What is the point of Research 10 and more?

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Alexon
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What is the point of Research 10 and more?

Post by Alexon »

Hello dear ST or strategy fans :)

I play this game only occasionally and thus am not fully aware of everything. By the way I was registered at this forum years ago, but I don't remember the user name.

Recently I've read this guide: calladices-faq-birth-of-the-federation-a-strategy-guide
It is very comprehensive and itself a treat to read. (except for the exploits he recommends wtf)

From the guide a few questions evolved, where one is this.
Here is a cite from the guide that made me question this myself. However and btw when I review my games always wondered about it :)
When [...] your research nearing future tech 1 (11 in each category)
This implies to me that Calladice has reasearched everything to 10.

The question or tldr;
I looked at for example: Research - Object databse - Biotechnology - (10) Siliko Biotechnology
You can see there that Biotechnology 10 doesn't enable new structures or ships.
  • So generally and by itself what is the point of researching something to 10 if it's not for some ship?
  • Btw: Which advantages do give "Future Tech1" like Bio 11 (or even 12)** ?
Thanks in advance. I tried to search for an answer before, but it didn't reach me.

**ps: I am aware of Energytechnology increasing Shield Generator's capacity by 50/techlevel.
Last edited by Alexon on Sun Jan 26, 2014 2:44 pm, edited 1 time in total.
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Re: What is the point of Research 10 and more?

Post by cleverwise »

To my knowledge there isn't much of an advantage. I could be wrong but once 10 is reached I don't bother researching any more as it seems to be the main limit of the game.
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Re: What is the point of Research 10 and more?

Post by Flocke »

you get a little technology bonus on e.g. production each tech level break through
further ship defense in combat I think depends on weapon tech
but in practice I see not much use to research any further
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Re: What is the point of Research 10 and more?

Post by adi »

For me, the research is for the ships. So I don't research any further once i get latest ships; although you might get a small bonus to production, farms and energy buildings. If i have unmaned industry and intel buildings, i switch the research man power to those.
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Re: What is the point of Research 10 and more?

Post by thunderchero »

Alexon wrote:The question or tldr;
I looked at for example: Research - Object databse - Biotechnology - (10) Siliko Biotechnology
You can see there that Biotechnology 10 doesn't enable new structures or ships.

So generally and by itself what is the point of researching something to 10 if it's not for some ship?Btw: Which advantages do give "Future Tech1" like Bio 11 (or even 12)** ?

Thanks in advance. I tried to search for an answer before, but it didn't reach me.
in vanilla (some mods change this) the advantage you will get is a 3% increase per tech level to the bonus (for manned structures) for food, industry, energy. I have never checked but think it also should give increase to weapons as well (weapon power increase every weapon tech normally).

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Re: What is the point of Research 10 and more?

Post by cleverwise »

TC knows his BotF. TC it is amazing how much you know about the game. :-)
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Re: What is the point of Research 10 and more?

Post by Alexon »

Thanks alot @ all. :up:

Biotec, Engineering, Energy tec, Weapon tec are clear now.

Leaving two technologies that are not clear to me or rather said are open for discussion:
-I guess propulsion makes ships more mobile/agile (?).
-But I really have no clue what computer technology affects.
--perhaps ship's accuracy in combat (?)
--edit: I tried to test if computer changes security at all, I teched from comp 5 -> comp 6. No bonus: I had 2530 points before and 2530 points afterwards in the security tab. I guess only a modder could answer that.
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Re: What is the point of Research 10 and more?

Post by adi »

Alexon wrote:Thanks alot @ all. :up:

Biotec, Engineering, Energy tec, Weapon tec are clear now.

Leaving two technologies that are not clear to me or rather said are open for discussion:
-I guess propulsion makes ships more mobile/agile (?).
-But I really have no clue what computer technology affects.
--perhaps ship's accuracy in combat (?)
--edit: I tried to test if computer changes security at all, I teched from comp 5 -> comp 6. No bonus: I had 2530 points before and 2530 points afterwards in the security tab. I guess only a modder could answer that.
I don't think computer tech affects ships in any way other than a tech level requirement to be able to build the ship;
Propulsion tech sets your short, medium and long map ranges. If you look at the in-game tech description, on propulsion it says something like "3/5/7"; those are the short, medium and long map ranges, in squares from your shipyards and outpost/starbases.
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Re: What is the point of Research 10 and more?

Post by Alexon »

That's really insightful. Thanks
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Re: What is the point of Research 10 and more?

Post by greenpeace »

I ran a test on the game I'm now playing (Error Correction mod further Ultimate Editor tweaked with weapons doing half damage, which I highly recommend.)

Klingon Legendary Heavy Cruiser II vs Fed Outpost II, disruptor damage:
Weapons research 10: 616 damage
Weapons research 11: 616 damage
That's 100% damage since my K'Vorts have 22x28 disruptors.

Klingon Legendary Heavy Cruiser II vs Ferengi Raider II:
Weapons research 10: 540 damage
Weapons research 11: 540 damage

Same turn, same ships, just one I let the research finish and the other I went back to the save and stopped it.
So, it seems there's no accuracy bonus to Future Weapon Tech, and unless my edit to half damage incurs a rounding error, it seems there's no damage bonus either.
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Re: What is the point of Research 10 and more?

Post by thunderchero »

greenpeace wrote:So, it seems there's no accuracy bonus to Future Weapon Tech
with the complicated combat calculation the bonus would be so small if any once rounded up or down. but you might also try again but delay combat 2 more turns after reaching next tech bonus calculations may have 1-2 turn delay?

any way here is a quote from Gowron on subject
Gowron wrote: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.
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