[MOD] tech overflow

Joined
Jul 31, 2002
Messages
705
Mod:

This lua script will monitor player's research progress, and if the current amount of science produced exceeds the amount of science required to finish a research project, that extra science will then be applied to the next research project

because there is no more wasted science, research is going to happen faster

Installation:

Download and extract into your documents / my games / civ5 / MODS directory

Compatibility:
Should be compatible with all mods, no InGame.xml merging required

version history:
Spoiler :

v1.01 - 11/17/10
removed the need of ingame.xml
verbosity=1 now controls the debugin output so no more spam for you!


v1 - 11/14/10
initial release


todo/notes/wishlist:
Spoiler :

some UI notification code that will show how much spill over science was applied/not wasted


feedback, bug reports, suggestions, etc most welcome
enjoy!
 

Attachments

Sadly, I have CCMAT installed and will therefore not be able to test this :sad:

But I really hope Jooyo merges it soon. Good work, I had no idea it was possible with current modding tools.
 
Awesome! Thanks!
 
smellymummy, this is excellent.

I tried it out and have a question for you though...

Is it possible to change your mind about which tech for the beakers to carry over to during the turn? At the moment, it appears that the beakers get applied as soon as you choose a tech, which I guess is how you've set up the script.

I think it would just mean instead applying those extra beakers at the end of the first turn on the new tech.
 
yes it's possible. right now it just applies to the next tech in queue or next selected.

what can happen in this case is if there's enough leftover science a player can get 2-3 or more techs on one turn (not counting free techs from scientist/wonders/etc). but adding the beakers right away seemed like the best visual feedback available at the time. i can imagine also if you're now planning your science carefully, you pick a tech, but then suddenly realize you should of picked another... leftover science gone :cry:

i want to add a little notification about the carryover science, so maybe something along the lines of a top of the screen notification "100 science will be carried over to your next research", could work, be applied at the end of your turn, and also prevent a civ from getting multiple research completes in one turn
 
Great fix to this bug! IMO this is a mechanic that should have been in the game from the start. I don't think a notification is necessary - if people know how it works the notifications would just be clutter.
 
the notification i was thinking of was the kind with white text that shows up real fast at the top of the screen (not the icon that docks to the side)
 
Sadly, I have CCMAT installed and will therefore not be able to test this :sad:

But I really hope Jooyo merges it soon. Good work, I had no idea it was possible with current modding tools.

i just up a new version that uses a different method to load up the lua

there should be no problems now running this in conjunction with CCMAT or any other lua mod
 
I was just wondering if the overflow changed the rate of research drastically enough to overbalance things? I guess another way to ask that question would be if a casual player on a mid range difficulty will notice a drastic difference or only someone playing on the upper levels trying to get every beaker?
 
best to assume it does overbalance things. take a late game turn, for example you make 1000 science, you only need 1 to complete a research project, so there you are now with 999 extra research that would of just been wasted, but now it's a big chunk already applied for your next tech
 
Best solution is just mods that slow tech progress overall to counterbalance that, there's several out there. I much prefer proper overflow (why didn't they have this?!) with slowed overall research than vice versa.
 
The thing is, if the scaling of the tech costs is only for the purpose of countering the increased speed from counting overflow, then it would have to be done differently for the 4 speeds. Quickspeed is by far the one where it would be most necessary. With Marathon there'd hardly be any point. So it would be worth making sure it's a mod that scales tech costs dependent on speed.
 
Great mod!

I was just wondering if the overflow changed the rate of research drastically enough to overbalance things?
best to assume it does overbalance things. take a late game turn, for example you make 1000 science, you only need 1 to complete a research project, so there you are now with 999 extra research that would of just been wasted, but now it's a big chunk already applied for your next tech
I do not consider the overflow overbalancing. Later in the game you can usually avoid the waste of research by micromanagement of GS. On contrary, I expect that this mod will slow down research rate in my game as I would hire less GS.

The only doubt I have is if AI research is also affected by this mod.
 
great mod, as others have said should have been in vanilla, along with higher research cost.
 
Heya mummy, do you mind if I incorporate this into the base version of PWM (with due credit of course)?

Also, is there an advantage of loading this as a CityViewAddin rather than an InGameUIAddin?
 
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