The only thing that I don't get is why, if we are trying to let the AI catch up, penalizing the human player at all, or any player for that matter. Why not just reduce tech costs for those already discovered? Am I missing something here?
The only thing that I don't get is why, if we are trying to let the AI catch up, penalizing the human player at all, or any player for that matter. Why not just reduce tech costs for those already discovered? Am I missing something here?
Many things in the game happen based on specific dates. For example nearly every civilization's spawn date. America would not be much fun if Future Tech was reached in 1700.
It's just not very relevant. I tend to ignore things that aren't relevant.The mechanic of discounting techs that have already been researched already exists, you are choosing to ignore this aspect Leoreth, which is just cheeky on your part.
I'm currently experimenting with a mechanic where only cities in ahistorical territory are penalized.
One thing to consider might be reducing the penalty for each additional city, rather than upping the number of 'free' cities each civ gets. At least part of the problem right now is how preferable it is to game the 10-city limit, building very selectively beyond that. Maybe something like a 6% penalty would work, or a 4% penalty starting after eight cities, or, if possible, a penalty that steadily grows. starting very small around eight or ten cities but reaching the full 10% per city after 15 or so.
It's just not very relevant. I tend to ignore things that aren't relevant.
Relevant to what? You don't make sense by leaving the context out.
I will draw an analogy to the arcade game, Daytona. Stay with me.
When two players join the same race in Daytona, the game system "cheats" and causes the driver coming 2nd to catch up to the leader, even if their speed shown on the top of the screen is less than the leader's speed. In this way, the leader is not penalised for good driving, buy is challenged by the chasing driver.
The same could apply to CivIV DoC. The tech leader would still progress just as they always could, but the AI civs would be better incentivised to catch up the difference in techs and any lead gained would soon be narrowed.
Addressing situations like Russia was exactly the intent (and other stuff like the mandatory golden triangle in North America).Just a thought. In any case, I like the historical areas fix, because it enables a civ like Russia to fill out its historical area without suffering too much. Another option, if possible, might be to consider core cities as 'free', and have other historical or contested areas grant a much smaller penalty than cities in foreign areas.
The context is supplied by the things I have already said in this thread. But everyone always changes the subject in what they think needs to be addressed or not that it seems that I always have to repeat myself.Relevant to what? You don't make sense by leaving the context out.
Addressing situations like Russia was exactly the intent (and other stuff like the mandatory golden triangle in North America).
I would've liked to take core areas into consideration as well, but these are available from Python only and calling Python functions from the DLL is too time-consuming for a calculation that's done as often as this one.