anandus
Errorist
Okay, first and foremost:
It is still unclear how this exactly works, it's a value pulled from the XML and we're still speculation how it exactly works.
Although what can be assumed is that the cost of tech go up with the amount of cities, analogous to social policies.
The core is this bit from an xml file (as seen in this post):
What is unclear is the value. It says 5, but 5 what? Percent? Beakers? Turns? Baskets of pineapples?
What can be assumed though is that techs increase with cities.
Now this still make a large empire very worthwhile for tech victories, but it does have some implications. For instance for the value of a one-city-National-College start. It also reduces the science runaway civs (along with other things like the trade routes tech seepage and the (speculated) unit-killing tech reduction)
What are your thoughts?
It is still unclear how this exactly works, it's a value pulled from the XML and we're still speculation how it exactly works.
Although what can be assumed is that the cost of tech go up with the amount of cities, analogous to social policies.
The core is this bit from an xml file (as seen in this post):
I've also added the "cities policy cost" (which now is lower btw) to 'prove' that the 'cities tech cost' probably is also something like that.<NumCitiesPolicyCostMod>10</NumCitiesPolicyCostMod>
<NumCitiesTechCostMod>5</NumCitiesTechCostMod>
What is unclear is the value. It says 5, but 5 what? Percent? Beakers? Turns? Baskets of pineapples?
What can be assumed though is that techs increase with cities.
Now this still make a large empire very worthwhile for tech victories, but it does have some implications. For instance for the value of a one-city-National-College start. It also reduces the science runaway civs (along with other things like the trade routes tech seepage and the (speculated) unit-killing tech reduction)
What are your thoughts?