Current (SVN) development discussion thread

Tech speed adjustment experiment:

Make some options, let we players choose among them.
Nope.

And in general before I can do anything I need to know the situation first.
 
Now I have one question,How do i remove conditional spawns?
Do you want to remove civs that have conditional spawns or do you want to remove the conditional aspect from their spawn?
 
Just Remove Conditional aspect from them
EDIT:Can you do something about the AI always picking a unhistorical civics or switching to Autocracy and egalitarianism as soon as they can
 
OK, situation about tech speed:

1. Size matters too much

Small civs just can't do anything unless scripted. The most miserable one is Ethiopian, bad city placement and few food and commerce. On contrast, tech speed go skyrocket once you grow large.

Possible solution:

A. Increase commerce from palace, i.e. from 8 to 24, so small civs would have some basic ability. And/or add 1 free specialist for palace, that's reasonable.
B. Increase city maintain cost or stability to balance large empires.
C. Adjust/nerf all buildings, i.e. library from +25% to +15% and 3 raw science beakers. Advanced buildings like university adds maintenance cost.

2. Tech leader gets no match

Once you become tech leader there would be none to stop you. If you are behind, you can steal tech from AI, but AI doesn't know to use spies well.

Solution:

A. Tech-diffusion mechanic from Realism Invictus mod: +25% research speed for each open border civs that already have that tech (50% initial). i.e. Greeks will research alphabet 50% faster after OB with Phoenecians, 75% after OB with Phoenecians and Romans.

B. Teach AI to use spies.
C. Add a visible spy unit: ambassador, auto-generate in rival city upon an embassy establishes. Cannot move without OB, but can still stay in city without OB. This can make all players easier to use their EP.

3. Unreasonable relation between tech cost and date

We all know this, but this is too hard to balance. I don't suggest RFCE method, for it make the game somehow dull.
 
Just Remove Conditional aspect from them
Go to initBirth() in RiseAndFall.py, there should be a list like lConditionalSpawns or something similar, replace that with an empty list.
 
And can you do something about AI picking unhistorical civics later on and switching too autocracy and that last civic on the second column from the left(I do not remember how to spell it)
 
And can you do something about AI picking unhistorical civics later on and switching too autocracy and that last civic on the second column from the left(I do not remember how to spell it)

Egalitarianism?

Yeah, in general in the late game the AI picks very conflicting civic options, with Autocracy + Egalitarianism being a very common option. I'm under the assumption that this would bring a malus to stability.
 
Well, if I'm not mistaken, you get a bonus or a penalty to the cost of the tech which depends on when you are trying to discover it.
 
Egalitarianism?

Yeah, in general in the late game the AI picks very conflicting civic options, with Autocracy + Egalitarianism being a very common option. I'm under the assumption that this would bring a malus to stability.


Yes, it is very evident, if one country takes egalitarianism, then all the other countries are
and also the problem have was studied first Russia communism, the other powers to bypass this technology are
 
How does it work?

When you research a tech before it's historical date, you get a tech penalty. (The amount of beakers required increases). When you research a tech after the historical date, you get a tech discount. (The tech costs less beakers)

The more turns you are before/after the historical date, the bigger the penalty/discount is. (IIRC, for every 10 turns)
 
Yes, it is very evident, if one country takes egalitarianism, then all the other countries are
and also the problem have was studied first Russia communism, the other powers to bypass this technology are

Yeah,.It drives me insane and makes me quit the game before i save it:(
 
When you research a tech before it's historical date, you get a tech penalty. (The amount of beakers required increases). When you research a tech after the historical date, you get a tech discount. (The tech costs less beakers)

The more turns you are before/after the historical date, the bigger the penalty/discount is. (IIRC, for every 10 turns)
Sounds like the EU4 approach. Not sure how I feel about that.
 
yeah it works in EU4 because 1) it's a super historical game and 2) you can do a lot of things with your military/diplo/admin power so you don't feel like you're stagnating. Here you can't do anything with your beakers, so if you do get too advanced (seriously there's no problem with being 30 turns in advance) you'd be going at 0% research until the costs went down.
 
Sounds like the EU4 approach. Not sure how I feel about that.

Also, it punishes situations where a highly ahistorical situation occurred.
A roman empire that survives should be ahead of what technology was then at that date.
 
Yes, the more I think about it the less I like it. It makes tech UHVs rather punishing, and is detrimental to the game in general because it relies so much on tech trade and the ability to beeline.

By the way, the game already has a similar mechanism in place, where techs get less expensive when more civilizations know it. This is a more dynamic and less deterministic solution to the same problem. Not sure how exactly it works right now, but I could imagine introducing/increasing an inverse effect where techs are more expensive for the first civ to discover it and to lesser degree to those that come right afterwards.

Edit: in any case I might reduce the overall tech speed. Ran some 3000 BC Mughal starts yesterday and the tech level seemed alright in most games. Sometimes you had runaway China and to a lesser extent Byzantium, but nothing that indicates a problem with the general tech level at that point.
 
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