last edited by BeheadThoseWhoInsultKane; Jan 20 @ 8:01am
Originally posted by BeheadThoseWhoInsultKane:
Past some milestone techs i don't feel like current tech system is putting the weight in general. I'd rather build oonga boonga force rather than employ people that do basically nothing and being a strain. You need a lot of people (and space) wasted for any significant knowledge gains.
Feels like you're supposed to scale on tech past some thousand or more people.
Totally true. I know the game is supposed to be kinda hardcore and tough, but technology mechanics are way too burdening - you have to dedicate up to 20% of your population, if you just want to have mediocre medieval society. And after you done researching, these 20% will just chill and do nothing, consuming all the stuff. But if you don't want to keep them on wellfare, you'll be thrown into dark ages with everything degrading during next 2 years.
madkow77 Jan 20 @ 7:42pm 
Science is rough
VanditKing Jan 20 @ 8:14pm 
In v68, it's not feasible to research every industry. This is because the number of nobles is limited, and you can't manage all industries at once. Nobles provide a +100% boost (though larger industries require more nobles), so when considering this bonus, the number of nobles essentially determines the number of industries you can specialize in.

Fully upgraded and researched industries can produce 10 times their original output, which is great. It could potentially make the game more enjoyable. However, the issue lies in how racial bonuses are multiplicative in this game. Due to the "stacked bonus" system mentioned earlier, the difference in production between industries aligned with racial bonuses and those that aren't becomes extremely significant.

As a result, players are pushed toward specializing in just one or two industries while purchasing everything else with money, leading to cities that heavily depend on trade. Whether this aligns with the theme of a "city-state simulator" is debatable, but to me, it feels more like running a series of industries. Recently, I played "Workers & Resources: Soviet Republic," where the citizens are also treated as workers in massive industries. While the player might intend to build a city or a nation, the end result often becomes a system that squeezes citizens and society to generate more money.

To summarize, the game’s design now makes research requirements excessively high because players cannot attempt to research everything. Growth is now tied to pursuing only the most profitable industries. This is especially evident in how primary industries (fishing, ranching) can often be more profitable than secondary industries. This happens because secondary industries require more research and also demand research for raw material production. For example, if you wanted to manage coal, iron, smelting, and blacksmithing all in a single city, the amount of research and nobles required to finally produce profitable tools or weapons would be astronomical.
Originally posted by VanditKing:
In v68, it's not feasible to research every industry.

To summarize, the game’s design now makes research requirements excessively high because players cannot attempt to research everything.

The problem currently is that you cannot research past the cheap entrypoints because generation is very small or you start to employ literally hundreds (probably thousands in late game) of people to maintain the knowledge. It's just not worth it to research bonuses if you can hire more people and develop land for free.
Last edited by BeheadThoseWhoInsultKane; Jan 20 @ 10:53pm
Vanir Jan 21 @ 12:26am 
Up to a certain point, research is best done on things you specialize in. Usually, that means whatever your species does well. If you have 200 fishers instead of 100, the fishing techs are a lot more attractive.

You may have noticed the massive experience modifier on labs. As you employ more researchers, they produce more research points, making techs a lot cheaper than they were initially in manpower/tech.


As for the tech system making only specialization viable:
I do not think that is true, but I could be wrong about that in V68. The main issue with specialization is profitably exporting the production. If you have few and/or small trade partners, the worsening price will soon outpace the specialization benefits. If you want to specialize further, you have to invest in military or diplomacy to secure more trade partners.

V68 allows you to trade with non-adjacent factions. I am not sure if the costs of doing that are too low. If they are, specialization might be stronger than expected.

As you increase your research speed, and prices for produced goods drop, diversifying your production even into goods your species has no boost for becomes a good idea. Also, even if your exports prices remain miraculously stable (possibly due to exporting goods with a very low tariff/value), your import prices may not.
Doeko Jan 21 @ 4:38am 
Originally posted by Vanir:
V68 allows you to trade with non-adjacent factions. I am not sure if the costs of doing that are too low. If they are, specialization might be stronger than expected.

Only works in a world where not everyone has been seeing viral anti-me pamphlets all around their court...

I think trading with everyone might be too strong in terms of being able to export too much without affecting prices. Maybe there should be some limit on the amount of trading partners. If it's tricky to maintain good relations that limit is there implicitly, so if you want to export a lot you have to also invest a lot in diplomatic relations.

But I agree with most of your take on research, except requiring the full initial tech up to XV until you can unlock for example refining facilities is a bit much.
Last edited by Doeko; Jan 21 @ 4:39am
Vanir Jan 21 @ 5:06am 
The poisoning thing should be fixed in the newest version.

Trading with everyone has a cost. The colleagues treaty requires high opinion, and maintaining that will need ambassadors. I am not sure how costly it is at the moment for a reasonably sized faction.
The research system has never made me feel any emotion other than frustration and disappointment. I am basically forced to research how to research, along with a very specific set of basic features like elder care (gated behind HOW MANY POINTS!?)

If I don't do this, I can't keep my people happy enough to attract immigrants. If they don't immigrate, I can't put more people towards research. I know that more efficient planning is core to the game, and is ostensibly the answer to my problem, but I am so taxed by the absurd stinginess of the current system that it feels like I'm performing a prescribed minmaxxing ritual rather than designing a cool city-state.
Originally posted by LunaticMethod:
The research system has never made me feel any emotion other than frustration and disappointment. I am basically forced to research how to research, along with a very specific set of basic features like elder care (gated behind HOW MANY POINTS!?)

Agreed. There were a lot of things to do without researching, like mining gems to sustain happiness and trading. I also got a bit pissed off by research price for many basic things like healthcare (50 total for basic healers and hospitals). But then you need to spend more on poopy farming to get supplies for hospital.
I once built a city with a population of 10,000 in v67, with raid difficulty set to maximum and all other difficulty settings increased by +1.
However, in v68, I played as humans with the same settings, and reaching even 1,000 population seemed impossible. Above all, it’s hard to find profitable trade opportunities, and industries that don’t benefit from the noble bonus struggle even to meet the city’s internal demand.

The game has certainly become more challenging, but I’m not sure whether this will feel like an enjoyable challenge for new players or simply lead them to scour the wiki and forums for help...
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