naf4ever
Dread Lord
OpenTech version .81
Version .81 is now available. This version fixes a small bug with a missing xml file from version .80. This version removes the science rep since its use is now being questioned, even by me. This basically makes the mod more like it was in the original version, but more stable.
Version .71 - Fixed a bug with great scientists from the science rep generating way too often.
This is a significantly improved version over my previous OpenTech model, enough that it warranted a new thread. This mod works great stand-alone but is posted here mainly for people that want to incorporate it into their own.
This mod was originally created for use in my Ultimate Strategy modpack. The goal of it is to fix the imblances that standard tech swapping as seen in the vanilla game produces, especially in multiplayer games. I've found that the current method of tech trading destroys the game in competitive multiplayer games or at higher AI levels. It creates a rush for whatever tech enables tech trading, punishes those that research more freely and dont aim for this tech, enables tech whoring early on which creates huge imbalances, enables exclusive tech cabals that are able to collude and advance exponentially and ridiculously fast, doesn't encourage long-term cooperation when trading and overall ruins the pace of the game.
Heres how version .81 works: (Assuming youve disabled standard tech trading.)
If you see techs in the trade screen that are tradeable like the ones in the "Has available for trade" section:
You can receive a significant research bonus when researching these techs if you have an open borders agreement with those empires. This is the equivlant of technology being transfered from trade routes, from merchants bringing back ideas from foreign lands, from exchanges between academics, etc...
So if you do have an open borders agreement with another player and are researching a tech that they already have you will receive this bonus in all your cities:
This tech exchange bonus will be implemented or removed immedietly if you select techs in the tech screen that arent too far down the line. If you pick a tech 2 or more down the line from the one you're researching then the bonus wont register immedietly but it will get implemented before tech research is calculted at the end of turn. So no research is actually lost.
This mod also works perfectly for the AI as well. They will get the bonus if they meet the criteria.
NOTE: This mod is bundled with a modified version of the Enhanced Foreign Advisor by SupremeOverlord so that the tech screen better reflects the new trading model.
Again big thanks to everyone who's answered my numerous python questions either here on the forums or in messages Ive sent them when making this mod, especially:
Sevo
The Great Apple
Kael
Bhruic
12monkeys
talchas
The Lopez
locutus
and snv for testing...
.81 is the latest version without the science rep unit.
Version .81 is now available. This version fixes a small bug with a missing xml file from version .80. This version removes the science rep since its use is now being questioned, even by me. This basically makes the mod more like it was in the original version, but more stable.
Version .71 - Fixed a bug with great scientists from the science rep generating way too often.
This is a significantly improved version over my previous OpenTech model, enough that it warranted a new thread. This mod works great stand-alone but is posted here mainly for people that want to incorporate it into their own.
This mod was originally created for use in my Ultimate Strategy modpack. The goal of it is to fix the imblances that standard tech swapping as seen in the vanilla game produces, especially in multiplayer games. I've found that the current method of tech trading destroys the game in competitive multiplayer games or at higher AI levels. It creates a rush for whatever tech enables tech trading, punishes those that research more freely and dont aim for this tech, enables tech whoring early on which creates huge imbalances, enables exclusive tech cabals that are able to collude and advance exponentially and ridiculously fast, doesn't encourage long-term cooperation when trading and overall ruins the pace of the game.
Heres how version .81 works: (Assuming youve disabled standard tech trading.)
If you see techs in the trade screen that are tradeable like the ones in the "Has available for trade" section:
You can receive a significant research bonus when researching these techs if you have an open borders agreement with those empires. This is the equivlant of technology being transfered from trade routes, from merchants bringing back ideas from foreign lands, from exchanges between academics, etc...
So if you do have an open borders agreement with another player and are researching a tech that they already have you will receive this bonus in all your cities:
This tech exchange bonus will be implemented or removed immedietly if you select techs in the tech screen that arent too far down the line. If you pick a tech 2 or more down the line from the one you're researching then the bonus wont register immedietly but it will get implemented before tech research is calculted at the end of turn. So no research is actually lost.
This mod also works perfectly for the AI as well. They will get the bonus if they meet the criteria.
NOTE: This mod is bundled with a modified version of the Enhanced Foreign Advisor by SupremeOverlord so that the tech screen better reflects the new trading model.
Again big thanks to everyone who's answered my numerous python questions either here on the forums or in messages Ive sent them when making this mod, especially:
Sevo
The Great Apple
Kael
Bhruic
12monkeys
talchas
The Lopez
locutus
and snv for testing...
.81 is the latest version without the science rep unit.