No Science Per City Mod Discussion

consentient

Domination!
Joined
Jul 7, 2014
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If anyone finds a mod to eliminate the 5% penalty, please PM me.
 
It might be easy to people accustomed to modding, but I tried reading the modding tutorial and I didn't understand a word of it :(

Maybe I'm completely dumb?

Anyway, I'd like to give such a mod a try to see how different the game is, including AI behaviour
 
Of course, but would they be any better? Like Ironfighter says, they can sometimes stagnate their science with too many. Already the biggest problem is the unit spam, not the science runaway. I'd like to see how the game would play out with no science penalty and less spam-cheats.

I've made a one line mod for you :p

Should work. Put it in your mod directory.

While testing it I noticed the capital actually counts toward the tech cost increase.
 

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When I have time, I will record an LP of a game using Acken's mod to see if the effect is noticeable.
 
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