How do you slow down tech research

Gen. Maximus

Warlord
Joined
Sep 7, 2002
Messages
160
Location
Lordaeron & Azeroth
For my scenario, I intend to keep it within the ancient to classical-medieval timeframe. How do I slow down the tech progress. I think there is a more efficient way than changing the beaker cost of each tech one by one :)
Is there some global variable in one of the XMLs?
 
Easy, it is in assets/xml/gameinfo/civ4worldinfo.xml

For each world size, there is a part that looks like this:

<iResearchPercent>100</iResearchPercent>

It starts at 100 for duel-size maps, and goes up to 150 for huge maps. Techs cost this much % of the stated cost in techinfos, so at 150 a tech that costs 50 will actually cost 75. Just change it to whatever you want for the relevant worldsize(s). I've experimented with this a bit and at 300, tech progresses really slow even on a huge map. It takes a fairly long time to get out of the ancient age.

The other way to do it is to go and change the costs of each tech individually in civ4techinfos.xml ... or you can do both, I was thinking about ramping up the global cost of research and then lowering the cost of the ancient techs like agriculture etc, so that the ancient era would progress normally and then tech would start to bog down in the classical period.

In Civ4Erainfos.xml, there is also a line <iResearchPercent> for each era, starting at 100 for the ancient age, and finishing with, I think, 40 for the last era. I'm not exactly sure what this tag does, but I was worried it penalizes your research "income" based on the era you're in, in which case civs that went for an era-changing tech would get a penalty for researching techs from the previous era. Not sure the AI would use the correct strategy and fill out the tech for each era first. IF that's how that works ... maybe someone who knows could fill us in on that one.
 
Gee... and I was just going to say set your science slider to 0%.
 
Gee... and I was just going to say set your science slider to 0%.
Problem is if I do that, the AI won't :)

hi, Frekk! You answered all my questions, you're surely an important asset in this forum. thanks a bunch!
 
Another way to do it is in Gamespeedinfos. The same tag as in worldsizeinfos is there, so if you like to set it by speed rather than world size you can do that too.
 
One more point you should know - when you start your game you may want to check the number of "points" required for each tech in the tech screen, especially the more expensive modern techs.

Depending on just how slow you want it there is a limit on the number of "points" a tech can have (about 20,000,000 I think in WL but don't quote me) and if it goes past that then the "points" requirement resets to 1, which defeats the purpose I would imagine.

Now that would be quite slow enough by my standards but if you wanted to make it really, really really slow you could also implement research penalties for all traits of up to 99% and then cut down or eliminate tech bonuses in the building and specialist files as well - more work though obviously.

Rupert
 
Oh yeah!! I forgot about that. It's in traits too.

Lots and lots of places you can set a global handicap on research if you want.
 
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