Future Tech Cost / Min Research Time / Max Research Time?

The stickied "Editor Rules" thread might be a good starting point. Here's the specific post about those settings:

 
There is a thread about a formula for research costs in Civ 3 Vanilla, that can be found here:
https://forums.civfanatics.com/threads/research-cost-formula-v1-29f.29485/

There are many factors influencing the settings for research and a modder has to find the best balance of these settings for the aims that mod or scenario should achieve, among them besides minimum and maximum research per example there are the Tech Rate, the Movement Rate and the production costs for units for the used map sizes.

In my eyes the most important functions of the minimum research time are to help that the units in the mod/scenario have "enough room for breathing" in the game and that the time scale of the game can come closer to the historical scale. The worst settings are units that are obsoleted when being produced or when moved out of the producing cities very shortly after being produced.

The maximum research setting in my eyes has the main function to help smaller civs not falling back too much in the tech race.

There can be scenarios with thousands of units in a short timeframe, as it is the situation in the WW2 scenario SOE. In that scenario I transformed the techtree into a calendar by setting the minimum research time to the maximum research time, allowing the player only a quartal flexibility in research and allowing to trigger timed events (like Operation Barbarossa or D-Day) in the game and smaller civs that are not falling behind in the tech race (there it is a different matter what these civs can produce with those "techs").

soe-calendar-jpg.682983


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Future Tech Costs only have a cosmetic function for the point score.
 
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The stickied "Editor Rules" thread might be a good starting point. Here's the specific post about those settings:

Yeah, I am familiar with that thread. There is some helpful basic information on editor settings, but not much detail or depth of explanation on what the setting actually does. Mostly what you can already infer from the setting is titled. But I appreciate the info. Thanks.
 
There is a thread about a formula for research costs in Civ 3 Vanilla, that can be found here:
https://forums.civfanatics.com/threads/research-cost-formula-v1-29f.29485/

There are many factors influencing the settings for research and a modder has to find the best balance of these settings for the aims that mod or scenario should achieve, among them besides minimum and maximum research per example there are the Tech Rate, the Movement Rate and the production costs for units for the used map sizes.

In my eyes the most important functions of the minimum research time are to help that the units in the mod/scenario have "enough room for breathing" in the game and that the time scale of the game can come closer to the historical scale. The worst settings are units that are obsoleted when being produced or when moved out of the producing cities very shortly after being produced.
Thanks @Civinator. That bit in the last quoted paragraph was exactly the type of information I was looking for. That is just what I am trying to aim for, making sure units aren't obsolete before even being able to be used like it often happens with chariots, for example. Or tanks showing up in 1600 AD because things are moving too fast with a skilled player.
 
@Civinator what about Future Tech Cost? What does that exactly do?
When all named techs in the techtree of a mod or scenario are researched, there can be researched additional techs named Futuretech 1, Futuretech 2 and so on. Each one of these future techs gives additional points to the final score of the player. Future tech costs are the costs in research needed to gain the next in the line of the futuretechs.

As posted, they have only a "cosmetic" value for the final point score in a game. Each mod or scenario needs an open path to the futuretech, otherwise the mod or scenario will crash.
 
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