True... I've been playing with tech diffusion off since those changes since it's far too severe how much it gives.
But if you have it off and the Techs are still to cheap it can't be the reason that Techs are to cheap.
True... I've been playing with tech diffusion off since those changes since it's far too severe how much it gives.
Of course. I also have not played since the global values have been adjusted.
I had a Deity level game where I noted the turn I went from 30 something research to over 200 thanks to meeting another civ. It was at that point I stopped playing with Tech Diffusion. That's as far as I can comment on it. It's a factor. But I don't think it's the only factor.
I think that BG said something earlier that explains a little better - the game speed tech modifiers were not ratioed out according to the same turn count ratio because he felt they were being doubled up by another factor. I'm not sure the right balance was quite struck there for longer game speeds such as Snail and beyond.
I have another look at TechDiffusion.
That is true iResearchPercent is to low for Marathon and slower speeds, Snail for example has 750 but it should be 1035.
One thing we'll need to consider with this too is the extended build costs game option by SGT Slick has probably been thrown way out of whack. *sigh*
Didnt like them anyways, but why do you think?? btw are these modules?
By all means go ahead with that fix!
One thing we'll need to consider with this too is the extended build costs game option by SGT Slick has probably been thrown way out of whack. *sigh*
Still testing and i found another bug....
All the Leaders with the Politican Trait start with -6 free Military Units and with 1 gold cost per Unit it is -6 Gold per Turn from the start
After stopping free Military Units from going negative i removed the 1 gold cost per Unit from Anarchism because it is unfair. Some Leaders start with free units and others without that is ok but if it can't have a Gold per Turn cost right from the start.
Still testing and i found another bug....
All the Leaders with the Politican Trait start with -6 free Military Units and with 1 gold cost per Unit it is -6 Gold per Turn from the start
After stopping free Military Units from going negative i removed the 1 gold cost per Unit from Anarchism because it is unfair. Some Leaders start with free units and others without that is ok but if it can't have a Gold per Turn cost right from the start.
Good catch. I would have missed that.
Speaking of traits, I'd like to suggest changing Expansionist trait to -50% Distance Maintenance and -15% #Cities Maintenance.
Distance is a lot less as it is now so the #Cities bonus means a lot but the little difference the Distance reduction does makes -20% hardly worth it, especially in comparison with the increased #Cities maintenance.
Cheers
Good catch. I would have missed that.
Speaking of traits, I'd like to suggest changing Expansionist trait to -50% Distance Maintenance and -15% #Cities Maintenance.
Distance is a lot less as it is now so the #Cities bonus means a lot but the little difference the Distance reduction does makes -20% hardly worth it, especially in comparison with the increased #Cities maintenance.
Cheers
Are you changing all this you find or as you go do you want others to change (well at least the easy stuff)?
Which might be tough as LS612's traits are different again so how would that work?
Normal mode for the Expansionist. Could be 40% Dist and 12% #Cities if you want to make the trait harsher in NM mode, but then you should probably take a look at all traits and tweak them for NM mode too.
Which might be tough as LS612's traits are different again so how would that work?
Check any new game Alberts, for the difference between Dist and #Cities maintenance costs. 50% bonus might sound like a lot but it is not that much. Also taking #Cities Maint from -20% to -15% is reducing it in total already with the new maintenance costs.
I agree that with the old costs it would have been way much, but now I think -15# and -50Dist is less than -20# and -15Dist, which is the trait currently.
Cheers
Traits are one of the reasons some AI players expand alot faster compared to the rest. That is why i think Traits should not create a big difference between players.
Those are modular changes to a "personal" use, so really C2C has nothing to do with them, its up to him to worry about those, not us. I never use them anyways. No offense to him though.
We were waiting on SGT Slick for those layers and it never took place. At some point I'll get back to working on those and I'll try to keep them a little less impacting at each point than my original plan. The gradual growth of trait strength should make things more effective from a game play perspective on both sides of this argument, not quite as strong at first but stronger later.Which is why I am proposing the change to Expansionist, to reflect the change in the maintenance costs so Expansionist is not too powerful. I suppose one could make it even less though, 10% #Cities and 25%Dist. That way it will not be even less difference with or without than now.
But I am not always in favour of haing traits not make a difference, but each trait should have it's strength and in that area give that player an advantage. That's what I would like to see. Currently traits are mostly bland, with a few rare exceptions, and the plan to have traits "stack" in levels, Exp1, Exp2, and so on, seems to have been put on ice.
Cheers