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Top Tech Problem
Posted: Sun Mar 03, 2013 3:29 pm
by WilliamMGary
So I've been doing a business journal for a save game in Capitalism Lab 2.1.02. I'm adding some new entries to document what has occurred during the years since the last update and begin to notice what "may, or may not be" a problem with some of the top tech. The only thing that has happened in the game is mergers so maybe when you merge with a copy their technology is lost and it's one of those secret game mechanics or it would actually be a bug.

Year 2023

Year 2030
Shampoo top tech in 2023 was 274 in 2030 it became 219
Soap top tech in 2023 was 209 in 2030 it became 197
Toothpaste top tech in 2023 was 240 in 2030 it became 200
What leads me to think it's a bug is the fact that some product's tech top did increase while others seemed to reset.
What's your take?
Re: Top Tech Problem
Posted: Sun Mar 03, 2013 9:08 pm
by greewoch
it's just because of technology disruption is active.
this happens every year on first day of january
Re: Top Tech Problem
Posted: Sun Mar 03, 2013 9:51 pm
by WilliamMGary
greewoch wrote:it's just because of technology disruption is active.
this happens every year on first day of january
Ah you're correct! I thought that option was to enable smartphones to replace cell phones not to decrease technology by 10% every year. We'll at least I know the investments I'm making in R&D is worth it
I might want to consider a shorter time frame in the R&D centers with level 9 units. I've currently been using a 5 year product cycle but at that rate my current technology would've lost 50% by the time the new technology comes out. Hmmm....
Re: Top Tech Problem
Posted: Sun Mar 03, 2013 10:35 pm
by greewoch
Btw, training r&d buildings make their unkeep like 3x more expensive, so it's usually a good idea to just hire a 100 rating CTO (lvl 6 r&d) and keep buildings on 0 training.
When I play tech disturbition on, I always use 9x till I reach 100 tech, then I use 3x units on 2 years plans; just to keep them above 100. Because the more tech you have, the more you lose every year, also if a corporation pasts 100 tech, rival companies get a bonus for r&d that product
this is ofc for the products that you dont have a competitor, with expertise + r&d bonuses for ai; and since they just 9x r&d their expertise products most of the time, it's a bit hard to keep top tech.
Re: Top Tech Problem
Posted: Mon Mar 04, 2013 12:58 am
by Esoteric Rogue
greewoch wrote:Btw, training r&d buildings make their unkeep like 3x more expensive
DUDE! No way!
Thanks for tips!

Re: Top Tech Problem
Posted: Mon Mar 04, 2013 2:00 pm
by WilliamMGary
greewoch wrote:Btw, training r&d buildings make their unkeep like 3x more expensive, so it's usually a good idea to just hire a 100 rating CTO (lvl 6 r&d) and keep buildings on 0 training.
When I play tech disturbition on, I always use 9x till I reach 100 tech, then I use 3x units on 2 years plans; just to keep them above 100. Because the more tech you have, the more you lose every year, also if a corporation pasts 100 tech, rival companies get a bonus for r&d that product
this is ofc for the products that you dont have a competitor, with expertise + r&d bonuses for ai; and since they just 9x r&d their expertise products most of the time, it's a bit hard to keep top tech.
How did you stumble across this info?
Re: Top Tech Problem
Posted: Mon Mar 04, 2013 2:22 pm
by greewoch
stop the game and open 2 r&d buildings; one with training, and one without training,
you can keep tracking them on firms section;

Re: Top Tech Problem
Posted: Mon Mar 04, 2013 4:08 pm
by WilliamMGary
At this rate I will never master this game lol
Re: Top Tech Problem
Posted: Fri Mar 08, 2013 6:33 pm
by Timofmars
greewoch wrote:stop the game and open 2 r&d buildings; one with training, and one without training,
you can keep tracking them on firms section;

So that more expensive R&D firm only has higher unit levels, but is not currently spending money on additional training?
On a related note, R&D seems to have the same costs, including wages, regardless of the wage level of the city.
Re: Top Tech Problem
Posted: Fri Mar 08, 2013 10:15 pm
by greewoch
Timofmars wrote:
So that more expensive R&D firm only has higher unit levels, but is not currently spending money on additional training?
lvl 1 and lvl 9 R&d buildings have same unkeeps, regardless of real wage. On that ss, I build them on same day; all difference just comes from training costs.
On a related note, R&D seems to have the same costs, including wages, regardless of the wage level of the city.
at start of game;
3,5 mil $ = r&d building + 9 research units on 40ish wage city
meanwhile
7+ millon $ = r&d building + 9 research units on 70+ wage city
Because of that; we all are already open our R&D buildings in Africa countries.

Come on, Do you really want them to be cheaper, because of lower wages ? ^^