Changing the tech factor

Mizar

IM
Joined
Mar 26, 2007
Messages
356
I have a very specific problem;
I started a game from a custom map, it's a huge map and unfortunately I didn't consider that the tech factor is probably the default from standard games.

Anyway, it is a good game but tech is too fast (4-turn research on huge map in early medival).
Is there any way to alter the tech cost factor of the save game ?
 
None that I know of, it may be with a hexeditor. I would think it would be hard to find though.
 
Ok, if not for the current scenario, how can I alter the tech costs in the scenario editor for a new scenario ?
"tech factor" in world size menu seems to have no effect for a custom map ...
 
I have a very specific problem;
I started a game from a custom map, it's a huge map and unfortunately I didn't consider that the tech factor is probably the default from standard games.

Anyway, it is a good game but tech is too fast (4-turn research on huge map in early medival).
Is there any way to alter the tech cost factor of the save game ?

This sounds pretty fast research. Do you have accelerated production on? That increases the tech pace as well as production speed. When I used to play accelerated production I ran into the 4-turn research early on. I no longer turn on accelerated production.
 
no.
basically the problem is, the custom (huge) map uses the tech factor of small map (200) instead of 400.
Not good when you have 40 cities in the middle ages.
 
Map tiles:
std = 100x100 = 10000; 5000 tiles in CAII; 240 CF (1.0); 1x
huge = 160x160 = 16960; 12800 tiles in CAII; 400 CF (1.66); 2.56x
sup200 = 200x200 = 40000; 20000 tiles in CAII; 530 CF (2.21); 4x
sup250 = 250x250 = 62500; 31250 tiles not tested; 650 CF (2.71); 6.25x
sup362 = 362x362 = 131044; 59006 tiles in CAII; 750 CF (3.125); 11.80x tiles of std.


This is what I use for maps larger than defaults. If you do not boost tech cost you will have techs popping out too quickly and too easily.

To change the cost you go to the scenario rules and select the tab for World Size. The box for tech rate can be set there.
 
To change the cost you go to the scenario rules and select the tab for World Size. The box for tech rate can be set there.

ok, we are getting closer to my problem, maybe I didn't expained good enough.

  • If I change the tech rate in the main tab "rules" -> "world sizes" I get the wrong tech factors.
  • On the other hand, in the main tab "scenario" -> "scenario properties", there is no tab world sizes.
 
I knew about picking up some setting from last map for a new map, if you do not change them manually. I can't say about ocn and tech cost, not having paid any attention to it.

It does expalin something that happend tome years ago that I had come to think was my imagination. I played one of my earliest Sid games with what I thought was no barbs. The AI was busy killing barbs and I was scratching my head.

I know that I have to check preference and I know I need to make sure to pick my level, if I had loaded someone else game or I could end up with who knows what. That is not so much of an issue now as it was a couple years back. Then I may load several players saves in a day, now that is rare.

I usually will check on the CF for techs once in game to see, if it is set to the correct value for oversized maps. I don't pay attention to OCN. I did know that if I make an oversized map and do not set the culture, it will default to std, not even huge. I have run into that many times in GR or Rat games.
 
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