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Doesn't mean focusing is wrong, but it does mean you generate more total research if you don't.
How much do i need to contribut? is my contribution linear? 20% is twice as good as 10%?
When do I get the max bonus to quick unlocks? does the chance differ per tech (pretty sure at least with later ones it does)
If I don't contribute anything at all, is there some minimum chance still? Is that minimum chance ever 0?
While I do really want to know EVERYTHING, I at least NEED to know something more!
It's also useful for structuring your research. By the mid-game, I tend to have one priority project, one long-term project and one cheap filler project that is still useful. This maximises my available research, allows me to progress on long-term projects until I am ready to focus them and clears out the projects menu a bit while still getting the most important projects done almost as fast.
Occasionally you will need to absolutely rush something, forgoing the distribution bonus. Outside of these rare situations, you should be aware of it and take advantage.
As for not getting faction projects, they are not guaranteed outside of core techs. You will always get projects for all your habs, modules, ship types, weapons etc. Some weapons may take longer to show up though and this may vary for the endgame stuff. When it comes to drives and reactors primarily, you will have a chance of not getting them. The game makes rolls behind the scenes to see if they unlock or not and at least one tech gives a bonus to these rolls. This means you cannot always bank on getting your favourite engine or power plant to keep multiple playthroughs fresh.
The other problem is that projects can have multiple prerequisites. For instance, a lot of the most advanced fission drives as well as fusion and antimatter drives, require Magnetic Nozzles. You see all the faction projects, search for specific faction projects and check their prerequisites using the Full Tech Tree option on the research screen. You can right-click on any tech or project to see a mini-tech tree showing how to research it.
Oh yeah and participating matters a lot for timely project unlocks. Forgot that. Sort of dominated global research in my current game apart from the occasional surprise.
That does mean that if I get too inattentive, or a close faction gets a chunk of tech from an event when one is near completion, I do occasionally lose control of one for a while.
Though sometimes if I don't have a global one im beelining at the time, and one of the techs doesn't have any faction unlocks I let the AI take that one and focuse on my own things for a while... until they inevitable take one I don't want them to yet. like then they decided it was time for Mission to Mars, while im still trying to get all my tech for cheap boost and mines and power plants for mars done first... and mission to the moon isn't even done yet lol.
i'm back on an earlier save ( because the game just crash ) 30.2 research /day, 45% on projects, 1% onlife, 0% on energy :
if i research both 50/50 i got 21.006+20.863 =41.869
100% on the life category research : 42.013 ( so the 1% from life is greater than the bonus given to the 2 projects )
100 on energy one : 41.725
So explain me the "boost" you have from searching for more than 1 project, and what i'm missing.
Try it, i don't doubt there's a lot of people talking about this bonus, it's just that when i tried to know how much exactly was this bonus i just find a big 0% bonus... Or a negative one in case some of the research are the same category.
Fun fact : you don't.
This is a well-documented game feature.
Here is Questionable Counsel's guide to research on Reddit: https://www.reddit.com/r/TerraInvicta/comments/xug59w/guide_how_to_defeat_an_alien_invasion_in_10_easy/?utm_source=reddit&utm_medium=usertext&utm_name=TerraInvicta&utm_content=t1_ir1tbz8
You should probably read all of them. The links are all on the Reddit.
(Also, yeah, do think twice about doubling up projects in the same field, because the penalty you observe exists. Congratulations.)
You do, and you can literally prove it yourself in about two clicks if you try, Look at your research total, then either turn on a project or turn off a project, notice the total changes.
I wouldn't call it well-documented, but it's certainly visible.
The bar at the top shows RAW research output. That being, research that is not in any way affected by field bonuses and is allocated based on the pips set in the research panel. Since the bonus from multiple fields being worked is an increase to the production of raw research, it goes up top.
The other bonuses modify the raw research applied to each project. So they get attached to the individual projects.
Of course, even the field bonuses are accessible from the research icon up top if you mouse over it for the tooltip. So in a pinch, that's where you always find "everything".
When one of the priority techs finishes I look at what I've got queued up, decide which one I want to finish first, and make that the new priority.
While spreading pips like that does still slightly slow down the priority on net, the research siphoned off of it is being funneled to techs that will be the new priority after it's done. So over all, the bonus is still captured and the total research rate increases.
Having multiple slots also means you can put big, expensive, long-term techs like the unification projects or a lot of the xeno research in a low-priority slot so it can slowly make progress while the high-priority slot cranks out cheap short-term projects like station and ship modules.
An important thing to note is that the research spread bonus modifies your raw research points, displayed at the top of the screen, *before* any research speed modifiers are applied. This means two things:
1: If you split your research between something with a high speed modifier and a low speed modifier, your total *after* modifiers might end up being lower because the points going to the lower-modifier tech were not multiplied as much, but your total *before* modifiers is still higher. However, if the low-modifier tech is something you were going to research anyway, then you were going to eat that low modifier sooner or later no matter what. The solution to this is raise the modifier using orgs or labs.
2: This bonus stacks multiplicatively with any speed modifiers you do have. Because it will modify your raw research points first, and then those modified points will be further multiplied by your speed modifiers. It also stacks multiplicatively with Advise missions, because those modify the research output of the country before this bonus is applied. Use all three multipliers together for maximum results.
most efficient way to research is taking all slots, make sure that each tech is type unique, there is penalty for researching multiple same type techs at the same time.
then you set full 3 bars to one of techs you need the most, you will get 0.375 of your output to that tech, if you take in account spread amplification, it will be 0.4875 compared to amount you will set if select only that tech alone.
30% is significant bonus, it's added before amplifications you have.
if you have 100% from "gears" and 100% from type it will apply to bonus, instead of effective 330% you will get 390%
obviously amplifications works ever if you do not spread and it will be still 0.4875 slower then selecting single tech and pouring everything into it, but this is not very effective in long term as you need global techs to "win".