Adding Research Penalty for Beelining

falke117

Chieftain
Joined
Nov 6, 2016
Messages
3
I personally don't like beelining, especially in CiV VI right now, which has a rather ridiculous tech tree, resulting:

Getting battleship from a great admiral but don't even know how to sail in ocean

Using Crossbowmen in atomic era against hostile horsemen

Dealing with rebels armed with latest automatic rifles when my units are still using muskets

Discovering Infantry before inventing muskets

Unable to recruit some GP before some has entered a newer era

Losing policy boosting your current project before you actually finish building them because your culture is just so damn good. (getting skyscraper and losing gothic architecture before finishing forbidden palace, or getting Lighting warfare when you can still build knights and actually need to build some more knights)

blah blah blah

Now part of the reason for this is that science overall moves too fast, so people made some mods to increase the beakers needed for all techs and civics. I have been playing with slower(+100%) tech and civic mod for the past week but I still found myself in situation mentioned above.

Ideally, these problems would be solved with DLCs, which would add more techs and civics and overhaul the whole tech and civic trees like they did with CiV V, but that would take a long long time. So I got this idea.

Adding research penalty for beelining, which means before you have finished researching every techs or civics in your current era, you will get a massive penalty to your science or culture, therefore forcing you to complete other techs and civics, unless the tech or civic is so damn important that you are willing to get it ASAP even with penalty, like Political Philosophy. Also, if your civic era is two or more eras ahead of your tech or vice versa, you get penalty for the leading side until the other side can catch up.

But the problem is, I am worrying how well AI can handle this. Can they realize this change to beaker or culture or will they just keep doing what they were doing and triggeting penalty throughout the game.

I have two ideas on how to implement this:

1: Change the beaker/ culture needed for a player when the game begins and whenever the player enters a new tech era/ civic era.

In CiV there was no game event for entering an new era for a player IIRC, only for the team. I don't know if there is a relevant game event now. Also is it possible to trigger a SQL file during the game through the lua function instead of loading the SQL file when loading the mod.

2: Run the lua function every time a new research is assigned and reduce the science and culture output of the player if the target tech/ civic meets the penalty condition.

Is there even a game event for changing research target? Obviously doing the calculation per turn isn't viable since the research can be changed any time you want during your turn.

Any help you guys can provide?
 
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