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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
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...
Last edited by Krill on 16-07-2005 at 03:06
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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I just addressed this in the Econ thread:
quote:
quote: Originally posted by Krill
damnit, it is going to be a pain to sim this out. The Sim that ET made does not have to correct tech rate, due to the reduced numbers of civs in the game... |
Yes it does, IW is 180 beakers (for Emporer Difficulty with Standard Map), basic cost for the first person to research it. I checked that very thing, to make sure that I was on the right difficulty before continouing (I had to retry several times to get it right). It's correct
IW = 180 beakers -> Sim shows 45 turns @ 4 BPT -> 45*4=180 -> Correct
CB = 60 beakers -> Sim shows 15 turns @ 4 BPT -> 15*4=60 -> Correct
WC = 90 beakers -> Sim shows 23 turns @ 4 BPT -> 23*4=92 (just above 90, 30 turns at 3 is 90) -> Correct
Wheel = Masonry = 120 beakers -> Sim shows 30 turns @ 4 BPT for both -> 30*4=120 -> Both Correct
Alphabet = 150 beakers -> Sim shows 38 turns @ 4 BPT -> 38*4=152 -> Correct
So, nothing wrong with the tech rates.
The only time your number of civs counts in the tech cost, is IF you have contact with them AND IF they already have that tech. Then, the number of civs (and how many of them have that tech) will modify that amount. But no matter if 2 or 16, your BASE tech cost will ALWAYS be the same, only dependant on Mapsize & difficulty.
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E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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no point in doing it, unless you get it right.....
If it wasn't for those little things, it would have been a good plan.
I'm looking at my first city (in my 3EW-Wrk-Set-Gran-Settler Pump Plan) to be at 2-2. Built turn after settler built, fist build is a EW that goes back (same turn) to Poly for 2nd Garrison duty. Likey, my 3rd city would be on the river, to the NE(8-8-9). I would have that area fully scouted and maybe also have contact with sother Civ by this time, too. Currently, IW looking like turn 28 (turn 27, if I can just find 3 more beakers....), with 7 gold in Treasury (or 17 gold, if I can' get those last 3 beakers).
Haven't looked much beyond that yet.
E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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O.k., I did a lot of testing to see if we are going to be getting Bonus Grassland under the Forests, Jungle & Marshes.
Results:
IF you hit 'Redistribute Bonus Grassland" in the Map section of the Editor, no matter if you set the Option of "Randomize Bonus Grassland" or not, we WILL have Bonus Grassland under them, randomly.
IF you Maunually place the Bonus Grassland IF starting from a blank map, then you WILL NOT get any underneither. BUTIf you modify a random Map, then you DO get it underneither.
So, what we need to know, is if Emporer had used the "Redistribute Bonus Grassland" or not.
E_T
addentum - I still have to test a few more things, but it seems that the vital part is the redistribution of the Bonus Grassland.
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
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Here is a new Sim. It is a .rar file (.biq is ot allowed on the servers), and the map is updated to what I can see and deduce from the end of turn 21.
Last edited by Krill on 27-08-2005 at 00:04
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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