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  #11  
Old May 31st, 2001, 06:16 PM
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Default Re: Ideas....

It seems to me that the current racial tech system is more for play balance than realism. I prefer the suggestion of discounts for related tech, too.

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[This message has been edited by capnq (edited 31 May 2001).]
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  #12  
Old May 31st, 2001, 06:27 PM
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Default Re: Ideas....

quote:
Originally posted by Nitram Draw:
I've played many games where I have basically run out of techs to research...

You need to raise the research cost to "high" in a large game, if you want to avoid that.
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  #13  
Old May 31st, 2001, 07:01 PM

Nitram Draw Nitram Draw is offline
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Default Re: Ideas....

I tried that. It only effected certain techs though. Is this the way it is suppose to work?
Also, I found that with a high tech cost the AI really falls behind because they don't build as many research facilities as I do.
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  #14  
Old May 31st, 2001, 08:07 PM
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Default Re: Ideas....

I believe the "high tech cost" setting just affects how fast tech costs rise.

I always take high costs, and each tech level prety much doubles (or maybe quadruples, not sure) in cost.

On low cost, each tech level is only something like 50% more expensive than the Last.

So the difference in cost is higher for long tech threads than short ones.
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  #15  
Old May 31st, 2001, 08:16 PM

Nitram Draw Nitram Draw is offline
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Default Re: Ideas....

What I mean was not every tech was effected by changing the tech level from medium to high. Some stayed the same, some doubled, some went up a little.
Oops now I get what you mean, the price per level gets higher.

[This message has been edited by Nitram Draw (edited 31 May 2001).]
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  #16  
Old May 31st, 2001, 08:17 PM
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Default Re: Ideas....

We had a whole thread on this a while back and we worked out the formula as...

quote:
For a Low Tech Cost Game:
The multiplier is simply tech level. It is linear.
For Example, Ship construction
Level Cost = 10000
Level 2 cost is 10000 X 2 = 20000
Level 3 cost is 10000 X 3 = 30000
Level 4 cost is 10000 X 4 = 40000

For a Med Tech Game:
The multiplier is the result of Tech Level rasied to the power of 2 and then divided by 2.

For example, Ship Construction again
Level 2 cost is 10000 X 2(2 to the power of 2 is four divided by 2 is 2) = 20000
Level 3 cost is 10000 X 4.5(3 to the power of 2 is 9 divided by 2 is 4.5) = 45000
Level 4 cost is 10000 X 8(4 to the power of 2 is 16 divided by 2 is 8) = 80000


For a High Tech cost game the multiplier is
Tech level raised to the power of 2

Ship Construction again
Level 2 cost is 10000 X 4(2 to the power of 2 is 4) = 40000
Level 3 cost is 10000 X 9(3 to the power of 2 is 9) = 90000
Level 4 cost is 10000 X 16(4 to the power of 2 is 16) = 160000


In all these, level cost is from the components text file.

Hope this helps.

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  #17  
Old June 1st, 2001, 01:00 AM

Nitram Draw Nitram Draw is offline
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Default Re: Ideas....

You could make every tech racial specific. It would just be a tremenous amount of work assign each tech to various races. It would be very interesting though.
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  #18  
Old June 1st, 2001, 01:09 AM

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Default Re: Ideas....

i think matryx in his original post meant something like this

you can't research tech 1 when you have already researched tech 2.

this way you could add more contradictory techs, or am i the one who is missing the point?
can't think of an example now...maybe later


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  #19  
Old June 1st, 2001, 01:27 AM

Nitram Draw Nitram Draw is offline
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Default Re: Ideas....

You may be right about that LemmyM but I don't know if that is possible. I think you can only restrict techs from traits, I don't think techs can restrict techs. It would be cool if you could do that, like MOO2 where you could pick one of the tree techs at each level but there was no going back.
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  #20  
Old June 1st, 2001, 01:42 AM
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Default Re: Ideas....

LemmyM is correct in his assumption.

For example, if your race researches Quantum Electro Dynamics they may not be able to research Flux Capacitance.

or (a rather more extreme example)
if they researched "advanced religion" they may not be able to research "science"


As for current restrictions, I think you can only restrict techs based on racial traits you have selected... which IMO sucks
My suggestion was that it would be good to ADD "anti-requirements" to the game

As for the assigning tech to all races individually... well it would be a lot of hard work but possible.
However, it would probably be easier to do it the way I suggested (or at least a lot faster)

Matryx
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