Slowing down science

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Prince
Joined
May 29, 2009
Messages
358
Location
Calgary
Hey, so, I've looked all over and I used to be able to do this manually in Civ 5... where do I adjust the beakers needed for techs? I want to play on standard game speed but slow research down by 25 to 50% somewhere in that range.

Thanks for any help!
 
Code:
--Copy-paste this into whichever mod you're using. This was made for Marathon game speed.
--Since Marathon is so unbalanced, it may need some tweaking if you're planning
--on using this on Standard game speed.


-----------------------------------------------
-- Technology cost
-----------------------------------------------

UPDATE Technologies SET Cost = Cost*2.4 WHERE EraType ='ERA_ANCIENT';
UPDATE Technologies SET Cost = Cost*2.4 WHERE EraType ='ERA_CLASSICAL';
UPDATE Technologies SET Cost = Cost*2.8    WHERE EraType ='ERA_MEDIEVAL';
UPDATE Technologies SET Cost = Cost*2.8    WHERE EraType ='ERA_RENAISSANCE';
UPDATE Technologies SET Cost = Cost*2.8    WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Technologies SET Cost = Cost*3.2   WHERE EraType ='ERA_MODERN';
UPDATE Technologies SET Cost = Cost*3.4    WHERE EraType ='ERA_ATOMIC';
UPDATE Technologies SET Cost = Cost*3.4    WHERE EraType ='ERA_INFORMATION';

-----------------------------------------------
-- Civics cost
-----------------------------------------------

UPDATE Civics SET Cost = Cost*2.4    WHERE EraType ='ERA_ANCIENT';
UPDATE Civics SET Cost = Cost*2.4 WHERE EraType ='ERA_CLASSICAL';
UPDATE Civics SET Cost = Cost*3.2 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Civics SET Cost = Cost*3.2 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Civics SET Cost = Cost*4 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Civics SET Cost = Cost*4.2 WHERE EraType ='ERA_MODERN';
UPDATE Civics SET Cost = Cost*4.4 WHERE EraType ='ERA_ATOMIC';
UPDATE Civics SET Cost = Cost*4.5 WHERE EraType ='ERA_INFORMATION';

-----------------------------------------------
-- Units/Buildings cost
-----------------------------------------------
Update Units Set Cost = Cost*0.7;
--optional to decrease cost progression for units
Update Units Set CostProgressionParam1 = CostProgressionParam1*0.75 WHERE CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES";
UPDATE Buildings SET Cost = Cost*0.75;
UPDATE Districts SET Cost = Cost*75;

-----------------------------------------------
-- Great People Cost
-----------------------------------------------

UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_ANCIENT';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2.2 WHERE EraType = 'ERA_CLASSICAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2.4 WHERE EraType = 'ERA_MEDIEVAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2.5 WHERE EraType = 'ERA_RENAISSANCE';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2.6 WHERE EraType = 'ERA_INDUSTRIAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2.8 WHERE EraType = 'ERA_MODERN';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*3 WHERE EraType = 'ERA_ATOMIC';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*3 WHERE EraType = 'ERA_INFORMATION';
 
If you want a general 25%-50% slowdown, then this is for you:
Code:
--25%
UPDATE Technologies SET Cost = Cost*1.25;
--50%
UPDATE Technologies SET Cost = Cost*1.5;

Although it's a good idea to do the same for civics and great people as well so that they don't get to far ahead of research(ex, still researching Iron Working while you're already in the modern era), and to increase building production to compensate for slowed research.
 
Is there a way to have some sort of an exponential tech requirement so that the further era the slower the progression becomes?
 
You can simulate a slower progression by Era. If you take a look at the code in my The Sloth, the Tortoise and the Snail mod. You will see in HS_Rules.sql, HS_Tables.sql, HS_TechTiers.xml and HS_CivicTiers.xml, I do use this simulation. I am still tweaking it and it will probably be ongoing for quite a while yet, due to alot of factors ingame that can effect Science/Culture gains.

The Basics

First you need to add a Tier column to both Civics and Techs
Code:
ALTER TABLE Technologies ADD COLUMN Tier INT;
ALTER TABLE Civics ADD COLUMN Tier INT;

Then you need to set Tiers for each Civic and Tech, as you look at the Tech or Civic trees you will see that each Era has 3 Lines of available options, the first line I determined as Tier 1, second Tier 2 and third Tier 3, for each Era (example code if from a mod that re-oders the Tech and Civic tress and will act funkey with vanilla).

Ancient Civics
Code:
   <Civics>
       <!-- Ancient -->
       <Update>
           <Set Tier="1"/>
           <Where CivicType="CIVIC_CODE_OF_LAWS"/>
       </Update>
       <Update>
           <Set Tier="2"/>
           <Where CivicType="CIVIC_STATE_WORKFORCE"/>
       </Update>
       <Update>
           <Set Tier="2"/>
           <Where CivicType="CIVIC_EARLY_EMPIRE"/>
       </Update>
       <Update>
           <Set Tier="3"/>
           <Where CivicType="CIVIC_MYSTICISM"/>
       </Update>
       <Update>
           <Set Tier="3"/>
           <Where CivicType="CIVIC_MILITARY_TRADITION"/>
       </Update>
       <Update>
           <Set Tier="3"/>
           <Where CivicType="CIVIC_CRAFTSMANSHIP"/>
       </Update>
       <Update>
           <Set Tier="3"/>
           <Where CivicType="CIVIC_FOREIGN_TRADE"/>
       </Update>
</Civics>
Ancient Techs
Code:
   <Technologies>
       <!-- Ancient -->
       <Update>
           <Set Tier="1"/>
           <Where TechnologyType="TECH_IRRIGATION"/>
       </Update>
       <Update>
           <Set Tier="1"/>
           <Where TechnologyType="TECH_ANIMAL_HUSBANDRY"/>
       </Update>
       <Update>
           <Set Tier="1"/>
           <Where TechnologyType="TECH_THE_WHEEL"/>
       </Update>
       <Update>
           <Set Tier="2"/>
           <Where TechnologyType="TECH_ASTROLOGY"/>
       </Update>
       <Update>
           <Set Tier="2"/>
           <Where TechnologyType="TECH_POTTERY"/>
       </Update>
       <Update>
           <Set Tier="2"/>
           <Where TechnologyType="TECH_MASONRY"/>
       </Update>
       <Update>
           <Set Tier="2"/>
           <Where TechnologyType="TECH_MINING"/>
       </Update>
       <Update>
           <Set Tier="3"/>
           <Where TechnologyType="TECH_SAILING"/>
       </Update>
       <Update>
           <Set Tier="3"/>
           <Where TechnologyType="TECH_WRITING"/>
       </Update>
       <Update>
           <Set Tier="3"/>
           <Where TechnologyType="TECH_BRONZE_WORKING"/>
       </Update>
</Technologies>

Now you need to set and Exponent for each Tier in each Era:
Code:
UPDATE Civics SET Cost = Round(Cost * 1.01, 0)       WHERE EraType ='ERA_ANCIENT'       AND Tier ='1';
UPDATE Civics SET Cost = Round(Cost * 1.02, 0)       WHERE EraType ='ERA_ANCIENT'       AND Tier ='2';
UPDATE Civics SET Cost = Round(Cost * 1.03, 0)       WHERE EraType ='ERA_ANCIENT'       AND Tier ='3';
Code:
UPDATE Technologies SET Cost = Round(Cost * 1.01, 0)       WHERE EraType ='ERA_ANCIENT'       AND Tier ='1';
UPDATE Technologies SET Cost = Round(Cost * 1.02, 0)       WHERE EraType ='ERA_ANCIENT'       AND Tier ='2';
UPDATE Technologies SET Cost = Round(Cost * 1.03, 0)       WHERE EraType ='ERA_ANCIENT'       AND Tier ='3';

Thats the basics :)
 
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