Question: Research Cost Mods
Got a question, is it possible to mod the max research a nation can attain?
For game options it seems like there are some arguments that magic gets too powerful too early, so hard or very hard research is chosen. Personally I dislike hard or very hard research, I'd like to get low-mid level magic pretty early and then have to drudge research for awhile to get to late.
So essentially making later levels at hard, very hard (1-2 easy, 3-4 normal, 5-7 hard, 8-9 very hard).
Another "wish" as I can't see how to do it would be to Cap the total amount of research points. At normal, all 8 paths to lvl 9 costs 16020. I'm curious how it would work if that limit was reduced to 3,420 - essentially 1 lvl 9, 2 lvl 6's, 5 lvl 4's. (or 8 lvl 6's). I'd almost rather have hard level limits (1x9, 2x6, 5x4), but total cost would work as well. It might be good for an even more draconian limit of (1x9, 4x4, 3x2 or 3x0/ 3x6, 5x4). The game host could determine what the max levels are or total research.
Similar to the Demo where you were limited to level 4 research in everything. It would reduce major battlefield magics, remove some counters (and uncounterables), and be much more strategic in the sense of what paths are chosen at which levels.
Unfortunately I see no easy way to make this possible from a gameplay perspective. If its even possible via modding a separate mod could be edited per nation before the game starts. If max levels were chosen it would be very restrictive as research goals change during a game. If total research points were selected it would be more fluid, but much more difficult as its tough to know how many research points have been spent without doing math.
So, after a long ramble does anyone know if its been brought up before or is even possible?
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