I'm playing with Tech Cost Modifier=1000. Normally in this setting i can buy 1 point of tech for 1mil $. And its ok for almost all products, but not for new technologies. The cost of acquiring new product technology should be valued more.
For example now i can buy newly researched smartphones technology (technology = 20) for just 10-20mil, when it should be much much more (at least 10 times more).
New smartphones technology is valued the same as for example improvement of television for 20 tech points (going from 200-220), which is not realistic.
Technology cost modifier with R&D new products
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- David
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Re: Technology cost modifier with R&D new products
I did a test and the tech cost become 10 times more expensive after loading a script with "Tech Cost Modifier=1000" (screenshot attached.)
Did you put "Tech Cost Modifier=1000" under the [SPECIAL RULES] section header?
FYI, here is the content of my testing script:
[HEADER]
Title=Capitalism Lab script #01
[SPECIAL RULES]
Tech Cost Modifier=1000
Did you put "Tech Cost Modifier=1000" under the [SPECIAL RULES] section header?
FYI, here is the content of my testing script:
[HEADER]
Title=Capitalism Lab script #01
[SPECIAL RULES]
Tech Cost Modifier=1000
- Attachments
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- Tech cost.jpg (95.48 KiB) Viewed 8648 times
- Black
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Re: Technology cost modifier with R&D new products
Tech Cost Modifier is working as intended for every product that is avaliable for you to produce when you start a game. What i mean is, it does not work well for products that you have to invent. Lets take for example smartphones. When AI will invent Smartphone technology it will cost you only 20mil$ to buy it (technology level = 20) with TechCostModifier=1000. It's cheap as dirt in my opinion, it should be valued far far more.
To avoid this problem i am suggesting that you simply set technology level of newly invented technologies to 100. Hope you understand me now
To avoid this problem i am suggesting that you simply set technology level of newly invented technologies to 100. Hope you understand me now

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Re: Technology cost modifier with R&D new products
+1Black wrote:Tech Cost Modifier is working as intended for every product that is avaliable for you to produce when you start a game. What i mean is, it does not work well for products that you have to invent. Lets take for example smartphones. When AI will invent Smartphone technology it will cost you only 20mil$ to buy it (technology level = 20) with TechCostModifier=1000. It's cheap as dirt in my opinion, it should be valued far far more.
To avoid this problem i am suggesting that you simply set technology level of newly invented technologies to 100. Hope you understand me now
Win 7 Pro / Cap Lab 4.4.19 + Sub DLC
* I'm not an native English speaker - maybe some phrases or words are not the "yellow from the egg".
* I'm not an native English speaker - maybe some phrases or words are not the "yellow from the egg".
- David
- Community and Marketing Manager at Enlight
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Re: Technology cost modifier with R&D new products
It is an old post. Have you tested if this is already working in the current version?
- David
- Community and Marketing Manager at Enlight
- Posts: 10419
- Joined: Sat Jul 03, 2010 1:42 pm
- Has thanked: 78 times
- Been thanked: 223 times
Re: Technology cost modifier with R&D new products
It is an old thread. Have you tested if this is already working in the current version?