Updates/problems/details?
No, to all three. No news.
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On the topic of tech costs & tech 'trade value':
And another small question. If I play team with another human against solo computer AIs. Is there everything correct with the cost of techs when negotiating tech trades?
Because tech costs are doubled for teams, there might be a bug when the tech costs are compared between teams and non teams.
As far as i remember team games are supposed to work that way. So if both of u research the same tech it will have normal research cost. If u guys want to discover 2 different techs then they are more expensive (2x). Someone should confirm this.
@en_dotter
Yes, that's absolutely right. Techs in teams cost double, so if both are researching the same everything is ok.
My question was, if the doubled cost is reversed to single cost during tech trading. So if we trade aesthetics as a team with an AI to get Alphabet, the tech costs should be the same?
I've been thinking about this since TheOnlyDJCat first posted the question, and today I was just about ready to make the change. ie. I was going to change it so that the increase in tech research cost due to being part of a team is not taken into when evaluating trade, so that although tech would take more
![Science :science: :science:](/images/smilies/civ4/science.gif)
to research they would not be more expensive to trade for when the AI. (whereas currently they are both more expensive to research and more expensive to buy). I think TheOnlyDJCat is right that each tech should essentially be worth the same to each team; rather than each beaker being worth the same to each team, which is how it currently works.
I'd only make this change for the team-size modifier. I'd still let the handicap modifier be factored into the trade value; so that players on high difficulty levels can only get poor deals when trading with the AI. It's unfair, but that's just part of what playing on a high difficulty level is about.
However... when I was about to make this change, I discovered that things were quite as we thought. TheOnlyDJCat and En_Dotter, and I all thought that the tech cost was proportional to the number of players, so that a 2 civ team would have double the tech cost of a 1 civ team. It turns out this is not the case. The actual increase in tech cost is defined by
TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER, which is set to '50' in the current xml. ie. Techs cost 150% for a 2 civ team; not 200%.
This throws a spanner in my thinking. It would make sense to me for techs to cost 100% more for each civ on the team, because a two civ team would have roughly twice as much
![Science :science: :science:](/images/smilies/civ4/science.gif)
per turn available to them compared to a one civ team, and so on. So I was surprised when I saw it was only 50%.
I'm thinking now that I might do the following:
- Increase TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER from 50 to 100.
- Removed the effect of TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER completely when evaluating trades.
- When signing a permanent alliance mid-game, unfinished research should stay proportionally the same. (eg, if a tech is 50% complete with 2000
of progress, it should stay at 50% completion when the permanent alliance is created rather than staying at 2000
)
These changes would make permanent alliances much slower in terms of researching techs themselves, but it would give them a much greater ability to trade for techs with the AI. More importantly, I think the changes would make the rules more intuitive and fair.
But is there something I've overlooked? Is there some big reason to not make this change?
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I was wondering if you could cause the automatic pop growth "selector" to NEVER make a citizen become a specialist, when a city cant then produce a great person in, say, 30 or less turns.
Basically I get most, if not all of my great persons from my cap. Yet, every turn, I have to fight with my numerous cities that grow, switching citizens constantly from producing a couple great person points back to actually productive tiles. I do play philosophic civs but still, this seems to be getting very micro heavy and seems like it should be very simple.
If you wont patch it, perhaps you could throw me some tips to avoid it.
I dont want specialists unless I, myself, and me, want that city to produce them! Ninja cities constantly sneaking in specialists that might make a great person in 200 turns!! Arghhhh.
There are a lot of things which affect how the city governor will choose to assign jobs. Cities will tend to start using specialists when they are at (or close to) their maximum happiness or healthiness, or when the non-specialist jobs are very poor. In my experience, if there are good plots to work, and the city is not close to the happiness cap, then cities will work the plots rather than the specialists. -- You're right that playing as a philosophical civ will make the governor more likely to use specialists, because of the
![Greatperson :gp: :gp:](/images/smilies/civ4/greatperson.gif)
multiplier, but that will only affect the
![Greatperson :gp: :gp:](/images/smilies/civ4/greatperson.gif)
component of the specialist evaluation. The
![Greatperson :gp: :gp:](/images/smilies/civ4/greatperson.gif)
value is scaled down quite quickly if you have another city producing far more
![Greatperson :gp: :gp:](/images/smilies/civ4/greatperson.gif)
points per turn. So... if you turn on
emphasize ![Greatperson :gp: :gp:](/images/smilies/civ4/greatperson.gif)
in one city, then you may find that decreases the number of specialist assigned in your other cities - if not, then the specialists are probably being assigned so that your city doesn't go above the happiness cap.
I understand that the governors decisions won't always be what the player wants. In general I think it's working pretty well, but only for some players. There was
an issue posted on the K-Mod github page basically asking for more governor control, and you're essentially suggesting the addition of an 'avoid great people' button. By the sounds of things, there is some interest in having a complex system for controlling the automation of the cities. But I don't intend to work on any such controls in the near future. I'm much more likely to work on improving the way the automation works in general, so that human players and AI players can both benefit from the improvements.
Manual micro-management will always be required for the absolute optimal jobs assignment, because no matter how many settings the governor has, it can never really know exactly what the player wants. Any additional fine-control governor settings would just put us somewhere between the current system of roughly-guided automation, and manual micro-management. I'm worried that such settings would only rarely be useful, and that for most people in most situations they'd just add confusion and clutter to the UI; at least, it might be cluttered and confusing if the system is not carefully designed and implemented... and I'm not personally keen to take on the work of carefully designing and implementing controls like that because I personally think it would only be marginally useful.
One thing I have been thinking about though is removing the "avoid growth" button. The city governor already understands that they shouldn't try to grow the city above the happiness cap, and so the "avoid growth" AI effect is kind of implied. However, unlike the rest of the emphasis buttons in the city panel, the "avoid growth" button actually has a unique effect on the game-mechanics: it doesn't just tell the governor to avoid working food plots. It actually prevents the city from growing regardless of how much food the city has. In my view, this effect is unintuitive and bizarre. .. So I'm thinking of removing that button and replacing it with something else; perhaps emphasize culture or something like that. (or 'avoid great people'!)
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i notice you have some MapFinder stuff present, are you going to enable this in future or is it just a left over from BUG?
That stuff was just left over from when I put the first BUG stuff into the mod. I don't currently intend to enable it; partially because I just have no interest in using it - but also because I suspect it might be a bad idea to 'legitimize' regenerating the map for strong starting position. I don't think picking the map should be part of the strategy of the game - I think players should play the start they've been dealt - and I think having an automated system for searching for strong starts would discourage players from trying to play on (apparently) weak starts. -- So in some sense not implementing the MapFinder is laziness / indifference from me, but on the other hand it could be considered to be a gameplay decision...