That'll certainly never happen. ever. The game is just so so so longSomeday I will finish a game of C2C before a game-breaking patch hits.![]()
That'll certainly never happen. ever. The game is just so so so longSomeday I will finish a game of C2C before a game-breaking patch hits.![]()
A lot was done to make your settings work a bit better since you reported last.In reference to that Normal-Duel-Settler game I started a while ago, I recently reached AD1930. I am a little way into researching Transhuman era techs, and building mostly early Modern era buildings. So very many buildings get obsoleted before I ever see them available to be built. I am still getting about one tech per turn, but now and then a tech takes two turns.
I have not as yet updated to v38. I will probably wait until this game ends to do so.
That combination will work better after additive modifiers of Handicap, Map size and Beeline stings will be replaced with multiplication - Normal-Duel-Settler will see 3x more expensive techs.In reference to that Normal-Duel-Settler game I started a while ago, I recently reached AD1930. I am a little way into researching Transhuman era techs, and building mostly early Modern era buildings. So very many buildings get obsoleted before I ever see them available to be built. I am still getting about one tech per turn, but now and then a tech takes two turns.
I have not as yet updated to v38. I will probably wait until this game ends to do so.
Thank you for playing it.Congrats for releasing the new version!![]()
Used to be the case but no longer. A change JUST before release made iResearchPercent count to adjust tech costs for the era the game is in.attempted to modify iResearchPercent but didn't see an appreciable difference; instead, I learned that iResearchPercent applies to the game as a whole based on the era in which the game was started. Thus, I can't have a different modifier for all Classic era techs, then a higher one for Medieval era. Nor would it be useful to simply change iResearch for the era this game started in, as that would penalize AI that have fallen behind.
You can always redirect your commerce to science conversion:Is it possible to change research costs for each era, by era (as opposed to cost of all research), during a running game, for all players?
I'm currently in Medieval era and techs are taking about 2-3 turns for (maybe a bit longer for AI as I am larger than all but one), but I feel this too fast. I think I would like techs to be about minimum 5, perhaps even 10 turns. I attempted to modify iResearchPercent but didn't see an appreciable difference; instead, I learned that iResearchPercent applies to the game as a whole based on the era in which the game was started. Thus, I can't have a different modifier for all Classic era techs, then a higher one for Medieval era. Nor would it be useful to simply change iResearch for the era this game started in, as that would penalize AI that have fallen behind.
Hmm, I might simply increase the iResearch anyway and then turn on some of the AI-favorable options via worldbuilder.
I did simulation of changing modifiers to purely multiplicative modifiers and other simulation of removal map size modifier altogether.That said, the tech cost formula needs to go back to what we had at the beginning of the v38 cycle. I hope we can do this without screwing up the timing of tech progression too much. I'm finding it perfect throughout the Prehistoric era.
You can always redirect your commerce to science conversion:
Gold for unit upgrades and hurrying, culture for faster border growth and espionage for spying your enemies.
What map size/handicap/speed you are playing?
What is your date? For Medieval it should be something between 600 and 1300 AD.
Hm so calendar is bit late for you.At the moment, 2 techs into Medieval at 831 AD.
The problem with simply adjusting my slider is that I still benefit indirectly from the fast techs, just that the commerce is going to other things; likewise, it would not affect the AI, who would quickly outpace me if I simply hampered myself with a slow tech rate (even if I could catch up again via espionage perhaps). In my current game, I feel that my position ahead of the AI is appropriate given many factors in the game (chiefly the extent and position of my civ), as well as unit and build rates (so simply playing a slower game speed wouldn't be advisable). So, I would like to maintain that relative position, and the build rate of everything else, but just have slower tech progression overall.
We're awaiting DH's involvement in that as classically he takes this role.Good job with the new release! The mod gets better and better every time.
You should fire up the bug report topics for the new release. I have a report. Nothing serious just a little problem in the Sevopedia, in the Traits part of the Leaders tab.
734+ Technologies
![]()
Make sure to tag @strategyonly so he sees this sort of first page update request.Just small nitpick: You didn't update how many techs we have:
We have now 929+ Technologies
Spoiler This screenshot doesn't have updated religious icons though :![]()