What about having interchangable parts and mass production in there?
FexFX said:To do this we simply increase tech costs to 338% of NORMAL...
Bear in mind that simply increasing the cost in GameSpeedInfo *will not* accomplish this. Production of tech points increases from era to era with the advent of buildings, increasing commerce, and the addition of specialists - it isn't a straight linear relationship, by any stretch of the imagination.
Son of Moose said:What about someone pursuing a highly aggressive economic and cultural building strategy (which would probably be my favoured strategy) with the production of tons of cultural enhancement buildings and the resultant equivalent number of GPs? This would surely "rake in" the technologies .... although I would be the first person to say that such a strategy should reap its rewards.
![]()
Son of Moose said:FexFX
This is REALLY IMPRESSIVE work!!![]()
Yes .... balancing out everything is going to be a major task.In addition, as you so correctly say, we must try hard to retain the original Vanilla Civ Epic game speed (wrt the default rate of acquiring new technologies and building structures and terrain improvements).
We cannot really afford to slow everything down .... otherwise the gameplay could become incredibly tedious.However, I suppose, it might be acceptable to have slightly slower technological development (if we cannot devise enough appropriate new technologies) while having a "normal" (or even slightly accelerated .... to compensate for the slower technologies) build speed.
![]()
In other words, the LITTLE mod must still offer fairly brisk game play where something (research technology, building or terrain improvement) is always a few turns away from completion.![]()
Have you checked this link appearing on page 4 of this thread:
http://civ3.bernskov.com/RaR/about.asp
Proceed to the "Techchooser" option in the toolbar at the bottom of the page. This extremely detailed page outlines ALL of the technologies (200+) appearing in the DYP/RAR mod. These techs are even divided according to era .... beginning with the Ancient era.Therefore it might be useful to consult this list in order to see whether you have included all (or most) of their Ancient era technologies (and a few more to spare
).
Perhaps also visit the "Resources" section for possible additional inspiration for technologies based upon the various resources listed. It is a singularly impressive list!!![]()
maxpublic said:Good for you, bad for all the AIs that don't use this strategy. I agree that would be the logical way to go, but in the end you'll make it easier for a human player to win.
Max
poser002 said:IF u have the tech tree all ready done up to this point and in game maybe u can take a screen shot and post it to give a better idea of what u have and to help better give more ideas to add on to the tech tree.
Also an idea maybe is to make free citys/tribes. Thsoe lil tribes u see at the start maybe make them more in to bigger tribes. In teh early days there were more towns and they revolted alot in there countrys. Look at scottland and brit. China had lots of interneal fighting for 100's of years befor the xing dynasty i think it was brought them all together under one leader. Could add more of a real feel to the game. Also make it a lil harder to just walk in to those tribes and get the free tech and make u think about clearing out ur country or making peace with the tribes if u can then just marshing ur armys to the first leader u see in game.
Yes, I am VERY familiar with DYP and RAR, but I dont want to just copy them.
so you must keep that in mind or we will be dealing with standing armies of literally hundreds of units per AI and then there is the PC...think about how much the game would slwo down from a system performance!
We cant just throw in a bunch of new buildings to up production of commerce, health, science and culture...if we do then things will become quite ridiculous very quickly!
When pillaging a civ's countryside to prevent them from having access to wood, perhaps you can:
Create a new unit (arsonist) for the purpose of burning down the forest from 1 tile away (and causing collateral damage to any units stationed in the forest)
Give military units (preferably siege weapons) a new option for destroying the forest
Allow workers to be able to cut down enemy forests
COuld make it that if u have to many things around ur city the population gets unhappy and might leave.
I want to avoid it becoming too "kitchen sink".
one resource that could be added would be diamond. Could have diamond mines. Could turn diamonds in to a rich income for the city or just for trade.
Also might want to remove the barracks from warrior code.