Tech research: Any way to Limit % Reserach based on advances/civics?

Matte979

Jedi Master
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Oct 29, 2001
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I would like to limit how much you can put into research based on tech discovered. You can only have 50% when you start and then it increases with 20 % for libraries and 10 for education and 10 more for research lab.

I also think the civics could put some limits on it.
 
I as a lot of other people what the game to go a little slower, I dont want to add to many turns maybe just about 50%, problem is tech trading it just does not work well. It makes the players with the best tech to trade with anybody else with as good tech and get ahead much faster than the timeline should allow.

Hearts of Iron II from Paradox have two systems I would like to implement.

1. Blue Print trading, you can only trade blue prints and these will not give you the tech but greatly increase your speed on researching it. Spies should "easily" be able to steal the blueprints.

2. Year discovered, if you try to research a tech before its "correct time" it will cost you much more to research. This will balance the time line, you will still be able to raise ahead but it will be much harder.

Now to the question, how do we implement this?

I am a good programmer but before I start trying to figure out this I would like to know if its realistic. I most likely have to wait until we get the SDK.

Comment and views on this?
 
Matte979 said:
1. Blue Print trading, you can only trade blue prints and these will not give you the tech but greatly increase your speed on researching it. Spies should "easily" be able to steal the blueprints.
In Civ terms, that would be trading or stealing beakers for a particular technology.

Matte979 said:
2. Year discovered, if you try to research a tech before its "correct time" it will cost you much more to research. This will balance the time line, you will still be able to raise ahead but it will be much harder.
That's awful. It's such an artificial and arbitrary limit. It's no different than pegging the start of religions to certain dates rather than technologies, or making Great People emerge when they did in real history rather than when you accumulate the GPP.
 
apatheist said:
In Civ terms, that would be trading or stealing beakers for a particular technology.

Intresting idea, it might not be to hard to implement that way.


[/QUOTE=apatheist]That's awful. It's such an artificial and arbitrary limit. It's no different than pegging the start of religions to certain dates rather than technologies, or making Great People emerge when they did in real history rather than when you accumulate the GPP.[/QUOTE]

Yes it could be really bad if poorly implemented. I dont want it to be impossible to reserach lets say gunpowder in the medival times but it will cost more to do so. Maybe just 25% more. Right now we have a adjuster based on how many have the tech. We could use that factor, just check how many of the civs are in the era and based on that adjust cost of the techs.
 
Matte979 said:
I dont want it to be impossible to reserach lets say gunpowder in the medival times but it will cost more to do so. Maybe just 25% more. Right now we have a adjuster based on how many have the tech. We could use that factor, just check how many of the civs are in the era and based on that adjust cost of the techs.
WHY you think my development of gunpowder should be related to my opponents tech level? By your assement then it should have been easy for the American Indians to make gunpowder since all the European nations could.

I have to say that I would be TOTALLY against this idea. That would remove one of the greatest aspects of the civ universe. There is no better feeling than knowing your enemy is still using pointed sticks and you have muskets. If you remove that, you would be sucking the life from the game.
 
I am not sure I am making myself clear... It should be based on borders, and I actually think its allready is. I noticed that if you have open border you pay less for tech other players allready have.

The story with for example indians would be that the would be behind in tech as no one around them have the tech. Then the colonist come and they get borders with them and gain access to information about the tech and could then research it faster.

I dont want to limit the possibility but to make the game tech race slow down right now its flying by. This is ment for people that want a more steady game and balanced game that develops VERY ROUGHLY compared to history. You will still get advatages for being first with a tech but it will cost you more to get the advantage.

The whole plan would be to make it much cheaper to research existing techs that players around you allready have. Not to cheap, it should still be a hugh advantage to get a tech first. Its just when 4-5 Neighbours have the tech.

Its really just balancing the diffrence of cost for a tech nobody else has and a tech that everybody has. The game does this allready I just think it could be tweaked.

I have tweaked the cost of techs to be higher in the later ages and it really balance the game out. When a lot of civs have the tech you can research it faster. I would like to increase to cost of techs but also increase the rebate when other civs have the tech..

There must be a setting somewhere....
 
Civ III made it easier to discover a tech when other civilizations knew it and the sky didn't fall down. That part should pose no game balance problems.
 
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