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May 31st, 2001, 06:16 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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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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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
[This message has been edited by capnq (edited 31 May 2001).]
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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May 31st, 2001, 06:27 PM
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Captain
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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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May 31st, 2001, 07:01 PM
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First Lieutenant
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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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May 31st, 2001, 08:07 PM
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Shrapnel Fanatic
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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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May 31st, 2001, 08:16 PM
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First Lieutenant
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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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May 31st, 2001, 08:17 PM
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National Security Advisor
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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.
Geo
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June 1st, 2001, 01:00 AM
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First Lieutenant
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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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June 1st, 2001, 01:09 AM
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Second Lieutenant
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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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June 1st, 2001, 01:27 AM
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First Lieutenant
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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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June 1st, 2001, 01:42 AM
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Sergeant
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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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