Science Spread

Science Spread 1.0.3

Gueux

Warlord
Joined
Mar 30, 2018
Messages
279
Location
France
Gueux submitted a new resource:

Science Spread - Science and Culture Spread with neighbor

Science and Culture spread with civilization who are close enough,

When a neighbor Civilization have a tech that you don't have it will give science but only for this tech (same for culture)
The amount of scien depends on :
Number of cities that are close to his civilization,
The access lvl (visibility).

for every battle you gain science to unluck the evolution of the unit exept if it die in the battle..

tech and civic are more expensive to balance so the game have the same duration

The...

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This seem like a really great mod. If I understand correctly, I get a "boost" for techs neighbor have that I don't have according to calculation. And I guess Ai also get if I have tech they don't have right?

This I have no idea what mean:
for every battle you gain science to unlock the evolution of the unit exept if it die in the battle.??
tech and civic are more expensive to balance so the game have the same duration ??

I took a quick look through the files and I have no idea how this work, so I have to ask the most repeated question, is the mod still working?
 
Last edited:
It should work, if it does you should see technologies that you are not currently searching advance.
 
Thanks for your reply, that's good news, i will try it later.

I have adjusted tech/civic cost to make research last longer, will this crash with this mod?
 
it should not, but this mod already does it if you want it to last even longer I suggest you to just modify the ScienceSpreadData.sql for now tech cost is x2 and civic x1.5
 
ok thanks again for your help. I will take a closer look at ScienceSpreadData.sql to make it work with my other mods.

Im still not sure what you mean here:
for every battle you gain science to unlock the evolution of the unit exept if it die in the battle?
 
whenever your units fight you gain science exept if you lose the unit, the technologie that advance is the upgade of the unit currently fighting, so if your warrior get attacked or attack you gain science for the swordman tech (if you can't research the swordman tech then previous tech is researched), the goal is to give bonus to civilzation that make many war.
 
Thanks for the explanation.
One more thing: Does the Ai also get tech bonuses from me if I have techs they don't have, and what about between Ai's, does they also get from each other?
 
np, thanks for asking those, I will update the mod description so it's more clear for future players.
and yes it works for AI and between them.
 
Thanks again for great mod support :D

I have spent 3 weeks now looking through almost all mods here, steam and nexus, and this mod is one of the most interesting.
This mod will create a rubber band effect that will keep civs more closer to each other, and it make it harder to run away from the rest.

I will be back after doing some testing.
 
Hi again

Love the mod so far.
Just one thing. I think I'm gaining science from combat a little too fast. I did 2 ranger attacks and got 1 new tech. After a short combat with maybe 7-8 attacks I gained 2-3 techs.
I tried doing some tweaks to the ScienceSpread.lua but game crashed.
How can reduce gaining tech from combat?
 
Hey,

glad you liked it.

I don't know how you crashed the game but you should redownload the mod and replace ScienceSpread.lua to reset it.

to reduce science gained after combat modify the " *2 " at line 108 and 247 (ctrl +g to search line) :

Code:
local scienceGained             = Round((DefenderXP + AttackerXP)*2)

it should look like this

Code:
local scienceGained             = Round((DefenderXP + AttackerXP)*1.5)
 
Again thanks for great mod support.

Oki, I will try that.
Code:
local scienceGained             = Round((DefenderXP + AttackerXP)*1.5)
Can I reduce it to 1 or below 1, like 0.5 if I want less effect?
 
you can set whatever you want yes, but change both the same at line 108 and 247, 108 = attacker 247 = defender science gained
 
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