So, has the rabid tech advancement from v1.17 been fixed in the new patch?

100% works pretty good, but i modded the ancient techs and that´s even better. now, I get Feudalism around 400 AD :D
 
well my first game .... just got past the ancient era ... 1/3rd into the next one ... is around 1200ad .... it all seems very good :) .. so far ... 8 civs in all contact ... on a huge map 16 civ monarchy on a small continant map .... looks VERY reasonable ... the weak crappy civs with nothing to trade are falling FAR behind ... the strong civs are trading amongt themselves ... and ME :o ... i am quite pleased ... and had a nice start game :)

very pleased so far .... i beleive that civ3 is now finished the beta testing and is ready for release .... u should be quite happy zouave (got ya name right ;) u posted already) ... exept for the fact it is backwards from AC ... but for what was intended .... VERY enjoyable ... and finally playable :)

this is from only 1 game so far .... not quite extencive playtesting ... but am having fun :)
 
Hmm. Maybe I will patch and play again then :D
I have read from Soren Johnson on apolyton the AI - AI tech trading rate was 200 in 1.17f (compared to 110 now in chieftain and 160 in deity).
Eventually I will have something playable :)

loki
 
patch 1.21 Deity level ,Tiny,4civs,30BC.Shaka no less has Musketmen.Seems AI teching hasn't slowed down.And I though I was doing okay with pikemen.

And some people say this game is boring??? and civ2 is better???Give me a break.If it's boring go up a level or two,and if you like civ 2 better????the only reason I see is multi-player.
And sid's best is definitely Alpha Centauri an EASY relaxing game that could be played in two evenings.
 
Originally posted by Killer
100% works pretty good, but i modded the ancient techs and that´s even better. now, I get Feudalism around 400 AD :D


Yeah, a lot of people have talked about tweaking the AI trade rate. My question is, where do you do this from? I looked around the editor and couldn't find it.......:confused:
 
It comes under 'Difficulty Levels'. If you look at the bottom, there is little setting entitled 'AI to AI Trade Rate'. According to the help file, this sets how much the AIs will pay in transactions among themselves, so e.g. if you have it set to 150, and AI A is offering AI B a tech worth 100 gold, then B will consider A's tech to be worth 150 gold. Anyway, I set mine to 100 for all levels, and it seems to have made the AIs value their techs much more.
 
Originally posted by -proletarian-



Yeah, a lot of people have talked about tweaking the AI trade rate. My question is, where do you do this from? I looked around the editor and couldn't find it.......:confused:


I also set the ancient tech cost up and made the max research time 50 turns - now it works beautifully!
 
Here's observations from halfway through a new Emporer game I started with the following modifications:
AI-AI trading moved from 150 to 130.
Standard Map Tech Rate from 240 to 320.

I wanted a slower paced tech game with a bit of limited tech trading.

The results, as I pass 950 AD.

- I'm researching banking, but am about 4 techs behind 5 AIs. I'm in a Monarchy but the increased cost is perhaps too much. Everyone is broke (including me) trying to afford the new techs coming out. I have a feeling 4 of the AIs are efficiently trading around to even their researching costs & the other must be getting a good deal every now & then. Still, the fact that I'm not even in the industrial age is a good sign that I got a slower game. :)

- 2 AIs are stuck in the dark ages. They started on a small island together & only have about 5 cities each. I found them recently & they were only half-way through the Ancient age! They can't even afford to catch up! 30 turns after I found them, they are only 1-2 techs better! I've never seen this. Funny.

My tech rate seems a bit harsh so far. I think I'd start the next game with a slightly lower one but maybe fiddle with ancient values individually, like what Killer has done.

Killer: I'm curious about your change for max turns to 50. I'm not convinced yet that civs getting tech every 40 turns is the cause of rapid advancement through the first age. 40 is also good because it helps those who choose other options some sort of reasonable minimum. Your thoughts, Killer?
 
why don't you try making every civ start with only one free tech instead of 2?

that way when a militaristic/commercial civ meets another non-militaristic/commercial civ they can't trade their 2 techs for the other's 2 different starting techs. :)

this way you'll slow down the very initial part of the ancient era.
 
My experiences from the game on the Imperialism map I'm currently playing (Regent, Germans, 8 other civs, using the changes I mentioned earlier): I currently have a very substantial tech lead: I just researched Military Tradition, while the other AIs haven't got any further than Invention. Trading goes on regularly, but only when both sides can pay. Seems to be a very good result.
 
Yup, I set the AI trade rate to 100% and now it's perfect, or just about......enter the middle ages at 300AD, industrial at about 1300AD, THIS is how it should be! :goodjob:


"Ladies and gentlemen, the beta-test is over, Civilization III is now ready for general release!"

:p
 
A report from the front:
After patching, I abandon my first two Emperor level games due to poor starts. In my third game, I got good land on a pangea continent with seven enemies. I manage to hold my own and grab land with the help of a cow icon.

Tech is advancing at a dizzying pace. The Japanese field Musketeers by 10 A. D. Countries sign MPPs in 500 A. D. Railroads are showing up in 600 A. D. I think having all eight civs on one land mass is a factor. Most empires are on the small side with 10 to 15 cities. I am number one in the histograph, culture and population, but about ten techs behind. I am researching Chemistry, while the top civs are already building railroads. This probably means they are two techs ahead of Steam Power, with Nationalism and Communism already done. I have zero wonders and am stuck in Monarchy because I have two luxuries and can not afford to trade for more.

Players familiar with my posts, know that I favor attack strategies based on time. I have never seen Musketeers during the 10 A. D. attack window before. Pikemen, all the time. However, Gunpowder is about eight techs ahead of Feudalism, using the favored AI research path.

This is Emperor level, standard size map, eight players, random map type, random barbs, random civ (I am English). Standard rules, version 1.21f. Despite the dizzying tech rate, I can probably win the game if I can avoid a U. N. vote against me, or a spaceship launch by one of the leading civs. I am number one in the histograph, culture and population.
 
Originally posted by Killer



I also set the ancient tech cost up and made the max research time 50 turns - now it works beautifully!

Always enjoy reading your posts Killer. I assume that they changed the tech advancement rate from 240 to 400 on a huge world to make the tech advances correspond to historical dates?

One thing that was not quite right with the default tech rate ratio in 1.17f: Standard world, tech rate 120, 16 cities. Huge world, tech rate 240, 32 cities, but you still started out with 1 settler on a huge world, so doubling the max cities did not quite compensate (if you had 2 settlers and 2 workers at the start the science advance should be the same.) On 1.12f, Standard world tech rate is 240 and Huge world tech rate is 400 (Huge world science is now 167% slower instead of 200% slower than Standard world.) This will perhaps make the science advance the same for Standard and Huge world.
 
I love the new option of being able to set AI to AI trade rates.....dial-a-corruption is neat-o too. Why couldn't they have included these from the start? :D
 
Techs definetely go faster. I can keep up with the AI on regent easily because i can reasearch as fast as them. The problem is by the time you have that horsemen army ready they have pikemen ofcourse so do you.

But the AI doesn't trade as much. Like me now and then they trade. Its made the game alot easier in some ways and favors my total expansion/screw ancient warfare method. Middle age on regent is coming too early. On warlord i got it around 10AD, on regent in the BCs! That is ridiculous. With v.1.17 even with all the trading Middle Ages came around 200-300 AD.

Without even raising the research bar too much i can get techs under 30 turns in despotism in ancient era. Usually it was unless i turned it up to 80% i couldn't get anything under 40 turns other than pottery.

Now control of resources is more important then ever. That scout resource denial method is working wonders. :D
 
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