headcase
Limit 1 Facepalm Per Turn
Here's a thread for discussing two things:
1. Should there be a discount for techs already discovered for other civs?
2. What is the best formula for this?
So to get the ball rolling:
1. Yes. I did start the thread after all
Two reasons:
- Gameplay Balance (while still rewarding tech leaders duly)
- Realism (which is arguable)
2. Something that gives more discount if more civs have it, and more discount according to how long each civ has had it for.
Example implementation:
Instead of a discount, it actually awards free beakers toward every tech a civ doesn't have that at least on other civ has (even locked ones). I would simply award the beakers but if for some reason the bonus should be "hidden", the beaker cost could decrease (turn-by-turn) instead.
b = # of beakers required for tech
t = number of civs in the game, including you but not CSs
n = number of civs that have learned the tech
each turn, each civ that doesn't have the tech gets this many beakers towards it:
(on normal pace)
The bonus runs whether you are currently researching that tech or not, but in either case stops after the tech is 75% completed.
Under that system, a tech that is known by half the civs would give a bonus of 1% of the total beakers per turn.
If the 50 were a bigger number, you would learn less, and a number smaller than 50 would give more.
That's what I've got so far. Please share your ideas and opinions
1. Should there be a discount for techs already discovered for other civs?
2. What is the best formula for this?
So to get the ball rolling:
1. Yes. I did start the thread after all

Two reasons:
- Gameplay Balance (while still rewarding tech leaders duly)
- Realism (which is arguable)
2. Something that gives more discount if more civs have it, and more discount according to how long each civ has had it for.
Example implementation:
Instead of a discount, it actually awards free beakers toward every tech a civ doesn't have that at least on other civ has (even locked ones). I would simply award the beakers but if for some reason the bonus should be "hidden", the beaker cost could decrease (turn-by-turn) instead.
b = # of beakers required for tech
t = number of civs in the game, including you but not CSs
n = number of civs that have learned the tech
each turn, each civ that doesn't have the tech gets this many beakers towards it:
Code:
(n * b)
-----
(t * 50)
The bonus runs whether you are currently researching that tech or not, but in either case stops after the tech is 75% completed.
Under that system, a tech that is known by half the civs would give a bonus of 1% of the total beakers per turn.
If the 50 were a bigger number, you would learn less, and a number smaller than 50 would give more.
That's what I've got so far. Please share your ideas and opinions
