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Changmai Beagle is offline Changmai Beagle
Warlord
Corporate Warlord of the Great White North & Warmer Climes
Oct 1999
time: 22:24
  Old Post 13-12-2002 07:16
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Research Cost Optimization Support Apolyton, buy Civilization: The Boardgame

(Hopefully in right forum) Has anyone played around with research costs? I'd like to be able to use some units longer. I've been trying out double costs (IIRC) and 40 year minimum 80 maximum timeand despite some fun mediaeval wars I wind up at the end of the game without getting into the modern era.

Anyone found an optimal tweak?

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:24
  Old Post 13-12-2002 10:15
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Enter the AD-FREE zone

If techs take too long to discover, you might end up with a conquest victory with swordsmen
To reasonably slow down the pace of research, I modded my game like so :

Writing doesn't allow to to trade communications ; radio does. Great to avoid everyone to know all the others by 1000 BC. Technology spread will slow down big time, except if you're on a Pangaea.
Mapmaking doesn't allow to trade maps. Navigation does. Great to avoid Civs to mave their unts in the direction of a Civ they know of, without having contacted them.

badams52 is offline badams52
Prince
near the magic kingdom
May 2002
time: 21:24
  Old Post 14-12-2002 03:13
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Support Apolyton buy from Amazon

I've had a conquest victory with war chariots before...

The problem with only changing min and maxes is that it won't slow down tech trading which is the real problem. If have a 40 year minimum, then after 40 years every civ will trade every tech they get and you'll end up waiting another 40 years to trade anew.

I don't know which tweak might be best but if you increase the cost of tech in trading between the AIs it might help, though it might also give you an advantage (Difficulty - AI to AI trade).

I like spiffor's suggestions by the way. Maybe someone else who's modded the tech rate has some suggestions.

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