Bulbing Techs

Afforess

The White Wizard
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Joking around with Vincentz posts reminded me. RoM basically ruins the value of bulbing techs. With so many extra techs, it's pretty much worthless.

The only solution I can think of is making the GP bulb 2 techs... does anyone else have any craftier ideas?
 
The only solution I can think of is making the GP bulb 2 techs... does anyone else have any craftier ideas?

I would increase the multiplier so that bulbing mid-to-late game allows you to reach the tech, rather than only getting a part of the value. I cannot mention the times that I was planning on bulbing but opted for a better use for the GP because they could not research the whole tech.
 
I would increase the multiplier so that bulbing mid-to-late game allows you to reach the tech, rather than only getting a part of the value. I cannot mention the times that I was planning on bulbing but opted for a better use for the GP because they could not research the whole tech.

That might work, but they are still worth less than in vanilla BTS. RoM has like 4x as many techs, so bulbing is worth ~ 1/4 the value as in vanilla.
 
That might work, but they are still worth less than in vanilla BTS. RoM has like 4x as many techs, so bulbing is worth ~ 1/4 the value as in vanilla.

With the logic of RoM is 4 times bigger than vanilla, RoM should have 4 times the great person emergence rate. Of course, that means getting that many more great person names; I would say 10x the names due to the fact the RoM is designed for huge maps.
 
With the logic of RoM is 4 times bigger than vanilla, RoM should have 4 times the great person emergence rate. Of course, that means getting that many more great person names; I would say 10x the names due to the fact the RoM is designed for huge maps.

I suppose. I wonder more and more if a "Better RoM" modmod is in order...
 
Joking around with Vincentz posts reminded me. RoM basically ruins the value of bulbing techs. With so many extra techs, it's pretty much worthless.

The only solution I can think of is making the GP bulb 2 techs... does anyone else have any craftier ideas?

You are right.

Two solutions to consider:

1. Increase the GP birth rate, at least 2x
2. Instead of bulbing a tech, GP would give us certain amount of :science: The problem is - how many* :science:? If you put a certain number, i.e. - 1000, it would be ridiculous, since at the start you can get 5 techs for that, and in modern times - 1/15 of a tech...... Maybe a percentage of our overall science output? Or make it dependable on game stage? (i.e. 600 at the beginning, 30000 in modern era) I don't know.

Or maybe Afforess's simple idea is the best - 2 techs instead of one?

I would like to notice that this is not only the problem of GP, but of some wonders as well. Oracle, and others, which gives you techs need some tweaking as well IMHO

*I was not sure if I should use "many" or "much" :) I guess if we treat :science: as a beaker, I should use "many", but if we take :science: as science, I should use "much"....
 
You're quite right: since RoM has much larger maps, slower game speeds, caravans, and many more technologies the overall importance of great persons is far below what it was in vanilla civ. therefore a increase of birth rate would be welcome.

and for the bulb-ing: wouldn't it be possible to make something like a scientific golden age doubling research points for some rounds?
 
I suppose. I wonder more and more if a "Better RoM" modmod is in order...

Well, for names, I think the Python mod which gives Civ Specific GP names probably has the hard work done for us with naming GPs. Personally, RoM needs more Great People names.

Of course, if the "Better RoM" modmod includes a Great Noble GP, I have 35 names, I can easily double that if obscurity is not an issue (like Murad Bey was not obscure enough).
 
Well, for names, I think the Python mod which gives Civ Specific GP names probably has the hard work done for us with naming GPs. Personally, RoM needs more Great People names.

Of course, if the "Better RoM" modmod includes a Great Noble GP, I have 35 names, I can easily double that if obscurity is not an issue (like Murad Bey was not obscure enough).

That link to the python great people mod appears broken. Luckily I have a copy archived somewhere. The first mod I wanted to include was the Great People pictures mod and I gathered everything together. I never did get it working as a module.
 
In another thread, someone mentioned implementing 'Dark Ages' that promotes chances of famine/revolt/civil war for bigger empires. Would it be possible that there could be a small % chance that a GP could go bad? Like a Rasputin, Hitler, or numerous personalities in history that caused major upheavel.

Not sure of how it would exactly work, but maybe something like this. A Civ earns the pts for a GP, but instead of getting a GP it triggers a rebellion in a random city, or destroys major infrustructures, or automatically declares war on other civs, or kills off population. Maybe bigger empires could get hit harder than smaller ones. Anything that could randomly shake up an empire. Just an idea, probably harder to implement than to come up with the idea. (I should have trained to be a modder instead of a silly historian!:cry:)
 
In another thread, someone mentioned implementing 'Dark Ages' that promotes chances of famine/revolt/civil war for bigger empires. Would it be possible that there could be a small % chance that a GP could go bad? Like a Rasputin, Hitler, or numerous personalities in history that caused major upheavel.

I bet this could be done fairly easily with python (Dancing Hoskuld, you there? ;))

1.) Small chance of bad GP
2.) If the bad GP settles in the city, cause one of the following:
Destroy random buildings
Immediately trigger a revolution, if Revolutions is on
Trigger war with Worst enemy
Destroy food supply in many cities
Destroy improvements around city
Cause Barb uprising
... I'm sure there is more
3.)Remove the GP from the city.

It wouldn't cause much of a slowdown either, it's not like GP are spawned every turn...
 
I bet this could be done fairly easily with python (Dancing Hoskuld, you there? ;))

1.) Small chance of bad GP
2.) If the bad GP settles in the city, cause one of the following:
Destroy random buildings
Immediately trigger a revolution, if Revolutions is on
Trigger war with Worst enemy
Destroy food supply in many cities
Destroy improvements around city
Cause Barb uprising
... I'm sure there is more
3.)Remove the GP from the city.

It wouldn't cause much of a slowdown either, it's not like GP are spawned every turn...

YES!! Maybe the type of GP could determine the type of upheaval. For example a Scientist could devastate a religious/civic civ or destroy religious structures (or cause a backlash against secular learning structures like libraries, universities); someone mentioned something about Nobles previously, they could also cause a random city to rebel; etc. Or maybe a GP could defect and goto another civ. Some more possibilities for mischief....
 
YES!! Maybe the type of GP could determine the type of upheaval. For example a Scientist could devastate a religious/civic civ or destroy religious structures (or cause a backlash against secular learning structures like libraries, universities); someone mentioned something about Nobles previously, they could also cause a random city to rebel; etc. Or maybe a GP could defect and goto another civ. Some more possibilities for mischief....

Ah! So it is no longer simple ;). To be honest I got bit by a GP so avoid having anything to do with coding them :mischief:.

I have the name for the mod "When Great People go bad mod". I would only do it if the frequency of GP went up.

BTW I found the code with the extra GP names in them. The only problem I have is that England pinches Australian GP. But that's OK we pinch the New Zealand ones :lol:
 
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