Beta 13

The percentage shown in the science bar is quite interesting. It appears that a lower number of commerce spent on science also means a smaller research penalty, or even a research benefit. That's fine I think because it helps early expansion civs like France, Arabia, Norse and also Byzantium, who have no time to develop their economies. On the other hand, it also seems that with a high percentage of science the penalty increases as the research advances. For example, when I am Arabia and I try to research Feudalism, the penalty gradually increases each turn I research it. But that isn't logical, right? Each turn I get closer to the historical discovery date (I get a penalty, so I haven't reached that date yet), the actual penalty should drop, shouldn't it? Doesn't really make sense to me.
 
The Northern Spanish one needs Leon to hit 15000 culture to get grabbed

Why do you want to grab it with Leon? :crazyeye:
If you need it, settle closer

Can you tell me what was the problem (just to learn about it, so next time I can try fixing stuff). Thx.

There was no entry for Harald in the xml texts (I mean the actual textfile: CIV4GameText_RFCE_GPNames.xml)
Probably it was deleted earlier

The percentage shown in the science bar is quite interesting. It appears that a lower number of commerce spent on science also means a smaller research penalty, or even a research benefit. That's fine I think because it helps early expansion civs like France, Arabia, Norse and also Byzantium, who have no time to develop their economies. On the other hand, it also seems that with a high percentage of science the penalty increases as the research advances. For example, when I am Arabia and I try to research Feudalism, the penalty gradually increases each turn I research it. But that isn't logical, right? Each turn I get closer to the historical discovery date (I get a penalty, so I haven't reached that date yet), the actual penalty should drop, shouldn't it? Doesn't really make sense to me.

Sounds like a bug in the percentage calculation
 
I found one small issue with the new colony screen:
It always shows all alive players, even the ones you haven't even met yet

EDIT: Also, what if a player collapses with colonies?
Is it still displays as the given players colony?
 
Those colonies should be up for grabs again if an owner civ collapses.
 
I found one small issue with the new colony screen:
It always shows all alive players, even the ones you haven't even met yet
I don't see a problem with that. Not meeting a player doesn't last long anyway. We can even argue that all the players know each other all the time, it is just that they have not established diplomatic relations.

EDIT: Also, what if a player collapses with colonies?
Is it still displays as the given players colony?

Colonies will probably still show. Projects are build and registered for the player that build them. So in that case, the screen will show past history.
 
The percentage shown in the science bar is quite interesting. It appears that a lower number of commerce spent on science also means a smaller research penalty, or even a research benefit. That's fine I think because it helps early expansion civs like France, Arabia, Norse and also Byzantium, who have no time to develop their economies. On the other hand, it also seems that with a high percentage of science the penalty increases as the research advances. For example, when I am Arabia and I try to research Feudalism, the penalty gradually increases each turn I research it. But that isn't logical, right? Each turn I get closer to the historical discovery date (I get a penalty, so I haven't reached that date yet), the actual penalty should drop, shouldn't it? Doesn't really make sense to me.

Not a bug, but exactly what is intended.

The number indicates the penalty (or bonus) that you will incur for researching the tech. However, the penalty is applied on the turn when you do finish the research, for example, if it is now turn 70 and a tech is historically associated with turn 80, then right now I have a penalty corresponding to 10-turns, however, if I don't research the tech now, but take another 10 turns to finish the research, then the penalty will be zero.

When you lower the science bar, you will take more time to research a tech and hence you will finish the tech closer (or even after) its historic time. Hence you will incur less penalty. The drawback is that you will have to wait to get the tech and other players will get the benefits from it for more turns (think about Knights coming around earlier, or wonders being build earlier, or Colonies, or any tech related benefit).

When you play as Arabia, you would be conquering lots of cities early on and expanding fast. The more you expand, the faster you tech (i.e. you get more beakers from extra cities). The faster you tech, the earlier you will finish the next tech. The earlier you finish the next tech, the more penalty you get. This is true for all the players and perhaps more visible for the ones that expand early and fast.
 
Not a bug, but exactly what is intended.

The number indicates the penalty (or bonus) that you will incur for researching the tech. However, the penalty is applied on the turn when you do finish the research, for example, if it is now turn 70 and a tech is historically associated with turn 80, then right now I have a penalty corresponding to 10-turns, however, if I don't research the tech now, but take another 10 turns to finish the research, then the penalty will be zero.

When you lower the science bar, you will take more time to research a tech and hence you will finish the tech closer (or even after) its historic time. Hence you will incur less penalty. The drawback is that you will have to wait to get the tech and other players will get the benefits from it for more turns (think about Knights coming around earlier, or wonders being build earlier, or Colonies, or any tech related benefit).


That's the basics of the system. In my post I agreed with that.

When you play as Arabia, you would be conquering lots of cities early on and expanding fast. The more you expand, the faster you tech (i.e. you get more beakers from extra cities). The faster you tech, the earlier you will finish the next tech. The earlier you finish the next tech, the more penalty you get. This is true for all the players and perhaps more visible for the ones that expand early and fast.

So basically if I get it right, the science output increases more than the penalty is greater than the penalty decrease, which results in an increasing penalty. However, in my view each turn I play, I get closer to the real discovery date of tech X. So, the penalty should decrease regardless of what I am doing. Right now it appears that the science penalty auto-adjusts itself to a projected date, D-day. But that sounds like a double hit to me: I get a penalty and I get another penalty for trying to get rid of the first penalty, so I get pushed back to the historical frame twice. --> Never mind.

EDIT: it appears that the number indeed decreases, so bad research on my account (I should have known:p). However, the number shown in the science bar increases. So my question is, what does that number mean??:confused: I thought it simply meant "(current tech cost - normal tech cost) / normal tech cost x 100%", but it doesn't appear so. Wouldn't it be more understandable that way?
 
I don't see a problem with that. Not meeting a player doesn't last long anyway. We can even argue that all the players know each other all the time, it is just that they have not established diplomatic relations.

It works the other way for wonders: if an unknown player completes it, you will get the message "XYZ wonder was completed in a far away land"
I also don't think it's a big problem, and generally agree with you, but this way we further separate wonder and project behaviour in the mod.

Colonies will probably still show. Projects are build and registered for the player that build them. So in that case, the screen will show past history.

If this is the case, I think it's better if we set to colony screen to show all european players flags all the time - no matter if they are dead or even unborn yet.
 
any plans of merging Morholts HRE or Union machanics into the primary? (since those are the two things least tied to the new civs)
 
Adding to the question: I'm still green to this penalty system, I'd like to know what exactly is the penalty and so on explained to a layman :)

The penalty consists of two parts: one part borrowed from RFC and one new. As your empire grows, science output increases. Civs like Moscow and Spain who get large empires would be considerably stronger than smaller civs like Portugal and the Netherlands. So, if your empire grows larger than 14 cities, you get a penalty to make sure you won't run away.

To be even more sure of that, there is a penalty to prevent early discovery of certain techs. Start a game as France and check the cost of a Renaissance tech. Don't worry, every turn you get closer to the historical discovery date, the amount of research needed decreases. This too prevents a large tech lead. On the other hand, when you're late you get a discount.
 
I was playing the Ottomans and I enjoyed the janissary UP, I'd enjoy it more if the extra points rolled over
 
The penalty consists of two parts: one part borrowed from RFC and one new. As your empire grows, science output increases. Civs like Moscow and Spain who get large empires would be considerably stronger than smaller civs like Portugal and the Netherlands. So, if your empire grows larger than 14 cities, you get a penalty to make sure you won't run away.

To be even more sure of that, there is a penalty to prevent early discovery of certain techs. Start a game as France and check the cost of a Renaissance tech. Don't worry, every turn you get closer to the historical discovery date, the amount of research needed decreases. This too prevents a large tech lead. On the other hand, when you're late you get a discount.

while all nice and dandy, there is a problem with it ... Bulbing is nearly useless since the beakers they create becomes weaker and weaker for every turn, after a handfull of turns barely able to cover 1t research
 
while all nice and dandy, there is a problem with it ... Bulbing is nearly useless since the beakers they create becomes weaker and weaker for every turn, after a handfull of turns barely able to cover 1t research

This is the same in vanilla RFC
Like Wessel V1 said, 3Miro only added the second modifiers
 
sure, its arguebly the same in RFC, but hardly to the same degree.

On another track ... been trying a couple of times getting French to work, but i simply can't handle UHV1, sending big enough armies SW, E and SE to capture everything needed, specially not now that Mounted Sargents are worthless against cities, at the same time as building the needed ammount of settlers and defending the NE against waves of Saxon Barbs ... whats the trick i'm failing to spot?
 
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