MOD: Faster Science (v1.0)

Exsanguination

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UPDATE (v1.1beta, 01/01/02):

I know it is fast, but I found some issues with the huge map dealing with resources. The problem: resources such as Iron and Horses were extremely rare. Solution: I am currently tinkering with the appearance settings.

Below, you will find v1.1 (beta version) of the Faster Science mod. The change? I have set the strategic resource appearance to 0, making the appearances random. This means the resources will NOT be equally distributed. I have not played this yet, but I chose to post it so others can help test it (especially for the modern era). Download it if you like, I have named and posted it as a different mod, so both v1.0 and v1.1beta can be stored and used on your computer at the same time.

If you use it, let me know how it works.

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(v1.0)

This is a very simple mod, it increases the tech rate for bigger map sizes. I have edited the tech rates so that ALL map sizes have a tech rate of 100 (ex. in the beginning, it takes 20 turns to get Ceremonial Burial at 50% sci). I am contemplating whether or not to raise to 120, to give a little more challenge.

Also, the huge map is now 256x256 because I like it that way.

This mod is very simple, and it gives less experienced players more fun (at least for me :)). This is my first mod, so tell me what you think and let me know immediately if you find any bugs (I have been playing a game as the Persians on a huge map and I've experienced no problems - it is 190 BC and I'm 4 turns from Engineering).

PS - thanks to Ohwell for telling me how to zip files
 

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Originally posted by zbear
So is a tech rate of 120 faster or slower research than a rate of 100?
I'd be interested in knowing, too, as it doesn't seem to be noted anywhere in the editor documentation. Also, since you're fiddling with the appearance settings, you might know this: does a higher appearance rating make the resource more or less likely to appear?
 
Originally posted by Dark Ryder

I'd be interested in knowing, too, as it doesn't seem to be noted anywhere in the editor documentation. Also, since you're fiddling with the appearance settings, you might know this: does a higher appearance rating make the resource more or less likely to appear?

The Tech Rate is in terms of percentages, just like the Barbarian Combat Bonus. It determines the cost of all technologys.

For instance if you set the cost of a tech to 10, and have a TR (tech rate) of 100, then the cost of the tech in the game (barring the other cost-related factors such as how many other civs have the advance) will be 10. If the TR is 120, the cost will be 12. If the TR is 200, the cost will be 20. If the TR is 50, the cost will be only 5.

So the higher the TR, the slower the research. The lower the TR, the faster the research.


On the appearance settings: The higher the number, the greater the amount of resources. I can't find where the frick the exact numbers were, but I believe that it relatively works out to 1 resource per player per 60 appearance points. Then again it could be 80 points, but I just plain can't recall.


EDIT: I inverted the Tech rate information. Sorry about that... :o
 
The editor did mention that an appearance value of 160 would produce "approximately two" :rolleyes: resources per player in a game of 8 players, it just didn't mention which way was up. :D

I suppose that means 10 per resource per player. Thanks for your help!
 
I heard there is a trainer for faster science but where to get it? It would be nice to be able to turn fast science on and off.
 
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