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Modo44
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in western Poland
Jul 2004 time: 06:22
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The maximum number of turns need not be so huge. I did a similar thing, and it was enough to change it to 80~100, to gain this effect. Such a chage would leave a strategic decision open, while a 1000-turn limit would outright kill it. Plus, of course, it is closer to stock.
As to the lower turn limit, this is highly level-dependant. It would help the AI on higher difficulty levels, where a human player seldom reaches the 4-turn mark. However, it would favor the human on lower levels, because there he is the one making quicker research. A double-edged sword, I think.
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:22
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Well, that range does on a normal size map largely eliminate the cheap Writing tech. It's still a huge discount on huge maps.
Yes, min turn limits are a double edge sword affecting both humans and AI, I have found myself on a no-optional tech mod wishing to research a bypassed middle age tech faster than 4 turns when I clearly had the economy to do so in 2 turns becuase my slider was at 40% and still needed tweaked down to 30% on the last turn.
It should also be noted that neither Civ II nor SMAC had min/max reserach turn features. You could research Transcedant Thoughts 5, 6, and 7 in a single turn on the Transdendant difficulty level if your science output was high enough. And in the other direction, you could set science so low it would have taken 100s of turns to finish a tech.
quote: Originally posted by Modo44
The maximum number of turns need not be so huge. I did a similar thing, and it was enough to change it to 80~100, to gain this effect. Such a chage would leave a strategic decision open, while a 1000-turn limit would outright kill it. Plus, of course, it is closer to stock.
As to the lower turn limit, this is highly level-dependant. It would help the AI on higher difficulty levels, where a human player seldom reaches the 4-turn mark. However, it would favor the human on lower levels, because there he is the one making quicker research. A double-edged sword, I think. |
Last edited by joncnunn on 24-02-2005 at 03:31
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Pfeffersack
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I like the idea of getting rid of both the upper and lower limt.It just feels like am unrealitsic barrier to me (lower level) and makes the single-scientist exploit (IMO, it is) possible(upper limit).I don't think upping it would kill stratgic decisions, you can still get the tech in less turns if you create more scientists.At the moment you have no benefit of creating say three scientists instead of one.
And one-turn research would make future tech a valuable option, especially if combined with lower future tech cost (would suggest to reduce it for the AU mod, since it is generally rated as completly useless, because you can get always a better score with maxing out population and happiness)
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