Scilly_guy
Prince
- Joined
- Nov 13, 2006
- Messages
- 403
My original waffle on the subject, I'll probably just repeat myself though.
So my ideas are that instead of having "research" as one fundable entity you have different types of researchers: Philosophers, Scientists and Mathematicians.
You have a join rate for each of these professions and you can affect the rate of each by controlling funding. The actual people live in your cities relative to their (the cities) scientific contribution, basically change beakers to researchers and have three sub groups.
This works really well with having different research "lines".
Researchers live for a few turns depending on their city's health and provide research for their particular line.
Monasteries have a tendency to recruit philosophers (I've probably already gone over the top).
As well as suggesting that I am also suggesting being able to research more than one topic simultaneously.
If this was implemented on its own it could provide the idea that there were different types of researchers in your civ:
I had this concept flowing smoothly but got lost I'll put it in here if anyone wants to follow on from where I left off:
Each technology has four weights for what research it requires:
eg Construction:
60% Mathematical
30% General
10% Scientific
0% Philosophical
Metal Casting:
30% Mathematical
20% General
50% Scientific
0% Philosophical
This bit is the mathsy bit so that each line doesn't just get an equal share of the research. If you say that 33% of the population follows each line of research (this could be jiggled either by the first idea or leader traits ie Philosophical), then ...
I am not suggesting two equal splits because that wouldn't be any benefit, but if the second priority tech received 75% of the research that the top priority got, and the third got 60% of what the second got and each successive priority got 50% of the priority higher than it. To add a hint of variety amongst your researchers the highest priority might only ever use 70% of all your beakers, even if it is the only topic, the reason being that 30% of your researchers don't want to, or are not capable of researching the tech. Having two priorities would use 95% of your beakers with the split I mentioned above and 3 would use the full 100%. I think this is what I was aiming at in the second spoiler, only I was trying to go one step further by saying that different types of researcher actually existed and each topic was variably "attractive" to the different types.
Spoiler :
Just thought of this whilst I was writing my answers to those questions, it would be nice if you could divide your research amongst different topics, of course dividing it equally doesn't make sense (you could research two techs in the same time and finish one earlier). So instead your civ specialises, it has biologists, chemists and physicists, if you fund biologists more then your biology research recruitment improves to the detriment of your other lines and so the rate you can research biological technologies improves. This would add a team aspect where two civs can get together and suggest one concentrates on biology and chemistry and the other the other focuses on physics and they trade techs. Now my example of the breakdown isn't great, perhaps instead it should be scientific, mathematical and philosophical. Basically I want to be able to research different things at the same time, it came from the thought that you might have a tech that is going to take ages to research like curing Aids but you don't want to stop everything else just put it on the back burner. So I think I came up with two ideas there. I'm going to start a new thread.
So my ideas are that instead of having "research" as one fundable entity you have different types of researchers: Philosophers, Scientists and Mathematicians.
You have a join rate for each of these professions and you can affect the rate of each by controlling funding. The actual people live in your cities relative to their (the cities) scientific contribution, basically change beakers to researchers and have three sub groups.
This works really well with having different research "lines".
Researchers live for a few turns depending on their city's health and provide research for their particular line.
Monasteries have a tendency to recruit philosophers (I've probably already gone over the top).
As well as suggesting that I am also suggesting being able to research more than one topic simultaneously.
If this was implemented on its own it could provide the idea that there were different types of researchers in your civ:
I had this concept flowing smoothly but got lost I'll put it in here if anyone wants to follow on from where I left off:
Spoiler :
Each technology has four weights for what research it requires:
eg Construction:
60% Mathematical
30% General
10% Scientific
0% Philosophical
Metal Casting:
30% Mathematical
20% General
50% Scientific
0% Philosophical
This bit is the mathsy bit so that each line doesn't just get an equal share of the research. If you say that 33% of the population follows each line of research (this could be jiggled either by the first idea or leader traits ie Philosophical), then ...
I am not suggesting two equal splits because that wouldn't be any benefit, but if the second priority tech received 75% of the research that the top priority got, and the third got 60% of what the second got and each successive priority got 50% of the priority higher than it. To add a hint of variety amongst your researchers the highest priority might only ever use 70% of all your beakers, even if it is the only topic, the reason being that 30% of your researchers don't want to, or are not capable of researching the tech. Having two priorities would use 95% of your beakers with the split I mentioned above and 3 would use the full 100%. I think this is what I was aiming at in the second spoiler, only I was trying to go one step further by saying that different types of researcher actually existed and each topic was variably "attractive" to the different types.