Alexfrog
03-08-2003, 04:04 AM
Extensive testing of the effect of Creativity on the percentage of techs available to a race, and testing of the effect of changing the “Techs” value in the racemodifiers.txt file, for a given race.
Alright, I just spent 5 hours doing a bunch of tests on the effect of creativity on the number of techs you get. (Counting the time taken to write this all up) I also tested different creativity values with different values for the “Techs” value in racemodifier.txt
Specifically, I played as Psilons, one game with the Techs value at 100, one game with Techs value at their base of 43.5, and one at a Techs value of 0, all with creativity original. This was to see what the effect was of modifying that techs value in race modifiers.txt Then, I played one game at each of those Techs settings with my creativity reduced to Imitative. This was to see the effect that Creativity skill had on the percentage of Techs acquired. My findings were very interesting.
Basically, I found that a higher creativity skill leads to a LOT more techs being present in the tree. I also found that modifying the Techs value for a race in the racemodifiers.txt file had NO effect on the number of techs that would be present in the tree. (Data to follow).
Note that I tried this only with Psilons as my race, and only with Techs values of 0, 100 and the Psilon base of 43.5. I also greatly increased population growth and scientific efficiency to improve the amount of time it would take to get the techs required. I played until all techs of level 12 or less were visible on my tree. I used a mod which adds the tech level of each technology onto the name of that technology, BEFORE the modification up or down by 1 or 2 levels is applied. Thus, I had “Biology level 5 Soil Enrichment” appearing in my tech tree at varying levels, from 3 to 7. I made sure that I recorded all techs which had a Base level of 12 or less, and recorded no techs with a base level of greater than 12, so that my tests would not be affected by technologies shifting up or down in the tree. I made sure that technologies up to level 14 were visible, such that all Base level 12 techs would appear in my tree (that were going to appear).
There are the following possibilities that are untested:
1) Modifying Techs to 0 or 100 has no effect because it goes outside of a range of acceptable values, and thus the program just uses the default values in those cases. Further testing needs to be done at more intermediate values for Techs, such as 20, 60, and 80.
2) It is possible that the Techs value in the racemodifiers.txt table is not used by the program, but that another Techs value is hardcoded into the program at some point. Thus, there is some value representing the percentage of techs a race gets, but that this isn’t it. It is thus possible that Psilons have a hardcoded “43.5” for this value (or something else), and that Klackons have a hardcoded “66”, which doesn’t change by modifying the value in racemodifiers.txt
3) It is possible that another race will have a different percentage of techs in their tree, and that creativity may affect this by a different amount. If for example, Psilons have a hardcoded 43.5 and Klackons a hardcoded 66, then Klackons may get more or less techs in their tree even at the same creativity level, (based on what exactly that value means)
4) The Techs value and creativity may affect techs of differing levels differently. I only tested techs from levels 1 to 12, not for tech levels above this. I find this very doubtful.
Thus, more testing must be done to determine the full effects of creativity and the Techs value, on different races. I recommend choosing techs values of more moderate ranges such as 20, 40, 60, 80, in addition to 0 and 100. I recommend doing tests on races with very different Techs values than Psilons, such as Klackons (66) and Ithkul (73.5)
I will do this at a later time (possibly in 2 days), if no one else does it. I encourage people to make experiments like this, carefully record their data, and post their results here.
My Data:
These are all the techs I had on my chart with a base level of 12 or less, playing with Psilons with a “Techs” value of 100, and Original Creativity:
I use “C” to designate Economics techs, “E” for Energy, “B” for Biology, “M” for mathematics, “P” for Physical Sciences, and “S” for Social. Thus “B3” means Biology tech with base level of 3. “C3/M2” means the tech requires a base level of 3 in economics, and base level 2 in mathematics. I do not record at what level the techs appeared in my tree during the game, as it is irrelevant. All recorded levels are the base tech level.
Econ Tree:
C3/M2: Interchangeable Policy Structures
C4: Advanced Policy Theory
C8: Securities Board
C8/M5: Astro University
C9/B7: Anti-Redundancy Structuring
C11: Automated Mines
C12: Planetary Commodities Market
Energy:
E2: Phaser Rifle
E4: Autofire Laser, Hand Blaster, Armor Piercing Laser, Continuous Laser
E5: Quark Cannon, Fusion Cannon, Personal Deflector
E6: Fusion Gun, Plasma Projector, Matter Conversion Module (always on tree)
E7: Autofire Fighter Laser
E8: Fighter Fusion Cannon
E9: Armor Piercing Quark Cannon, Continuous Quark Cannon, Enveloping Fusion Cannon, Hydrogen Fuel Cells, Continuous Fusion Cannon
E10: Laser Assault Rifle
E10/M8: Planetary Shield Generator (always in tree)
E12: Phaser Assault Rifle
Biology:
B2: Hydroponic Farms
B5: Soil Enrichment, Decomposition Center
B8/M6: Interorganizational Evolution
B10: Automated Biocare
Mathematics:
M4: Laser Mini 1, Mass Driver Mini 1
M5: Nuclear Engine
M8: Laser Mini 2, Mass Driver Mini 2, Catalyst Design
M9: Sublight Drives, Fusion Mini 1, Quark Mini 1
M10/S10: Netizenship
M12: ECM 2, ECCM 2
Physical:
P3: Armor Penetrating Fighter Mass Driver, Titanium, Armor Piercing Nuclear Warhead
P4: Armor Penetrating Mass Driver, Autofire Mass Driver
P5: Marine, Missile Armor
P6: Cruiser (always on tree), Deep Extraction Mining
P7: Mobilization Center (always on tree), Spaceport (always on tree)
P9: Point Defense, Mobile
P10: Magazine, Rail Gun, Enviro Suits, Structural Shielding, Duranium, Sunlight Redirection
P11: Automated Factories, Materials Processor (always in tree), Medium Armor
P11/B8: Sanitation Infrastructure, Planetology Complex
P11/E8: Battle Cruiser (always on tree)
P12: Heavy Mount, Unity Defense Grid
Social:
S5: Psy-Ops
S8: Xeno Survivor Academy, Monuments
S9: Advanced Research Labs, Espionage Training Requirement
S10: Command Center, Cultural Districting Offices
S12: Cross Cultural Reference Library
S12/C10: Public Service Ethos
Total techs: 7C + 19E + 2E always on tree + 5B + 12M + 22P + 5P always on tree + 7S
Total of 72 techs plus the 7 always on the tree, from levels 1 through 12.
List of Techs that I did not have on the tree this game: (I may be missing some, but I don’t think so). Maybe 1 or 2 at most.
C10: Holistic Planning
E4: Class 1 Shield
E5: Improved Thrusters
E10: Hard Beam, Class 2 Shield
M12: Thetaplex Scanning Array
P5: Fighter Armor
P7: Anionic Energy Warhead
Total Techs Missing From Tree: 8
So I got 72 of 80 techs that were not automatic.
Now, with my “Techs” value set to 43.5, there were a few changes to which techs I got (of course, because it’s random).
The following Techs were added to the list:
C10: Holistic Planning, E4: Class 1 Shield, E5: Improved Thrusters, E10: Hard Beam, E10: Class 2 Shields, M12: Thetaplex Scanning Array. A total of 6 techs added that I missed the first time. P7: Anionic Energy Warhead
The following techs were not on the tree, but that were on the first one:
E4: Hand Blaster, E5: Fusion Cannon, E5: Personal Deflector, E9: Continuous Fusion Cannon, E10: Laser Assault Rifle, B8/M6: Interorganizational Evolution, M8: Mass Driver Mini 2, M9: Fusion Miniaturization 1, S5: Psy-Ops, S9: Research Labs
A total of 9 techs not on the tree, but 7 more that were. So 2 less techs total.
So I got 70 of 80 techs that were not automatic.
Finally, with my “Techs” value set to 0.
The following techs were on the tree that weren’t on the original tree (many of these were also on tree #2):
C10: Holistic Planning, C10: Broader Usage, E4: Class 1 Shield, E10: Hard Beam, E10: Class 2 Shield, M12: Thetaplex Scanning Array, P5: Fighter Armor. A total of 7 techs that were not on the first tree.
The following techs were missing from that tree:
E4: Continuous Laser, E5: Personal Deflectors, E9: Continuous Quark Cannon, M4: Mass Driver Mini 1, M8: Laser Mini 2, M8: Mass Driver Mini 2, P6: Deep Extraction Mining, S9: Espionage Training Requirement. A total of 8 techs that were missing from that tree, but 7 that were on it and not on the first. So 1 less tech in total.
Thus I got 71 of 80 techs on this tree, that were not automatic.
The number of techs I got out of 79 non automatic techs, were 72, 70, and 71. These are so incredibly close that the difference is clearly due to randomness. If the jump down from 72 to 70 had been significant when I reduced the “Techs” value from 100 to 43.5, it should not have gone back up again when I further reduced techs to 0.
Conclusion: Modifying the techs value in the racemodifiers.txt file has no effect on the number of techs that appear in your tree.
The next experiment, modifying the creativity ability of my Psilons down to Imitative (the worst level), and seeing what I got on my tree with “Techs” value of 0, 43.5 and 100.
For Imitative Psilons, with a Techs value of 100, I got the following techs on my tree:
C3/M2: Interchangeable Policy Structures
C4: Advanced Policy Theory
C8: Securities Board
C8/M5: Astro University
C10: Broader Usage, Holistic Planning
Energy:
E4: Autofire Laser, Armor Piercing Laser
E5: Quark Cannon, Fusion Cannon, Personal Deflector
E6: Fusion Gun, Matter Conversion Module (always on tree)
E7: Autofire Fighter Laser
E8: Fighter Fusion Cannon
E9: Armor Piercing Quark Cannon, Continuous Quark Cannon, Enveloping Fusion Cannon, Continuous Fusion Cannon
E10: Laser Assault Rifle, Hard Beam, Class 2 Shield
E10/M8: Planetary Shield Generator (always in tree)
E12: Phaser Assault Rifle
Biology:
B2: Hydroponic Farms
B5: Soil Enrichment,
B8/M6: Interorganizational Evolution
Mathematics:
M4: Laser Mini 1,
M8: Laser Mini 2, Catalyst Design
M9: Sublight Drives, Fusion Mini 1,
M10/S10: Netizenship
M12: Thetaplex Scanning Array, ECCM 2
Physical:
P3: Armor Penetrating Fighter Mass Driver, Armor Piercing Nuclear Warhead
P4: Autofire Mass Driver
P5: Marine, Missile Armor
P6: Cruiser (always on tree), Deep Extraction Mining
P7: Mobilization Center (always on tree), Spaceport (always on tree), Anionic Energy Warhead
P10: Rail Gun, Enviro Suits, Structural Shielding
P11: Automated Factories, Materials Processor (always in tree), Medium Armor
P11/B8: Sanitation Infrastructure, Planetology Complex
P11/E8: Battle Cruiser (always on tree)
P12: Heavy Mount
Social:
S8: Monuments
S9: Advanced Research Labs, Espionage Training Requirement
S12: Cross Cultural Reference Library
S12/C10: Public Service Ethos
That’s a total of 53 out of 80 techs that were in my tree this time, of the ones that are not automatic. This is a massive difference between the 72, 70 and 71 I got the first time.
When I changed my “Techs” value to 43.5 but kept my Creativity down at Imitative, I got a total of 56 out of the 80 techs that were not automatic. I will not list them, suffice it to say that many of the techs on the previous list were missing, and many new others were present.
When I changed my techs value to 0, but kept my Creativity down at Imitative, I got a total of 57 out of the 80 techs that were not automatic. Again, I won’t bother to list them all.
So in the three games I did with Original Creativity I had a total of 70 + 71 + 72 or 213 out of a possible 240 techs in my tree, or 88.75%. (For techs of level 12 or less)
This is probably accurate to within a few percent for probabilistic error.
In the three games I did with Imitative Creativity I got a total of 53 + 56 + 57 or 156 out of a possible 240 techs in my tree, or 65% (For techs of level 12 or less).
This is again probably accurate within a few percent for probabilistic errors.
Therefore, Creativity skill has a LARGE effect on the percentage of techs that you will find in your tree. I found a difference of 23.75% change in the percentage of techs I got, when going from the lowest to the highest creativity levels. I feel this is close enough to the 22.5% value that many people thought it should be, based on a gain of 7.5% per creativity level that people found in the game files.
Thus, I propose that each level of creativity skill increases the chance of getting each tech by about 7.5%. I don’t know what the base level is, it may vary for each race, and I think it’s around 65% for Psilons. (Possibly the base is 66% for all races, as that seems to be the value that comes up in the racemodifiers.txt when you add together the “Techs” value for each race with 7.5 added per creativity level. Except for Ithkul, which are an exception)
We now need to test this for other races, and possibly for some intermediary value of “Techs”. I will leave this for another time.
Further, I highly recommend taking Original Creativity as a race pick, as this will prove valuable in increasing the chance that you will get important techs such as Soil Enrichment, Automated Factories, Advanced Research Labs, and so on.
I hope this is helpful, and proves a valuable piece of information to the Master of Orion 3 playing community.
Alright, I just spent 5 hours doing a bunch of tests on the effect of creativity on the number of techs you get. (Counting the time taken to write this all up) I also tested different creativity values with different values for the “Techs” value in racemodifier.txt
Specifically, I played as Psilons, one game with the Techs value at 100, one game with Techs value at their base of 43.5, and one at a Techs value of 0, all with creativity original. This was to see what the effect was of modifying that techs value in race modifiers.txt Then, I played one game at each of those Techs settings with my creativity reduced to Imitative. This was to see the effect that Creativity skill had on the percentage of Techs acquired. My findings were very interesting.
Basically, I found that a higher creativity skill leads to a LOT more techs being present in the tree. I also found that modifying the Techs value for a race in the racemodifiers.txt file had NO effect on the number of techs that would be present in the tree. (Data to follow).
Note that I tried this only with Psilons as my race, and only with Techs values of 0, 100 and the Psilon base of 43.5. I also greatly increased population growth and scientific efficiency to improve the amount of time it would take to get the techs required. I played until all techs of level 12 or less were visible on my tree. I used a mod which adds the tech level of each technology onto the name of that technology, BEFORE the modification up or down by 1 or 2 levels is applied. Thus, I had “Biology level 5 Soil Enrichment” appearing in my tech tree at varying levels, from 3 to 7. I made sure that I recorded all techs which had a Base level of 12 or less, and recorded no techs with a base level of greater than 12, so that my tests would not be affected by technologies shifting up or down in the tree. I made sure that technologies up to level 14 were visible, such that all Base level 12 techs would appear in my tree (that were going to appear).
There are the following possibilities that are untested:
1) Modifying Techs to 0 or 100 has no effect because it goes outside of a range of acceptable values, and thus the program just uses the default values in those cases. Further testing needs to be done at more intermediate values for Techs, such as 20, 60, and 80.
2) It is possible that the Techs value in the racemodifiers.txt table is not used by the program, but that another Techs value is hardcoded into the program at some point. Thus, there is some value representing the percentage of techs a race gets, but that this isn’t it. It is thus possible that Psilons have a hardcoded “43.5” for this value (or something else), and that Klackons have a hardcoded “66”, which doesn’t change by modifying the value in racemodifiers.txt
3) It is possible that another race will have a different percentage of techs in their tree, and that creativity may affect this by a different amount. If for example, Psilons have a hardcoded 43.5 and Klackons a hardcoded 66, then Klackons may get more or less techs in their tree even at the same creativity level, (based on what exactly that value means)
4) The Techs value and creativity may affect techs of differing levels differently. I only tested techs from levels 1 to 12, not for tech levels above this. I find this very doubtful.
Thus, more testing must be done to determine the full effects of creativity and the Techs value, on different races. I recommend choosing techs values of more moderate ranges such as 20, 40, 60, 80, in addition to 0 and 100. I recommend doing tests on races with very different Techs values than Psilons, such as Klackons (66) and Ithkul (73.5)
I will do this at a later time (possibly in 2 days), if no one else does it. I encourage people to make experiments like this, carefully record their data, and post their results here.
My Data:
These are all the techs I had on my chart with a base level of 12 or less, playing with Psilons with a “Techs” value of 100, and Original Creativity:
I use “C” to designate Economics techs, “E” for Energy, “B” for Biology, “M” for mathematics, “P” for Physical Sciences, and “S” for Social. Thus “B3” means Biology tech with base level of 3. “C3/M2” means the tech requires a base level of 3 in economics, and base level 2 in mathematics. I do not record at what level the techs appeared in my tree during the game, as it is irrelevant. All recorded levels are the base tech level.
Econ Tree:
C3/M2: Interchangeable Policy Structures
C4: Advanced Policy Theory
C8: Securities Board
C8/M5: Astro University
C9/B7: Anti-Redundancy Structuring
C11: Automated Mines
C12: Planetary Commodities Market
Energy:
E2: Phaser Rifle
E4: Autofire Laser, Hand Blaster, Armor Piercing Laser, Continuous Laser
E5: Quark Cannon, Fusion Cannon, Personal Deflector
E6: Fusion Gun, Plasma Projector, Matter Conversion Module (always on tree)
E7: Autofire Fighter Laser
E8: Fighter Fusion Cannon
E9: Armor Piercing Quark Cannon, Continuous Quark Cannon, Enveloping Fusion Cannon, Hydrogen Fuel Cells, Continuous Fusion Cannon
E10: Laser Assault Rifle
E10/M8: Planetary Shield Generator (always in tree)
E12: Phaser Assault Rifle
Biology:
B2: Hydroponic Farms
B5: Soil Enrichment, Decomposition Center
B8/M6: Interorganizational Evolution
B10: Automated Biocare
Mathematics:
M4: Laser Mini 1, Mass Driver Mini 1
M5: Nuclear Engine
M8: Laser Mini 2, Mass Driver Mini 2, Catalyst Design
M9: Sublight Drives, Fusion Mini 1, Quark Mini 1
M10/S10: Netizenship
M12: ECM 2, ECCM 2
Physical:
P3: Armor Penetrating Fighter Mass Driver, Titanium, Armor Piercing Nuclear Warhead
P4: Armor Penetrating Mass Driver, Autofire Mass Driver
P5: Marine, Missile Armor
P6: Cruiser (always on tree), Deep Extraction Mining
P7: Mobilization Center (always on tree), Spaceport (always on tree)
P9: Point Defense, Mobile
P10: Magazine, Rail Gun, Enviro Suits, Structural Shielding, Duranium, Sunlight Redirection
P11: Automated Factories, Materials Processor (always in tree), Medium Armor
P11/B8: Sanitation Infrastructure, Planetology Complex
P11/E8: Battle Cruiser (always on tree)
P12: Heavy Mount, Unity Defense Grid
Social:
S5: Psy-Ops
S8: Xeno Survivor Academy, Monuments
S9: Advanced Research Labs, Espionage Training Requirement
S10: Command Center, Cultural Districting Offices
S12: Cross Cultural Reference Library
S12/C10: Public Service Ethos
Total techs: 7C + 19E + 2E always on tree + 5B + 12M + 22P + 5P always on tree + 7S
Total of 72 techs plus the 7 always on the tree, from levels 1 through 12.
List of Techs that I did not have on the tree this game: (I may be missing some, but I don’t think so). Maybe 1 or 2 at most.
C10: Holistic Planning
E4: Class 1 Shield
E5: Improved Thrusters
E10: Hard Beam, Class 2 Shield
M12: Thetaplex Scanning Array
P5: Fighter Armor
P7: Anionic Energy Warhead
Total Techs Missing From Tree: 8
So I got 72 of 80 techs that were not automatic.
Now, with my “Techs” value set to 43.5, there were a few changes to which techs I got (of course, because it’s random).
The following Techs were added to the list:
C10: Holistic Planning, E4: Class 1 Shield, E5: Improved Thrusters, E10: Hard Beam, E10: Class 2 Shields, M12: Thetaplex Scanning Array. A total of 6 techs added that I missed the first time. P7: Anionic Energy Warhead
The following techs were not on the tree, but that were on the first one:
E4: Hand Blaster, E5: Fusion Cannon, E5: Personal Deflector, E9: Continuous Fusion Cannon, E10: Laser Assault Rifle, B8/M6: Interorganizational Evolution, M8: Mass Driver Mini 2, M9: Fusion Miniaturization 1, S5: Psy-Ops, S9: Research Labs
A total of 9 techs not on the tree, but 7 more that were. So 2 less techs total.
So I got 70 of 80 techs that were not automatic.
Finally, with my “Techs” value set to 0.
The following techs were on the tree that weren’t on the original tree (many of these were also on tree #2):
C10: Holistic Planning, C10: Broader Usage, E4: Class 1 Shield, E10: Hard Beam, E10: Class 2 Shield, M12: Thetaplex Scanning Array, P5: Fighter Armor. A total of 7 techs that were not on the first tree.
The following techs were missing from that tree:
E4: Continuous Laser, E5: Personal Deflectors, E9: Continuous Quark Cannon, M4: Mass Driver Mini 1, M8: Laser Mini 2, M8: Mass Driver Mini 2, P6: Deep Extraction Mining, S9: Espionage Training Requirement. A total of 8 techs that were missing from that tree, but 7 that were on it and not on the first. So 1 less tech in total.
Thus I got 71 of 80 techs on this tree, that were not automatic.
The number of techs I got out of 79 non automatic techs, were 72, 70, and 71. These are so incredibly close that the difference is clearly due to randomness. If the jump down from 72 to 70 had been significant when I reduced the “Techs” value from 100 to 43.5, it should not have gone back up again when I further reduced techs to 0.
Conclusion: Modifying the techs value in the racemodifiers.txt file has no effect on the number of techs that appear in your tree.
The next experiment, modifying the creativity ability of my Psilons down to Imitative (the worst level), and seeing what I got on my tree with “Techs” value of 0, 43.5 and 100.
For Imitative Psilons, with a Techs value of 100, I got the following techs on my tree:
C3/M2: Interchangeable Policy Structures
C4: Advanced Policy Theory
C8: Securities Board
C8/M5: Astro University
C10: Broader Usage, Holistic Planning
Energy:
E4: Autofire Laser, Armor Piercing Laser
E5: Quark Cannon, Fusion Cannon, Personal Deflector
E6: Fusion Gun, Matter Conversion Module (always on tree)
E7: Autofire Fighter Laser
E8: Fighter Fusion Cannon
E9: Armor Piercing Quark Cannon, Continuous Quark Cannon, Enveloping Fusion Cannon, Continuous Fusion Cannon
E10: Laser Assault Rifle, Hard Beam, Class 2 Shield
E10/M8: Planetary Shield Generator (always in tree)
E12: Phaser Assault Rifle
Biology:
B2: Hydroponic Farms
B5: Soil Enrichment,
B8/M6: Interorganizational Evolution
Mathematics:
M4: Laser Mini 1,
M8: Laser Mini 2, Catalyst Design
M9: Sublight Drives, Fusion Mini 1,
M10/S10: Netizenship
M12: Thetaplex Scanning Array, ECCM 2
Physical:
P3: Armor Penetrating Fighter Mass Driver, Armor Piercing Nuclear Warhead
P4: Autofire Mass Driver
P5: Marine, Missile Armor
P6: Cruiser (always on tree), Deep Extraction Mining
P7: Mobilization Center (always on tree), Spaceport (always on tree), Anionic Energy Warhead
P10: Rail Gun, Enviro Suits, Structural Shielding
P11: Automated Factories, Materials Processor (always in tree), Medium Armor
P11/B8: Sanitation Infrastructure, Planetology Complex
P11/E8: Battle Cruiser (always on tree)
P12: Heavy Mount
Social:
S8: Monuments
S9: Advanced Research Labs, Espionage Training Requirement
S12: Cross Cultural Reference Library
S12/C10: Public Service Ethos
That’s a total of 53 out of 80 techs that were in my tree this time, of the ones that are not automatic. This is a massive difference between the 72, 70 and 71 I got the first time.
When I changed my “Techs” value to 43.5 but kept my Creativity down at Imitative, I got a total of 56 out of the 80 techs that were not automatic. I will not list them, suffice it to say that many of the techs on the previous list were missing, and many new others were present.
When I changed my techs value to 0, but kept my Creativity down at Imitative, I got a total of 57 out of the 80 techs that were not automatic. Again, I won’t bother to list them all.
So in the three games I did with Original Creativity I had a total of 70 + 71 + 72 or 213 out of a possible 240 techs in my tree, or 88.75%. (For techs of level 12 or less)
This is probably accurate to within a few percent for probabilistic error.
In the three games I did with Imitative Creativity I got a total of 53 + 56 + 57 or 156 out of a possible 240 techs in my tree, or 65% (For techs of level 12 or less).
This is again probably accurate within a few percent for probabilistic errors.
Therefore, Creativity skill has a LARGE effect on the percentage of techs that you will find in your tree. I found a difference of 23.75% change in the percentage of techs I got, when going from the lowest to the highest creativity levels. I feel this is close enough to the 22.5% value that many people thought it should be, based on a gain of 7.5% per creativity level that people found in the game files.
Thus, I propose that each level of creativity skill increases the chance of getting each tech by about 7.5%. I don’t know what the base level is, it may vary for each race, and I think it’s around 65% for Psilons. (Possibly the base is 66% for all races, as that seems to be the value that comes up in the racemodifiers.txt when you add together the “Techs” value for each race with 7.5 added per creativity level. Except for Ithkul, which are an exception)
We now need to test this for other races, and possibly for some intermediary value of “Techs”. I will leave this for another time.
Further, I highly recommend taking Original Creativity as a race pick, as this will prove valuable in increasing the chance that you will get important techs such as Soil Enrichment, Automated Factories, Advanced Research Labs, and so on.
I hope this is helpful, and proves a valuable piece of information to the Master of Orion 3 playing community.