                              Concept : Research

 The research level of an Empire  country  is  determined  by  the  output  of
research  sectors in the following way.  Whenever a research sector is updated
and there are the proper amounts of raw materials  (usually  light  production
materials,  oil  and  gold  dust,  see info products for exact figures), those
materials are turned into medical discoveries; for each medical discovery, the
research level of the country is raised by 1.

The research level decays away with time however, (the diseases mutate), at  a
rate  of  1% per 48 time units, (i.e., 1% per day in games with half-hour time
units).  Therefore if a country has 5 research labs each of which is  supplied
with  enough  materials  and  has  enough  workforce  to  produce  1.5 medical
discoveries a day, the total national production of medical  discoveries  will
be  7.5 per day and the research level of the country will approach 750, where
the 1% daily loss exactly equals the daily gain of 7.5.

If the RES_POP option is in use, the research level of  a  country  determines
the  maximum number of civilians, mil, and uw's that can live in a sector. The
maximum then is:

                              Concept : Research

   400 + 600 * ((research*4 + 50)/(research*3 + 200))

So, for example, at 0 research, after an update, the max you could have  in  a
sector  would  be  550  civs, 550 uws, and 550 mil.  Note that in the casse of
captured sectors, the research level of the current owner governs, even if the
old owner of the sector had a higher/lower research.

If, after population growth, there are more civs than the  limit,  the  excess
are lost. Uw's & mil work the same way, each being individually limited.

The research level also affects the likelihood of plague  outbreaks.   (Unless
the NO_PLAGUE option is used, of course)

The nation command will display, among other  things,  your  current  research
level.

See also : innards, nation, products, technology

