Keeping the Game Challenging

Yes but there is another mechanism that limits the maintenance cost from the number of cities. It was set really low for whatever reason a few years ago. I increased it some time ago and wanted to remove that limit completely but I don't think I did because it could ruin existing games with huge empires.

Then perhaps it is a good thing to re-evaluate this limit just after the next time there is a save-game breaking update.
 
Nobreaking.ost: 14686276 said:
Then perhaps it is a good thing to re-evaluate this limit just after the next time there is a save-game breaking update.

Save-game breaking updates happen all the time. Like all the techtree work that is done at the moment. It can mess up existing games and that makes it basically save-game breaking. Just being able to load a save-game doesn't mean everything thing is fine, large xml or dll changes can lead to unexpected things in existing games. Even a recalc can't fix everything so save-game breaking happens all the time.
 
What alberts2 has said is very much true. I have a game going that is in the early Med Era when all these tech tree changes started. While the game has not CTD'd on me it is getting weird. Because the tech tree paths that were set at game set up allowed techs to be researched that are now out of line. Still playabe but I have a neighbor now that has Early Musket and I'm still using Hvy Sword and Axe.

And one of the players that thinks there is a bug in the game is experiencing this too. His real problem is city management though.
 
What alberts2 has said is very much true. I have a game going that is in the early Med Era when all these tech tree changes started. While the game has not CTD'd on me it is getting weird. Because the tech tree paths that were set at game set up allowed techs to be researched that are now out of line. Still playabe but I have a neighbor now that has Early Musket and I'm still using Hvy Sword and Axe.

And one of the players that thinks there is a bug in the game is experiencing this too. His real problem is city management though.

Was the musket tech civ like farther on the tree and then when the techs were added it slowed you down? Meaning he got to skip some techs because they are no longer needed to get newer techs.
 
He was further along than me in the tech tree and just like Classical had, Medieval also had a beeline path thru it, before the changes took place. Even after the changes there are still Tech that I can research that in Med Era because I had made it there before the changes took affect. Now to go back and pick up the new paths take over. So really that game is warped at this point. As are all the games that all players using the SVN are playing that were started before the tech tree changes and have been updated during this period as well. It's showing up in the Bug thread as complaints and questions.

It will take new games to determine if your question has an answer.
 
Sounds like you guys need to enforce some self imposed rules. Such as clearing out previous eras before moving on.

Can't tell the C2C players what to do you know. They get all finicky when we do that. :p
 
Just to throw in a suggestion, feel free to completely shut it down or ignore it because you guys are much more experienced at this...

What if there are some minor civics (minor, such as Trash, Border Policy, Language etc.), either new civics or integrated into the civics already here, that influence tech rate and tech diffusion? To simulate how a society values its knowledge: either they will try to keep it secret or they will be more transparent and cooperative with their research. Closely guarding technology will cause less tech diffusion, but at a penalty to new research because of stricter screening. A more cooperative approach will diffuse more and increase research rate. As technology progresses (printing press, university, internet), the benefits of the cooperative civics get better and better, while the selfish civics stagnate. It may be too little too late, but maybe this will give a strong boost to tech laggards, because they have little to lose running a cooperative research civic, while a tech leader, should they choose to guard their secrets, will have to plod forward at a slower rate.

Maybe it can be integrated into the existent Border Policy civics

Maybe it can affect the economy too, such as with the practice of issuing patents, etc...
 
Just to throw in a suggestion, feel free to completely shut it down or ignore it because you guys are much more experienced at this...

What if there are some minor civics (minor, such as Trash, Border Policy, Language etc.), either new civics or integrated into the civics already here, that influence tech rate and tech diffusion? To simulate how a society values its knowledge: either they will try to keep it secret or they will be more transparent and cooperative with their research. Closely guarding technology will cause less tech diffusion, but at a penalty to new research because of stricter screening. A more cooperative approach will diffuse more and increase research rate. As technology progresses (printing press, university, internet), the benefits of the cooperative civics get better and better, while the selfish civics stagnate. It may be too little too late, but maybe this will give a strong boost to tech laggards, because they have little to lose running a cooperative research civic, while a tech leader, should they choose to guard their secrets, will have to plod forward at a slower rate.

Maybe it can be integrated into the existent Border Policy civics

Maybe it can affect the economy too, such as with the practice of issuing patents, etc...
Some good ideas but not easily implemented. Would take some tag building so becomes a bit of a real project. I love the concept though so perhaps I will do some stuff along these lines eventually.
 
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