Blind research for Civ 4?

ferr.ox96

Chieftain
Joined
Jul 26, 2010
Messages
21
Location
Spain
Hello everybody, is there any mod that sort of simulates Blind research (you know, from Alpha Centauri, instead of choosing the technology you want, you select one or more of 4 patterns, like building or discovering, and the game discovers random technologies). I didn't find anything like this. Thanks in advance.
 
Players will eventually just start memorizing the tree, and that will give them yet another edge against the AI.
 
Well, probably, but it is more realistic and challenging in my opinion. Anyway, is there a tutorial on how to do a mod like that (tech modifying or something...)?
 
Well, probably, but it is more realistic and challenging in my opinion. Anyway, is there a tutorial on how to do a mod like that (tech modifying or something...)?

Don't know if it's been done, but here is how I'd do it:
1. XML: make all the current techs bDisable'ed
2. XML: create a new generic tree to conduct research in
3. Python: have a bunch of look up tables which contain actual techs from the generic ones. Maybe.. "mathematics I" could give any of Geometry, Algebra, or Trigonometry. A random number is generated based on the list length to select from.

The tricky parts of tech cost, and dependency would have to be left up to the specific implementation. This is where 90% of the work would need to be done. #3 is easy to code. The beaker rate can be futzed with in python too.

In RFRE the tech research is of fixed duration. As the Roman you get a new tech every 12 turns, all you do is pick from those available. All players get the "timer" tech every 25 turns.

It's not the code to do what you want, but it shows how to do most of it.
 
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