Science - testing

Lrd Dread

Prince
Joined
Mar 26, 2012
Messages
318
I wanted to start a folder for the testing being performed by myself before V4 comes out. Testing latest version of the mod.
 
Ancient Era 6 citizens, +4 base science
1. Temple of Heaven +4 science
A. only gave +2
B. Specialist bonus +4 science / +1 golden age - only +2 science and no golden age bonus

(Note this will be a reoccuring theme)

2. Monolpolies are supposed to give +1 gold +1 science - got neither - under the encyclopedia it says that it is supposed to give bonus of +4 happiness and +10 gold / science


Classical Era (6 citizens +10 base science)
1. Library - +1 science per 2 citizens
A. gave me +1 science total
B specialist bonus +4 science +1 age = +2 science no age

2. National College - 4 science & +1 science per 2 pop
A. gave me +2 science and no pop bonus
B. specialist bonus +4 science +1 age = +2 science no age

3. Kong Maio - +6 science
A. gave me +3
B specialist bonus +4 science +1 age = +2 science no age

4. Nazca Lines +6 science
A. gave me +3
B specialist bonus +4 science +1 age = +2 science no age

5. Great Library +4 science
A. gave me +2
B. specialist bonus +4 science +1 age = +2 science no age
 
Medevial Era (6 citizens +11 science)

1. Archimede's Lab (+1 science from each science specialist)
Not sure this works at all. Having a hard time figuring out what the increase in science is coming from.

I am no longer going to record the specialist bonus as it does not work at all.

Renaissance Era (6 citizens +9 base science (finally got rid of the library)
1. copernacus observatory - + 12 science Actual - +6

2. Principa Mathimatica - +20 science / actual +10

3. University - +8 science / actual +4

4.

Stopping here.... Tandomly checked all the rest of the eras.... It appears all science bonuses are only given at 50% and the specialist bonuses (for those greater than +1) are also given at 50%. I think those that are +1 are dropped or rounded down.
 
There is a 50% negative modifier to science output for every players.
in author's word, this is to make it "0.5 science per population", which is not achievable through xml.
 
problem is that it cuts the rest of the bonuses in half and apparently not just science. I would rather have no science per pop and still get the full bonus.... Harder at the beginning but a lot better the farther you get along.
 
if only science is affected, not sure why the specialist bonuses not affecting science don't work......
 
I think an "easy" fix for this is to make the science bonus +1 pop and double the science requirement for all the techs - ***edit*** no actually that won't work, because we will be in the same spot, with just the text of the bonus correct.
 
I see under the palace in globaldefines where the -50 modifier was removed. Where was it added back in?

<Building_GlobalYieldModifiers>
<Delete/>
<Row>
<BuildingType>BUILDING_PALACE</BuildingType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>-50</Yield>
</Row>
<Row>
<BuildingType>BUILDING_PALACE_SCIENCE</BuildingType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>10</Yield>
</Row>
</Building_GlobalYieldModifiers>
 
not sure why the specialist bonuses not affecting science don't work......
They are cut in half, same as ALL science, due to the Modifer(which has never been removed, it simulates 0.5 science per pop), all the other science aquired from buildings/specialists/policies had the Science adjusted to acomodate the -50% modifier.

The modifer will get phased out in later Era's(Upto Industrial is well balanced), by mini "upgrades" to the Palace. Starting with Science Wing +15% Global Science, available start of Modern.
I think an "easy" fix for this is to make the science bonus +1 pop and double the science requirement for all the techs - ***edit*** no actually that won't work, because we will be in the same spot, with just the text of the bonus correct.
Beaker Cap. Have a read through soem of the Tech related posts here, it will help you understand better what is going on with the mechanics of CCTP.
 
Although I do have a very very large empire (24.7m m2 on huge map), getting a tech every 3 turns in the digital era seems a little fast?

Game speed is normal
extended CCTP
Map size Huge
11000 beakers (Just switched to Technocracy and have 14700 beakers now)
All natural wonders (6 or so?)
population of 2.000.000.000 in approx 110 cities
With literacy at 80%
Also have most of the mordern wonders and all national wonders.
At turn 600.
 
Although I do have a very very large empire (24.7m m2 on huge map), getting a tech every 3 turn in the digital era seems a little fast?
Well the aim is 5-6, If you could give details of what your Science per turn is and how you got that amount(wonders built, natural wonders, amount of cities, map size, gamespeed, extended or normal cctp).
 
Although I do have a very very large empire (24.7m m2 on huge map), getting a tech every 3 turns in the digital era seems a little fast?

Game speed is normal
extended CCTP
Map size Huge
11000 beakers (Just switched to Technocracy and have 14700 beakers now)
All natural wonders (6 or so?)
population of 2.000.000.000 in approx 110 cities
With literacy at 80%
Also have most of the mordern wonders and all national wonders.
At turn 600.

110 cities....and you complain techs are comign to fast, try playing on harder difficulty.
 
I think my problem is I am not going flat, but mostly large... the AI goes really flat....

I think this is a major problem with the scoring mechanics.... It puts more emphases on how much of the map you occupy and cty size.... for civs who like to go tall.... it is really hard to win the game.. Also going against tall civs is the happiness penalties for citizens and specialists....
 
I think my problem is I am not going flat, but mostly large... the AI goes really flat....

I think this is a major problem with the scoring mechanics.... It puts more emphases on how much of the map you occupy and cty size.... for civs who like to go tall.... it is really hard to win the game.. Also going against tall civs is the happiness penalties for citizens and specialists....

This is one of the many reasons I am working on the mod expansion previously mentioned. Hopefully others on the team take note of it and help me on it, I can't do it myself.
 
Skills are limited 3335D but I will help anyway I can

By the way, what is 3335D????

My skills are also limited, so my modding will be a process of learning as well as actually writing code - in particular, UI is a tough nut to crack. As for political control, the hallmark of my mod, I was fortunate enough to be able to modify Gedemon's Cultural Diffusion mod. Politics and government should not be that hard to represent either, despite the complexity that will undoubtedly emerge from its addition.

Hopefully, I get help from Fires, our resident UI expert, on user-interface matters. In the meanwhile, if you could help in any way, it would be excellent. CCtP is by its very name a community-driven project, not one created by paid developers at a game design firm. Our only salary for making this is the satisfaction from successfully making a work of art.

As for the choice of my username, it was frankly the product of random key mashing rather than anything meaningful to myself or anyone else.
 
110 cities....and you complain techs are comign to fast, try playing on harder difficulty.

Difficulty lvl is kings, so it's not that easy. + I'm exclusively going for domination victory. So I've absorbed alot of npc empires.
 
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