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MrBaggins
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Just wanted to note this here, so it doesn't get lost, and can perhaps be commented on...
A fairly consistant problem in tech games is that the techs that players have developed will often get out of whack with when they should be roughly, and the "world age" is often out of sync with the date.
So you might have nukes and modern armor and navies in the 15th century.
I was thinking that it might be nice to have a suggested game turn listed in the advances table. If the tech leader (in gross science developed, to make determining the leader the easiest) is behind this figure then all players get a multiplier to speed up development.. the further behind , the greater the multiplier... although it should generally be modest... like 1.1 or so. The same would be true in the reverse, except it would be a reduction... hopefully around .9 or .8 or so...
Since everyone would be effected evenly, it won't affect game balance, though it should affect sanity *smiles*
It obviously should be an option that you can turn on or off.
Last edited by MrBaggins on 19-12-2003 at 04:33
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MrBaggins
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The figures in the DiffDB are static bonuses. A mod maker merely guesses at when tech advances happen, and tweaks values based on based on his experience. The static bonuses know nothing of comparitive turn numbers.
This suggestion has nothing whatsoever to do with game balance or the AI.
Its simply to have the in-game tech development roughly with the year that they "should be" developed.
Its cosmetic, really.
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MrBaggins
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I can absolutely understand your reasoning.
Different players will have different ideas as to which options should be in a game.
I'm often more disappointed more than impressed when tech development massively differs from world history, when I'm playing an epic game. I don't believe I'm alone. Its a suspension of disbelief, for me.
Having said all that, its simple to implement, doesn't change game balance and it can be implemented so that it can be turned off, should a player desire.
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child of Thor
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well not quite like that, but i guess it sums it up nicely. lets take the example of what happened to the Native American Indians. Europeans turned up on the scene with their 19th centuary technology - the Native Americans were around 10-11th centuary(roughly) in their technology.
It didnt take long for them to get hold of or master the use of the europeans technology. In fact the culture shock of that tech and its affect on them almost destroyed them......still maybe that is a bit out of the bounds of CTP2 to model.
Once contact with a superior technological civ has been made there should be an increased chance of getting to 'discover' that technology........maybe you could just buy the units of the other civ to start with then after a while(however long that is), you could start to build your own.
Or how about this: the two technologicaly different armies meet for battle, some of the europeans will fall to Americans arrows/slings......the battle over some of the surviving Americans find a few of the enemies deadly boom-sticks and start to experiment......so it could be an event after a succesfull battle against superior forces?
Maybe this isn't for CTP2, maybe to complex? But it's just a way to model the spread of technology that happened in our history with all the different levels of our own civilisations.....
Last edited by child of Thor on 20-12-2003 at 23:08
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