View Full Version : SplitTech


Yakk
Mar 26, 2007, 05:38 PM
It is ALIVE!

SplitTech is two things.

First, it is a mod that takes nearly every technology in Civilization, and splits it into two parts.

The first part is the THEORY of the technology, and is tradeable.

The second part is the APPLICATION of the technology, and is NOT tradeable.

The THEORY is useless, other than as a prerequisite for the APPLICATION.

This makes technologies half-tradeable. You can trade for half of a technological advance, but you have to spend the beakers to apply it within your empire.

Second, it is a python script that takes a tech tree file, and splits the techs into two halves.

The python script can divide the beakers 50/50 or in any other fraction you want. Using it requires some knowledge of python -- it doesn't take command line parameters very well. It also generates relatively ugly XML output.

You can pick a list of technologies not to split in half. This us useful for beginning techs and future tech. Techs not split in half are left tradeable.

In general, this script should work with any mod, with the one caviet that mods that grant technologies to players via python/c++ might get confused.

Thread with plan was here:
http://forums.civfanatics.com/showthread.php?t=212063&highlight=Tech

Mod (with the python script included):
Split Tech (http://forums.civfanatics.com/downloads.php?do=file&id=4446)

This mod was designed and tested against warlords 2.08.

For those who read my python -- apologies, I was redredging my python skills from over a year of disuse. So the techniques used proceed from rather stupid simple code, to some overly advanced techniques for this problem. :)

I probably should have just learnt an XML mod.

Zuul
Mar 26, 2007, 11:51 PM
Nice idea :). *thumbsup*

Yakk
Mar 28, 2007, 01:07 PM
It works, but the AI doesn't seem to tech up very smartly. I might have to delve into the AI code to figure out how to set the AI hints on the techs right.

bearro
May 12, 2007, 01:07 PM
I must say I just love this idea. But the potential AI worry me a bit - can you give any details how badly the AI copes with new techs?

Yakk
May 13, 2007, 09:29 PM
The AI isn't that bad at it, but they do seem to get the religion techs a bit less. I am tempted to make the religion techs and other "get it first" techs unsplit.

bearro
May 14, 2007, 05:24 AM
The AI isn't that bad at it, but they do seem to get the religion techs a bit less. I am tempted to make the religion techs and other "get it first" techs unsplit.

Yes this might be a good idea, but unsplit tradeable or unsplit untradeable?

Yakk
May 14, 2007, 11:21 AM
Unsplit tradeable. The "you get a bonus by getting it first" techs already penalize you a fair amount if you get it by trading.

Note that this mod reduces technological development a significant amount. In the composite mod I'm working on that includes this, I'm experimenting with boosting tech rates to make up for it.