Quoting Christian_Akacro,
Wait... that's what those numbers mean, number of techs researched?! I was never able to ken that. That is prime fodder for a new tooltip right there. Why wouldn't it mean anything in practice? Wouldn't doubling that number make your age about 30%-50% longer, assuming you continue to build out research?
Edit- Does this mean that each race enters the new age at different times depending on how many techs they've researched?
Oh right, the Tech Age do matter. It blocks research if you aren't in it. I think a "Doh!" is in order... Doh!
I'm working on the research values right now, Saruboy did a great job with his script but I am looking for a much lower maintenance solution and I've been playing with the tech inflation values in the xml. It's simply a case of working out the exact formulas the game applies them to. The fact that costs are inflated exponentially means any change to those values could be too extreme to play.
I am also unhappy with having to run the script every time I want a different research cost scenario. And copy paste TechDefs files all the time. But it's only until Stardock fixes things.
The formulas I found for tech cost were:
case A (normal): Cost = 29 * e^(0.3715*tier)
case B (+10% cost): Cost = 1.1 * 29 * e^(0.3715*tier)
case C (-10% cost): Cost = 0.9 * 29 * e^(0.3715*tier)
tier = 0 to 9 (at least I think 9 is highest), normally how deep a tech is in a tree, but some have higher or lower values than one might expect
If the Cost has a decimal value it is always rounded down (so 60.9 becomes 60).
Most techs are of case A. For the weapons; Kinetics are case A (+0%), Beams are case B (+10%) and Missiles are case C (-10%). This seems to be offset by the cost of the support techs to each weapon.
If you wish to modify the tech cost, you can insert a modifier like this
Cost = 29 * e^(0.3715*tier*modifier)
And then to have the Cost be, say 10 times higher, for the tier 9 technologies, you can calculate what modifier you want
10 times higher at tier 9 is what i want -> 10 = 29 * e^(0.3715*9*modifier)
rearrange the equation -> modifier = LN (10*29) / (0.3715*9) = 1.695792111
That makes it easier to avoid crazy research costs