Science and misc player modifier -50%

Taa

Warlord
Joined
Jan 1, 2009
Messages
229
Hi again :D

I have a questions regarding science and a misc player modifier -50%

I thought my science was very low, using 30-40 turns on each ancient tech after 100 turns. Then I saw that I have a "misc player modifier" for science on -50%.
This is visible in city view when hovering over science.
I cant find any ingame things/evnets that should do this..so is this suppose to be like this, and if so, why is it like this?

Any thoughts?

I like that research take time in each eras so I have time to build things and play with units for some time before they get upgraded or obsolete, but after 100 turns I still have only researched 2-3 sciences and cant do much except fight of barbarians. So am I missing something or is it just me? ;)

Cheers :)
 
Any thoughts?

Cheers :)

There is a limit for the bakers per turn. (when you hit it, it will become minus)
So years ago we included this modification to avoid minus bakers per turn.
 
There is a limit for the bakers per turn. (when you hit it, it will become minus)
So years ago we included this modification to avoid minus bakers per turn.

hmm..ok..but this is a -50% modifier was there from the start when I had 1 point, and is there everytime I start a new game.
Right now I have base 9 points, then with modifier I end up with 4,5 points.

It has nothing to do with other mods Im running, have tested that.

Before I learned how mods/tweaks worked in Civ 5 I used the old Civ 4 xml file editing. But I have not changed anything that can be related to this I think, only small known things from Civ4, but I will check it later if it is not supposed to be there..

btw Im playing on king difficulty with mant Ai settings from emperor.

Anyone else have this problem with -50% science from start of game?
 
we have -50% science, but we have no problems with it 0_o

hehe..not me either...
but I dont like that it is visual in my cities. One thing is to make tech more expensive but that can be achieved many other ways than to make a -50% modifier I can see listed ingame ;)
 
hehe..not me either...
but I dont like that it is visual in my cities. One thing is to make tech more expensive but that can be achieved many other ways than to make a -50% modifier I can see listed ingame ;)

You can do various changes to archive a more expensive techsystem.
But that was not my first answer here, i will try to explain it again.

There is a hardcoded limit for the research bakers per turn 214000 or 211800 (not exactly sure:crazyeye:)

So since a long time ago when the first developer of CCTP come across this problem,
there where a big about and discussion about that.

To avoid the ai or human to hit this maximum baker, we included this -50/ modi.
The game where not playable , at a late level without that changes.
 
To avoid the ai or human to hit this maximum baker, we included this -50/ modi.
The game where not playable , at a late level without that changes.

One of the issues I have with Civ 5 and CCTP 4.03 atm is that Ai is falling behind on science/tech progress. I would like to either decrease my own science (baker)/tech progress or increase Ai civs science gain/tech progress. After what I understand this "misc player modifier -50%" apply to both Ai civs and player right? If only player I would love to know how to tweak this setting?

Is there any other ways to decrease my own science gain/tech progress and/or increase Ai science gain/tech progress?

I found it strange that Ai civs can beat me in almost all other elements of the game but when it come to science Ai civs most of the time fall behind on number of tech they have. Is it made this way so the player is suppose to always have a upper hand when it come to tech?
 
Is there any other ways to decrease my own science gain/tech progress and/or increase Ai science gain/tech progress?

Sure, handycap changes would be the best here.

I found it strange that Ai civs can beat me in almost all other elements of the game but when it come to science Ai civs most of the time fall behind on number of tech they have. Is it made this way so the player is suppose to always have a upper hand when it come to tech?

There are many points that decrease ai research behavior.
Think about this for Example, the malus you get for every new city you found for example.
 
Sure, handycap changes would be the best here.
ops :blush: did not really look at options for player in handicap, only used it to buff Ai...
but I see now that I can increase or decrease players research gain...nice :)

There are many points that decrease ai research behavior.
Think about this for Example, the malus you get for every new city you found for example.
hmm..oki...yeah I see that I can change the tech cost added for each new city I have in CIV5Worlds.xml. Think this came with the BNW expansion. I can imagine this was made to avoid 1-2 turns tech gain later in the game...anyway, do you know if this also is applying to AI civs or only player?
 
I'm not good in this stuff, but thinking logically....You said yourself - "I can imagine this was made to avoid 1-2 turns tech gain later in the game...", so...?)
Spoiler :
It's global, but i'm sure if you change(modificate) code in some way... Well, it can be done, that it will work separately for ai and player. In some way it seems easy... but i dunno how to say it xD It's like... separation... but you need to find links to this part of a code and change them too, although separate links, that this part were using... and so on. Something like this. May be wrong(not worked with xml files even once in lifetime), but don't think so. Hmm... you may be know it yourself and don't question about it at all.... , but i can't just delete it xD
 
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