Kruelgor
Emperor
What would be helpful to the modding community is if you post how you did this.
-- Simple version:
-- Cost = (Cost - 35) ^ 1.022 + 35
-- Most versions of SQL do not support fractional exponents, so must do:
-- Cost = POW(EXP(LOG(Cost-35)/500),511)+35 -- Note to manually exclude 35 or divide 0 error!
-- Can't seem to find proper pow, exp, log math function names however, so manually setting ranges.
-- Tested by checking one tech from each range.
-- Must also do techs in reverse order due to cost increases causing a tech to potentially cross
-- the next-highest threshold.
UPDATE Technologies
SET 'Cost' = Cost * 1.20
WHERE Cost >= 2100;
UPDATE Technologies
SET 'Cost' = Cost * 1.17
WHERE Cost >= 1075
AND Cost < 2100;
UPDATE Technologies
SET 'Cost' = Cost * 1.15
WHERE Cost >= 375
AND Cost < 1075;
UPDATE Technologies
SET 'Cost' = Cost * 1.10
WHERE Cost >= 130
AND Cost < 375;
UPDATE Technologies
SET 'Cost' = Cost * 1.05
WHERE Cost >= 60
AND Cost < 130;
-- From Excel
--
-- Old New Inc (%)
-- 35 35 0 *
-- 60 62 2.5
-- 80 84 5 *
-- 130 140 7.5
-- 200 220 10 *
-- 375 422 12.5
-- 800 920 15 *
-- 1075 1247 16
-- 1500 1755 17 *
-- 2100 2478 18
-- 3000 3570 19 *
On the other hand I would prefer research agreement to work differently. During the agreement both civilization research are boosted by 10% or 15%, but all those beakers (from both civs) are collected and after completed agreement each civilization get 1/2 of the collected science.
....
On the other hand I would prefer research agreement to work differently. During the agreement both civilization research are boosted by 10% or 15%, but all those beakers (from both civs) are collected and after completed agreement each civilization get 1/2 of the collected science.
Or a little different: both civs choose the technology that both can research and work together putting 15% of their beakers until tech is discovered for both civs.
.....
I think that's kind of the point. An advanced Civ doesn't have much to gain from a primitive Civ (what can you learn from them anyway?), whereas a primitive Civ has a LOT to gain from an advanced Civ (just sharing ideas at all greatly opens you up to new technologies). So "dividing by two" models that, the advanced Civ puts in a lot and gets a little out of it, but the primitive Civ puts in less contribution but gets a lot out of it. However, for both Civs there is still a net gain, so it's still worth it in the end for both of them, even if one gets much more out of it than the other.Both will not works if one civ make much more beakers than the other.
I'll include an increase to research pact wait time in this mod, there seems to be an overall feeling from many people they're a bit powerful anyway. Thank you for the idea.![]()
I do not think it is true. I usually sign out a lot of research agreements and costs very clearly depends on era. If I manage to sign the agreement during classical era I pay 200gp. If not, and I am in medieval era I pay 250gp. For the first agreement. Then I always pay 250gp until I enter industrial era when cost increases to 300gp. I never paid for RA fore then 350gp (in modern era).True about it not scaling with era, though the cost does increase each time you sign a research pact.
Conclusion: technological progress is not even.
First, I agree with a barbarian, great mod. I can't believe that Firaxis still didn't manage to tweak the build to tech ratio just right, which you nearly perfectly did. However, I wonder about the weird jump to 117% for Industrial, is there any particular reasons for it instead of going to 120%?With another mod which just raised the tech costs by the same multiplier for all ages I had the problem that research at the beginning was too slow and in result, there was very little to build in the cities for quite a while.