Lab research speed (research)
Lab research speed |
Cost |
|
✖ 100 | |
Prototype type |
|
Internal name |
research-speed-1 |
Required technologies |
|
Allows |
|
Boosts the researching speed of labs.
Technology | Cost | Effects | Cumulative effect |
---|---|---|---|
Lab research speed 1 | X 100 | 20% | 20% |
Lab research speed 2 | X 200 | 30% | 50% |
Lab research speed 3 | X 250 | 40% | 90% |
Lab research speed 4 | X 500 | 50% | 140% |
Lab research speed 5 | X 500 | 50% | 190% |
Lab research speed 6 | X 500 | 60% | 250% |
Production Requirements
Calculating the number of science packs needed per second is straightforward:
- Adjusted Cycle Time = <in-game Cycle Time> /((<in-game Lab Research Speed> / 100) + 1)
- Packs per Second = 1 / (Adjusted Cycle Time / <# of labs>)
Thus, for a 10 lab setup, researching Nuclear Power (30 second cycle time) with Lab Research Speed 4 (140% bonus), the math would be:
- ACT = 30 / ((140 / 100) + 1)
- ==> 30 / (1.4 + 1)
- ==> 30 / 2.4 = 12.5 seconds, adjusted cycle time
- PPS = 1 / (12.5 / 10)
- ==> 1 / 1.25 = 0.8 Science per second
This means that you'd need to produce 0.8 science packs per second, of each type, in order to keep your labs stocked for research.
For endgame, per lab (so multiply the number of labs you have by these numbers!) here are the science/second needs:
Research Bonus | Cycle Time | Science packs per second (1 lab) |
---|---|---|
140 | 30 | 0.08 |
140 | 60 | 0.04 |
190 | 30 | 0.096667 |
190 | 60 | 0.0483333 |
250 | 30 | 0.116667 |
250 | 60 | 0.058333 |