This one is actually quite funny since all you need to do is open the tehnology lua, change the "infinite" to a number, and the existing formula, to a flat vlue. Yep, no formula, no level. Just one single very large number. Like 1 G. This means that at 0% Productivity (no modules, nothing) you need 1G of items. But once you did the 1st level, well level 2 still needs 1 G progress but you don't need 1G items due to productivity. And if you don't like the 1 G, you can always just reduce the value of the cost as well as how much bonus each level gives and just increase the max level. And of course, no more need to waste time with bitters eggs and 2 items that have no other used then for this research. Also the 1 G cost makes it actually be the "i willl not touch it unless i am 100% post game" or use mods. Since how many bitter eggs is this? yep.
So while it looks "cheaty" that is just because this change means people can actually benefit from productivity vs "couple of levels, and then, well... just use map editor and see it for yourself that productivity just consumes a lot of time. to much, that, you stop doing it because it's not worth it anymore unless you seriosly have nothing better to do with your life.
So yeah, as i said, it's funny how lab productivity became fun via making it so that, exactly by researching research productivity, the research itself gets more and more easier to level up (again, be carful of not overdoing it so test in map editor or similar)
Reverse cost for Lab productivity
Post your ideas and suggestions how to improve the game.
Moderator: ickputzdirwech
Reverse cost for Lab productivity
Due to personal issues I do NOT read replies. I have significant spelling issues, and IF I remember, I use AI to rewrite my ideas more clearly. You’re welcome to reuse any of my suggestions.
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