19 themes/skins available for your browsing pleasure. A variety of looks, 6 AC2 exclusives - Featuring SMACX, Civ6 Firaxis, and two CivII themes.[new Theme Select Box, bottom right sidebar - works for lurkers, too]
0 Members and 1 Guest are viewing this topic.
Does the application of formula need some change of exe file?Or it is some tweak on alpha/x.txt rules?
I'd also add ECON rating. For much of the game 2 ECON > 2 RESEARCH. As well pacts/treaties tend to be huge as the game goes on. That's a harder one to describe but a peaceful world can easily double the rate with Global Trade Pact. Anyways, enough games will give an average either way.Wasn't the vanilla tech formula the same as SMAX? That is it's a mostly linear cost increase for each techAlso you can get more data points by switching to the AI factions and seeing what their tech per turn is too
Problem of research rate, I tried to solve using alphax.txt modification. This can work for players, who install the game and then using "out of the box" game version (vanilla), they could play scenario with such fixes.What I tried to do in MGM mod, is that I slowed research rate to 10% speed, but then I needed to make it faster in early game. It is difficult to accomplish, but I had some success with just few changed settings.And it worked, so I had late game with sufficient number of turns, and it was not very short and meaningless.What I wanted to propose for exe modding, would be that simple factor multiplying cost of research even linearly with research progression could work sufficiently. So we would multiply cost for level 1 techs, x1 (no multiplication). For the last level we would multiply by ten: x10.I do not have the formula here at the moment, but it might be simple to implement. I am not sure though.And, this x10 could be further tried, if needed to be change to x8 or x12, etc.