Cyrus of Persia
Warlord
- Joined
- Feb 26, 2011
- Messages
- 114
I'll keep this as short as possible. I came up with this concept in Civ3 days but wasn't really able to implement it. I have refined it since then and I would like to see if there is any interest in it from the community for me to produce it publically.
The System:
This system creates a predefine rate of technology progress through time for the world such that all era's and technologies will come about more or less when they should. Then the system allows each civ to get ahead or fall behind within limits relative to this axis based on how much focus they put on science.
(If you are familiar with Paradox's games and how techs work, this is similar).
Purpose & Goal:
The purpose of designing this system is to achieve the following:
How it works:
This system works by having it's own world clock and it's own technology reference with regards to world time.
It then observes a civ's technological position in time and decides how far ahead or behind the civ is.
Then it adjusts the cost of the next tech for the civ such that the more ahead it is of world time the more expensive it becomes for it to achieve the next tech, and vice versa; the further back the cheaper the same tech becomes for the civ.
Expected outcomes:
Drawbacks:
Please tell me if you find this interesting and useful (or not) and if you'd want to see this available as a mod component.
Thanks
.
The System:
This system creates a predefine rate of technology progress through time for the world such that all era's and technologies will come about more or less when they should. Then the system allows each civ to get ahead or fall behind within limits relative to this axis based on how much focus they put on science.
(If you are familiar with Paradox's games and how techs work, this is similar).
Purpose & Goal:
The purpose of designing this system is to achieve the following:
- Create a more challenging and realistic experience for the player with regards to technology advancement.
- Prevent runaway technology situations where a civ (AI or player) gets way ahead of others or of the time period.
- Prevent any civ from falling too far behind, enabling more competent opposition for the player.
- Preventing situations where overall world technology is noticeably ahead or behind it's time.
- Simulate the concept of "technology trickle down" from more advanced nations to lagging nations.
- Simplicity.
- Ease of implementation. (Small amount of code added)
- No interference with other game elements.
- AI comprehensible.
How it works:
This system works by having it's own world clock and it's own technology reference with regards to world time.
It then observes a civ's technological position in time and decides how far ahead or behind the civ is.
Then it adjusts the cost of the next tech for the civ such that the more ahead it is of world time the more expensive it becomes for it to achieve the next tech, and vice versa; the further back the cheaper the same tech becomes for the civ.
Expected outcomes:
- Civs that have less science power will fall behind a few techs but no more and this lag will be consistent and not perpetually increasing. If they gain more science ability they can reach back to normal time.
- Rich civs or ones with high science power or expenditure will fall ahead a number of tech from world time and will stay there as long as they have that scientific advantage, but the lead will stay consistent and will not be perpetually increasing.
- Player can gain technological lead by increasing science expenditure but not dominate.
- Player is no longer forced to keep up with the AI's higher tech rate if he doesn't want to, you can stay in your normal budget and still keep up, though you may have to concede a small lag in tech. It's a choice.
- Time progress is always the same in every game. (Adjustable by game time length; ex: fast, normal, marathon)
- If an AI is born suddenly with technology that is several eras behind, it will catch up relatively quickly and join the world and not in an arbitrary way.
- I've made it very balanced so it's very intuitive and sensible.
- Requires no AI understanding or changes and the AI can work perfectly fine with it.
- Works with all Difficulty levels.
- Creates additional tactical choices for the player with regards to application of "free tech gaining" choices and their timing.
Drawbacks:
- Requires some restructuring and cost adjustments to the techs tree.
Please tell me if you find this interesting and useful (or not) and if you'd want to see this available as a mod component.
Thanks
