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Stuff2 is offline Stuff2
Warlord

Sep 1999
time: 05:13
Post  Old Post 14-05-2000 02:39
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Idea for gaining new techs Remove this text

I like the tech-model i've read here. There is although one thing that i think really would make gameplay more fun and interesting.
In stead of having a number of RP to gain new techs u have a probability of getting new techs. I'll give an example of what i mean. RP does still exist but they work in a different way.

Lets say that we are spending RPs on "Bridge building". We spend 15 RPs each turn and 150 RPs are required. With the current model it would take 10 years to gain the tech. But my proposal is that instead every new turn would provide a 10% chance in gaining the new tech.
15 / 150 = 0,1 = 10%
If the number of RPs changed to 18 then the chance of gaining this new tech would be:
18 /150 = 0,12 = 12%
This would make the game more realistic and fun. Beacouse many scientific discoveries has been really random accidents.

I think that this idea will save some (but not much) memory space since stockpiling RPs is unnecessary, especially if you want to research many techs at the same time.
[This message has been edited by Stuff2 (edited May 13, 2000).]

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 14-05-2000 19:50 Visit Richard Bruns's homepage!
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Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Stuff2: I don't think that you have the latest information about tech growth. We do not research technology in discrete packets. Rather, all basic techs have a Tech Level that determines how advanced you are in that area, and all applications have a factor, based on tech level, that determines how good that application is.

So a civ's Bridge Building skill increases continuously as you research Architecture, Construction, and Civil Engineering. It does not come all at once like like it does in other civ games.

For a more detailed description of this, look in the Final (5.3) Tech Dynamics thread.

The tech system has pretty much been decided on and programmed. But we have not finalized the procedures for RP generation. I think we were already planning on a bit of randimness there, and it would be possible to add a bit more. The RP generation will be closely tied to the economic and social models, so we can start determining the number-crunching after those models are finished.

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:13
Post  Old Post 14-05-2000 20:15 Visit Richard Bruns's homepage!
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Get a bigger avatar today!

By the way, could we put all future tech discussion in the Technology System Version 5.2 thread? I'd like to keep it all in one place.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Post  Old Post 14-05-2000 20:51 Visit Mark_Everson's homepage!
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Stuff2:

Like Richard says, it makes things tough on the people running the show if you start a new thread when you have an idea in a well-established area. The best way is to go to the Clash web page, find the current discussion thread about that topic, and post your idea there. If you really want to get your ideas used in Clash, then you should check out the Best Way To Get Your Suggestions Implemented in Clash thread.

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