The cost of FT (future tech) only depends on two values:
- the "base cost", which is nothing other than the cost of the level 10 tech of the same tech area (biotech, computertech etc.)
- the future tech level (FTL), i.e. the tech level minus 10.
So if you want to research, say, weapons tech 11 (in other words, future weapons tech 1), then the necessary amount of research points for this task depends only on the FTL (which is 1) and the cost of weapon tech 10.
The formula for the cost is
[research cost] = [base cost] * [FTL] * ([FTL] + 1)
As an example, let us say that the cost for propulsion technology 10 is 100,000 points. Then the cost for the first few future propulsion techs is:
Code: Select all
Tech Level Research Cost
10 100,000
11 200,000
12 600,000
13 1,200,000
14 2,000,000
15 3,000,000
16 4,200,000
17 5,600,000
18 7,200,000
19 9,000,000
20 11,000,000
I haven't tested this for the highest future tech levels, and and at some point (tech level 100+) an integer overflow could happen. But I doubt anyone will make it that far in a real game
-------------------------------------------------------------------
Reminder of the effects of future technology
Future Biotech increases the output of manned food structures.
(default: +2% per biotech level)
Future Construction Tech increases the output of manned industry structures.
(default: +2% per construction tech level)
Future Energy Tech increases the output of manned energy structures.
(default: +2% per energy tech level)
It also increases the strength of shield generators (default: +50 shield strength per energy tech level; can be changed using the Ultimate Editor).
Propulsion Tech 11 increases ship range (this can be modded). Any further Future Propulsion Techs won't have any effect (this cannot be modded ).
Future Weapon Tech increases the ground combat strength of star systems and troop transports (this can be modded).
It also increases the strength of orbital batteries (default: +80 firepower per tech level; can be changed using the Ultimate Editor).
For modding the +2% bonuses on the output of manned structures, see this topic.