Future Worlds

Victims of my efforts to make my XML tags unique

May I recommend Notepad++ - open all the files in your mod and then use "Search ...", "Replace ..." ... "Replace All in All Opened Documents"
 
May I recommend Notepad++ - open all the files in your mod and then use "Search ...", "Replace ..." ... "Replace All in All Opened Documents"

Oh, I'm pretty sure the flaw was more in my methodology -- going through my Buildings file and replacing every instance of "BUILDING_" with "BUILDING_FW_" updated all of my new building tags, but also hit every instance that referred to existing buildings as well. :p
 
  1. #1: The game likes to see the ArtDefine_LandmarkTypes but I am not sure this actually causes the improvement to not work if omitted. It does however add all those error-messages in the Database.log
  2. #2: is that your improvements have no StrategicView specifications. So far as I know this has no real gameplay effect, but in Strategic View the game doesn't have the proper icon reference to use for the improvements.
  3. #6: Here's a breakdown of the policy-names as used in BNW (though the rough schematic of how the policy-branch is linked-up may not display well on the forum: copy/paste into Notepad or other text-editor to make it arrange properly) :
    Spoiler :
    Code:
    	(LIBERTY BRANCH)
    
    	POLICY_LIBERTY			(opener for the Liberty branch)
    	POLICY_COLLECTIVE_RULE
    	POLICY_CITIZENSHIP
    	POLICY_REPUBLIC
    	POLICY_REPRESENTATION
    	POLICY_MERITOCRACY
    	POLICY_LIBERTY_FINISHER		("finisher" for the Liberty branch)
    
    
    
    
    						POLICY_LIBERTY
    			POLICY_REPUBLIC				POLICY_CITIZENSHIP
    				|					|------------->|
    			POLICY_COLLECTIVE_RULE		POLICY_REPRESENTATION	POLICY_MERITOCRACY
    						POLICY_LIBERTY_FINISHER
    
    	............................................................
    
    	(TRADITION BRANCH)
    
    	POLICY_TRADITION		(opener for the Tradition branch)
    	POLICY_ARISTOCRACY
    	POLICY_OLIGARCHY
    	POLICY_LEGALISM
    	POLICY_LANDED_ELITE
    	POLICY_MONARCHY
    	POLICY_TRADITION_FINISHER	("finisher" for the Tradition branch)
    
    
    
    
    			        POLICY_TRADITION
    		POLICY_ARISTOCRACY		POLICY_OLIGARCHY
    							|
    						POLICY_LEGALISM
    							|------------|
    					POLICY_LANDED_ELITE	POLICY_MONARCHY
    			        POLICY_TRADITION_FINISHER
    
    	............................................................
    
    	(HONOR BRANCH)
    
    	POLICY_HONOR			(opener for the Honor branch)
    	POLICY_WARRIOR_CODE
    	POLICY_DISCIPLINE
    	POLICY_MILITARY_TRADITION
    	POLICY_MILITARY_CASTE
    	POLICY_PROFESSIONAL_ARMY
    	POLICY_HONOR_FINISHER		("finisher" for the Honor branch)
    
    
    
    				POLICY_HONOR
    		POLICY_WARRIOR_CODE		POLICY_DISCIPLINE
    			|				|
    		POLICY_MILITARY_TRADITION	POLICY_MILITARY_CASTE
    							|
    						POLICY_PROFESSIONAL_ARMY
    				POLICY_HONOR_FINISHER
    
    	............................................................
    
    	(PIETY BRANCH)
    
    	POLICY_PIETY			(opener for the Piety branch)
    	POLICY_ORGANIZED_RELIGION
    	POLICY_MANDATE_OF_HEAVEN
    	POLICY_THEOCRACY
    	POLICY_REFORMATION
    	POLICY_FREE_RELIGION
    	POLICY_PIETY_FINISHER		("finisher" for the Piety branch)
    
    							POLICY_PIETY
    			   POLICY_ORGANIZED_RELIGION			POLICY_MANDATE_OF_HEAVEN
    			    |			|
    		POLICY_THEOCRACY	POLICY_FREE_RELIGION
    						|
    					POLICY_REFORMATION
    						POLICY_PIETY_FINISHER
    
    	............................................................
    
    	(PATRONAGE BRANCH)
    
    	POLICY_PATRONAGE		(opener for the Patronage branch)
    	POLICY_PHILANTHROPY
    	POLICY_CONSULATES
    	POLICY_SCHOLASTICISM
    	POLICY_CULTURAL_DIPLOMACY
    	POLICY_MERCHANT_CONFEDERACY
    	POLICY_PATRONAGE_FINISHER	("finisher" for the Patronage branch)
    
    
    				POLICY_PATRONAGE
    		POLICY_PHILANTHROPY		POLICY_CONSULATES
    			|				|
    		POLICY_SCHOLASTICISM ----------------->	|
    			|				|
    		POLICY_CULTURAL_DIPLOMACY	POLICY_MERCHANT_CONFEDERACY
    				POLICY_PATRONAGE_FINISHER
    
    	............................................................
    
    	(COMMERCE BRANCH)
    
    	POLICY_COMMERCE			(opener for the Commerce branch)
    	POLICY_TRADE_UNIONS
    	POLICY_ENTREPRENEURSHIP
    	POLICY_MERCANTILISM
    	POLICY_CARAVANS
    	POLICY_PROTECTIONISM
    	POLICY_COMMERCE_FINISHER	("finisher" for the Commerce branch)
    
    
    
    
    			   	 POLICY_COMMERCE
    		POLICY_CARAVANS			POLICY_TRADE_UNIONS
    			|				|
    		POLICY_ENTREPRENEURSHIP		POLICY_MERCANTILISM
    			|--------------------------->	|
    						POLICY_PROTECTIONISM
    			    POLICY_COMMERCE_FINISHER
    
    	............................................................
    
    	(RATIONALISM BRANCH)
    
    	POLICY_RATIONALISM		(opener for the Rationalism branch)
    	POLICY_SECULARISM
    	POLICY_HUMANISM
    	POLICY_FREE_THOUGHT
    	POLICY_SOVEREIGNTY
    	POLICY_SCIENTIFIC_REVOLUTION
    	POLICY_RATIONALISM_FINISHER	("finisher" for the Rationalism branch)
    
    
    
    
    				POLICY_RATIONALISM
    		POLICY_SECULARISM		POLICY_HUMANISM
    			|				|
    		POLICY_SOVEREIGNTY		POLICY_FREE_THOUGHT
    			|
    		POLICY_SCIENTIFIC_REVOLUTION
    				POLICY_RATIONALISM_FINISHER
    
    	............................................................
    
    	(AESTHETICS BRANCH)
    
    	POLICY_AESTHETICS		(opener for the Aesthetics branch)
    	POLICY_CULTURAL_CENTERS
    	POLICY_FINE_ARTS
    	POLICY_FLOURISHING_OF_ARTS
    	POLICY_ARTISTIC_GENIUS
    	POLICY_ETHICS
    	POLICY_AESTHETICS_FINISHER	("finisher" for the Aesthetics branch)
    
    
    
    
    				POLICY_AESTHETICS
    		POLICY_CULTURAL_CENTERS		POLICY_FINE_ARTS
    			|				|
    			|<----------------------------	|
    		POLICY_FLOURISHING_OF_ARTS	POLICY_ARTISTIC_GENIUS
    			|
    		POLICY_ETHICS
    				POLICY_AESTHETICS_FINISHER
    
    	............................................................
    
    	(EXPLORATION BRANCH)
    
    	POLICY_EXPLORATION		(opener for the Exploration branch)
    	POLICY_MARITIME_INFRASTRUCTURE
    	POLICY_NAVAL_TRADITION
    	POLICY_MERCHANT_NAVY
    	POLICY_NAVIGATION_SCHOOL
    	POLICY_TREASURE_FLEETS
    	POLICY_EXPLORATION_FINISHER	("finisher" for the Exploration branch)
    
    
    
    
    				POLICY_EXPLORATION
    		POLICY_MARITIME_INFRASTRUCTURE		POLICY_NAVAL_TRADITION
    			| <-----------------------------------	|
    		POLICY_MERCHANT_NAVY			POLICY_NAVIGATION_SCHOOL
    			|
    		POLICY_TREASURE_FLEETS
    				POLICY_EXPLORATION_FINISHER
    
    	............................................................
    
    	(FREEDOM ideology)
    
    	(Tenets Level 1)
    	POLICY_OPEN_SOCIETY
    	POLICY_CREATIVE_EXPRESSION
    	POLICY_CIVIL_SOCIETY
    	POLICY_COVERT_ACTION
    	POLICY_CAPITALISM
    	POLICY_ECONOMIC_UNION
    	POLICY_UNIVERSAL_HEALTHCARE_F
    
    	(Tenets Level 2)
    	POLICY_VOLUNTEER_ARMY
    	POLICY_URBANIZATION
    	POLICY_THEIR_FINEST_HOUR
    	POLICY_UNIVERSAL_SUFFRAGE
    	POLICY_NEW_DEAL
    	POLICY_ARSENAL_DEMOCRACY
    
    	(Tenets Level 3)
    	POLICY_MEDIA_CULTURE
    	POLICY_TREATY_ORGANIZATION
    	POLICY_SPACE_PROCUREMENTS
    
    	............................................................
    
    	(ORDER ideology)
    
    	(Tenets Level 1)
    	POLICY_HERO_OF_THE_PEOPLE
    	POLICY_SOCIALIST_REALISM
    	POLICY_SKYSCRAPERS
    	POLICY_PATRIOTIC_WAR
    	POLICY_DOUBLE_AGENTS
    	POLICY_YOUNG_PIONEERS
    	POLICY_UNIVERSAL_HEALTHCARE_O
    
    	(Tenets Level 2)
    	POLICY_ACADEMY_SCIENCES
    	POLICY_PARTY_LEADERSHIP
    	POLICY_RESETTLEMENT
    	POLICY_CULTURAL_REVOLUTION
    	POLICY_WORKERS_FACULTIES
    	POLICY_FIVE_YEAR_PLAN
    
    	(Tenets Level 3)
    	POLICY_DICTATORSHIP_PROLETARIAT
    	POLICY_IRON_CURTAIN
    	POLICY_SPACEFLIGHT_PIONEERS
    
    	............................................................
    
    	(AUTOCRACY ideology)
    
    	(Tenets Level 1)
    	POLICY_ELITE_FORCES
    	POLICY_MOBILIZATION
    	POLICY_UNITED_FRONT
    	POLICY_FUTURISM
    	POLICY_INDUSTRIAL_ESPIONAGE
    	POLICY_FORTIFIED_BORDERS
    	POLICY_UNIVERSAL_HEALTHCARE_A
    
    	(Tenets Level 2)
    	POLICY_MILITARISM
    	POLICY_LIGHTNING_WARFARE
    	POLICY_POLICE_STATE
    	POLICY_NATIONALISM
    	POLICY_THIRD_ALTERNATIVE
    	POLICY_TOTAL_WAR
    
    	(Tenets Level 3)
    	POLICY_CULT_PERSONALITY
    	POLICY_GUNBOAT_DIPLOMACY
    	POLICY_NEW_ORDER
  4. #11, besides any errors being reported in the Database.log, if you look in the xml.log you'll see a lot of error messages there related to using characters within a TXT_KEY name that the game does not want to see as part of a TXT_KEY name. (ie, lowercase characters are not wanted). I think the lower-case use in TXT_KEY names may also all be from the borrowed wonders, I haven't looked at the source-mods of those wonders for quite some time.
 
Lua error - probably does something.

Code:
[1877.082] Syntax Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 2)\Lua/FutureLua.lua:293: '=' expected near 'end'
[1877.082] Runtime Error: Error loading C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 2)\Lua/FutureLua.lua.

Is the time victory meant to be extended? It isn't at the moment, and I'm not sure if I'll be able to play with all the cool future stuff before turn 500.

Finally, R.E.D support? (As in, rescaling)
 
Lua error - probably does something.

Hmm... this looks like it might be an error in the code that gives the Gene Vault its dummy policy, but I'm not entirely sure what's causing it.

Lua error - probably does something.
Is the time victory meant to be extended? It isn't at the moment, and I'm not sure if I'll be able to play with all the cool future stuff before turn 500.

Finally, R.E.D support? (As in, rescaling)[/QUOTE]

It's supposed to extend the eras... but I'm not terribly confident in my code. XD It worked in one test game I ran, but I haven't been able to test it much so I'm not certain if it works robustly.

I've never used R.E.D. and I'm not sure what support it would require, so I'm guessing Future Worlds may not work with it.
 
Updated my mod on Steam with the most recent version (incorporating many of the changes LeeS helped me identify), so I've updated the download here as well.
 
Lua error - probably does something.

Code:
[1877.082] Syntax Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 2)\Lua/FutureLua.lua:293: '=' expected near 'end'
[1877.082] Runtime Error: Error loading C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\Future Worlds (v 2)\Lua/FutureLua.lua.

Is the time victory meant to be extended? It isn't at the moment, and I'm not sure if I'll be able to play with all the cool future stuff before turn 500.

Finally, R.E.D support? (As in, rescaling)

Hmm... this looks like it might be an error in the code that gives the Gene Vault its dummy policy, but I'm not entirely sure what's causing it.
The error Chrisy15 is reporting would be a fatal code-syntax error and would cause the entire file to be discarded by the game. I'm not seeing the error in the error logs when I run V2 of the mod. bouncymischa, you don't have different copies of the same version number running around loose on the net, do you ?
 
I've played a little with the mod, and I thought I may as well give some feedback. I can't really talk about balance, since I snowballed massively during the Modern era and gained a huge tech lead (Mech Inf and Stealth Bombers vs Rifles and GW Infantry), but I can give some ideas on the unit trees.

The first thing I noticed was that there wasn't an upgrade for units like the Battleship and Stealth Bomber. While I guess the Stealth Bomber doesn't need an upgrade, the Battleship could do with one - even if it just merges into the Missile Cruiser's tree.

Secondly, although the Paratrooper still upgrades to the X-COM, it would be nice to have something in-between, since Paratroopers will be on 65 strength for quite a while.

Finally, and I'm not trying to be offensive, but what is the point in the mutants/chimera units? They just seem to be a new set of units to build, when I've already built all my new units, and I'm just upgrading them up their paths.

Oh, and I was refering to R.E.D's rescaling, which appears to work fine. Don't worry - no-one's expecting ethnic diversity for all the units :)

[Edit] On a more positive note, I've got an idea for helping the diplomatic victory!

If it's possible, you could perhaps remove the extra delegates that the two most voted players get at the World Leader vote. Then, a bonus to the delegate count could be added later on, towards the end of the tree. This should extend the game, but I'm not sure if it's possible or not. Just an idea.
 
I'm not seeing the error in the error logs when I run V2 of the mod. bouncymischa, you don't have different copies of the same version number running around loose on the net, do you ?

You mean like how I posted the original V1 version on dropbox, then uploaded my original draft version of V2 here, then posted a more final V2 version on Steam with several updates, the finally got around to updating the V2 file here with my most recent version? <.<;

Admittedly, I should probably be incrementing the version number in SDK when I do updates, but some have been so minor I've been reluctant to do so.

The first thing I noticed was that there wasn't an upgrade for units like the Battleship and Stealth Bomber. While I guess the Stealth Bomber doesn't need an upgrade, the Battleship could do with one - even if it just merges into the Missile Cruiser's tree.

Secondly, although the Paratrooper still upgrades to the X-COM, it would be nice to have something in-between, since Paratroopers will be on 65 strength for quite a while.
I thought the Battleship upgraded to the Missile Cruiser in the base game? I'll have to check and make sure I didn't accidently break that.

As you point out, the Stealth Bomber is pretty much one of the ultimate endgame units, so I couldn't really think of anything that would follow them. I could create a Suborbital Bomber with greater range, but I preferred to focus on ground and ranged units. I might go ahead and create a Suborbital bomber if I tweak the Stealth Bombers promotions so that it could be intercepted, making it a bit more interactive than just pummeling enemies with impunity. (It makes sense that the Suborbital Bomber would be even harder to intercept... :p)

Finally, and I'm not trying to be offensive, but what is the point in the mutants/chimera units? They just seem to be a new set of units to build, when I've already built all my new units, and I'm just upgrading them up their paths.

No offense taken. :p They're a bit of a long story, though.

In V1, since I couldn't do infantry models yet I was feeling rather limited in what new units I could add. There was the Zombie unit model, however, so I figured I'd add in the Mutant to have another new unit, and as a bit of an homage to things like Resident Evil and the Umbrella Corporation. It was originally designed as a cheap Infantry alternative that could regenerate, giving an option for a disposable front-line unit. Since they were just random victims mutated into monsters, it made sense they didn't actually upgrade from anything, and they were just disposable fodder.

As I got better at doing unit models, however, I started to mull upon the idea of extending the Mutant line into a line of "biotroopers" -- Future Worlds is somewhat divided up into three "branches", and the "ecological" branch was lacking in units a bit. Creating the biotrooper line helped compensate for that by giving the ecologicals more units to build. Certainly, I'm aware most players typically just upgrade existing units in the end game... but I've always been a rather poor warmonger, and thus tend not to instead only end up building units when I need them (usually when I get invaded for not having a strong enough military). So for me, I didn't mind the thought of units you had to build fresh, rather than upgrade. What's more, I added in buildings like the VR Training Centre and the Biogenesis Pods which allowed you to make more veteran/powerful units from scratch. Given that the Biogenesis Pods also accelerate the production of the "biotrooper" line and the chimeras, it did lend itself to a possible playstyle where the player can create veteran units from scratch quickly, which may work with certain civs such as Huitzil's Fairy Alliance (which encourages that playstyle).

I haven't really had the chance to test it fully to see if it's worthwhile, but given that I usually end up creating units from scratch myself rather than upgrading, I can see myself using them. :p

Oh, and I was refering to R.E.D's rescaling, which appears to work fine. Don't worry - no-one's expecting ethnic diversity for all the units :)

[Edit] On a more positive note, I've got an idea for helping the diplomatic victory!

If it's possible, you could perhaps remove the extra delegates that the two most voted players get at the World Leader vote. Then, a bonus to the delegate count could be added later on, towards the end of the tree. This should extend the game, but I'm not sure if it's possible or not. Just an idea.

I haven't really had the chance to look at how diplomatic victory is coded -- I may be able to tweak some of the values once I get the time to go through it in more depth.
 
Battleship doesn't upgrade in the unmodded game.

So no reason to chase down a breakage you never added. I've done that sort of thing before -- spent hours going through my code trying to spot where I 'broke' the game, only to discover it was Firaxis who 'broke' the thing I was sure I had messed up.
 
I like your ideas for the Stealth Bomber - hell, I like any nerf to the 100% evasion! The SB doesn't need an upgrade, but it seems a shame that the Jet gets one but the SB doesn't.

Sorry, I forgot about their healing powers - maybe you could make the Marine upgrade into the Biotrooper line? Or create a whole new unit line throughout the whole tree focusing on fyrds and conscripted soldiers, because that's in this mod's scope
 
Are Drones and their upgrade meant to be Recon units? Since they're upgrades from the Archery line, I would have thought that they'd follow suite.

Also, regarding R.E.D support, it turns out that the units don't rescale, and it's just the vehicles that fit in well; the infantry units are completely out-of-proportion. I'd talk to Nutty about it if you're stuck.

Finally, I think the Biotrooper and the Robot Infantry should be different; perhaps reduce the Biotrooper's combat to make it balanced with the healing bonuses; make the Mutant upgrade to the Chimera; and make the Marine upgrade to the Organic Infantry, since that would help make that tree more relevant.
 
hi,
i tried this mod,but i need your advise pls.since i use another mod called slower research (which slows down tech by 300%), which causes all tech to appear correctly and longer ,till your mod kicks in and than it shows 1 turn for each tech all the way to the last one which shows 80000 something..
i also use the prehistorc era reborn which looks fine, but it just until it starts the future techs that suddenly all take 1 turn..is this intended or a mismatch between the mods?
 
Well, thanks to Civ BR, I've decided to look into this mod, and it looks great good! As a brief suggestion to unit additions, maybe incorporate that Special Forces mod, which is an upgrade to Marines. For Paratroopers, maybe have an ODST style Shock Trooper that has extended Paradrop range then Paratroopers and deals 10 damage if it lands next to any enemy.
 
@plus: I'm not familiar with the mod, so I'm not sure why it would be causing that result. My mod doesn't really do anything different with tech costs from the rest of the tree. I'd chalk it up to the mod manually resetting costs, but it apparently works with the prehistoric mod... although the prehistoric mod does run normally at an epic speed, so maybe there's something there? I'm not really sure what to suggest...
 
Hmmm... after sifting through some of the various feedback and comments I've heard about the mod, I'm currently looking at tweaking the units and their progression. I do like Chrisy's idea about having the Marine upgrade to the Organic Infantry, as it gives the Marine more to do. I may at some point add in the Special Forces unit as an interim measure. I don't really think I want to add a new paratrooper unit in yet, though.

For the time being, I'm looking at reducing the strength of the Organic Infantry and Biotrooper, but adding the Amphibious promotion (inherited from the Marine), so that they're a bit more all-terrain infantry. It's tempting to add in the all terrain promotion the Scout has, but currently that helps distinguish the Chimera, so I'm not sure.

The real big question on my mind is what to do about drones -- I obviously botched them up a bit. :p I think the problem is that Ekmek's original design was a modern scout unit, that had a weak ranged attacking (essentially, modern Scout Archers). But since I was looking for a unit to continue the ranged combat line, I put them in after Bazookas... but then, since the powerful (but short ranged) Bazooka upgraded to the weaker (but recon oriented) Drone UAV, I increased the drone's combat strength... which now means you have an all terrain, long ranged, powerful combat unit.

So... currently, I've reduced the drone's recon capabilities, and made it more of a ranged combat unit -- the Drone UAV has a ranged combat attack of 90 at a range of 2, and the Biodrone has a ranged combat attack of 100 at a range of 3, but both are Move 2 and don't have the all terrain promotion anymore, so they're more directly a successor to the Bazooka. They're also CombatClass Archer instead of Recon, now. I suppose in the future I'll have to see if I want to restore them to being a recon unit instead, and come up with some kind of ranged unit instead. (Some sort of SPGs?) It's probably the easiest solution, rather than mucking about with a hybrid unit and trying to balance it.
 
@plus: I'm not familiar with the mod, so I'm not sure why it would be causing that result. My mod doesn't really do anything different with tech costs from the rest of the tree. I'd chalk it up to the mod manually resetting costs, but it apparently works with the prehistoric mod... although the prehistoric mod does run normally at an epic speed, so maybe there's something there? I'm not really sure what to suggest...

thanx for the reply.
i actually removed the prehistoric mod ,kept the future one,but still it shows costs of tech there to be just 1 turn..one strange thing i noticed is that it sometimes changes and show different costs , maybe that depends on current tech researched or progresion..i dont know.i'm continuing the game and will see what happens when i get there,will let u know .thanx again.
 
hi,
i tried this mod,but i need your advise pls.since i use another mod called slower research (which slows down tech by 300%), which causes all tech to appear correctly and longer ,till your mod kicks in and than it shows 1 turn for each tech all the way to the last one which shows 80000 something..
i also use the prehistorc era reborn which looks fine, but it just until it starts the future techs that suddenly all take 1 turn..is this intended or a mismatch between the mods?

thanx for the reply.
i actually removed the prehistoric mod ,kept the future one,but still it shows costs of tech there to be just 1 turn..one strange thing i noticed is that it sometimes changes and show different costs , maybe that depends on current tech researched or progresion..i dont know.i'm continuing the game and will see what happens when i get there,will let u know .thanx again.

@plus: I'm not familiar with the mod, so I'm not sure why it would be causing that result. My mod doesn't really do anything different with tech costs from the rest of the tree. I'd chalk it up to the mod manually resetting costs, but it apparently works with the prehistoric mod... although the prehistoric mod does run normally at an epic speed, so maybe there's something there? I'm not really sure what to suggest...
It appears to be a subtle conflict between the two mods. The +300% mod is making the technology costs exceed the maximum the game is programmed to accept, so you get negative technology-cost numbers. Not sure if this is apparent for all gamespeeds, but with Slower Research +300% and Future Worlds enabled (and nothing else enabled) at Marathon GameSpeed I am seeing huge negative numbers in the technology costs of the Future Era techs.

With only Future Worlds enabled and using Marathon game speed the technology costs in the Future Era are high, but not negative values.
 
thanx lees, so is it possible that while progresing through the tree and getting closer to the future techs will cause the game to balance it again? or it will stay on 1 turn for each ?
also, i'm now playing with 300 % + future mod only, at marathon, and still it shows 1 turn for each tech.
 
thanx lees, so is it possible that while progresing through the tree and getting closer to the future techs will cause the game to balance it again? or it will stay on 1 turn for each ?
also, i'm now playing with 300 % + future mod only, at marathon, and still it shows 1 turn for each tech.
it is going to do that because the beaker cost of the techs at the 'high' end of the tech tree are actually exceeding the maximum allowed, and are therefore being calculated as negative numbers.
 
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