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Dry
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Brussels
Sep 2000 time: 06:22
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It has been done: Master Of Orion 1.
On the idea, I think you need to specify a little more.
If you allow to split your research force into different techs, without gain or loss, then I think all average players will chose the 'concentrate on one tech' solution.
If it takes 5 turn to discover one tech, then I prefer discovering 1 tech every 5 turns over discovering N techs after N*5 turns.
In order to give the players a real choice problem, you need to reduce the advantages of 'concentrated research'.
Solution1: (ala Moo1) All techs are spread among 'research fields'.
The player has to allocate his research force amongst those fields. (Optional: Inside every field, the player will have to chose the tech he wants to research).
A change in this proportion (I move a rocket scientist to biology field) has an immediate negative effect in the field that loses strength, but a delayed positive effect in the field that increases strength (need time for the rocket scientist/team to become a bio scientist/team).
Solution2: you reduce the efficiency of scientists with their number. This simulates the communication problems, bureaucracy,...
If it takes 100 turns for 10 scientist to discover tech A, but it will take 60 turns for 20 scientists, 35 turns for 40 and 25 for 100.
Solution3: same as solution2, but more complex.
Each tech has an optimal number of researcher (say 10 for wheel, 100 for Industry). As long as this optimun is not reached, there is no loss in efficiency. As soon as it is reached, there is a decrease in efficiency for the newcomers.
After, say 5 * optimum, any newcomer is pure waste (0 scientific contribution).
The speed of the inefficiency and/or the upper limit of efficient researcher maybe related to some 'communication techs'.
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