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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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quote: Originally posted by nbarclay
On a Huge map, there are 800 tiles per city in the OCN. On this map, there would be 1042 tiles per city in the OCN (with fewer civs per tile, so the OCN would be even smaller compared with available space to expand into). The tech rate will actually be higher compared with the OCN than on a Huge map, and not a lot lower compared with the number of tiles. That's going to make for painfully slow research in the early going, but should keep research from getting too easy even for big, powerful empires. And since the AI isn't smart enough to figure out when researching anything faster than 40 turns is hopeless, I'm thinking of upping the maximum research time to 60 or even 80 turns. That would avoid penalizing AIs so much for actually doing research and keep a 40-turn pace on the first few techs from being a complete no-brainer for human players.
Any thoughts on these proposed settings (especially from those who have played on oversized maps before)? |
I have played with 24 civs on a 200x200 map (3 continents about the same size) with a tech rate of 750, a minimal research time of 6 and a maximal research time of 60. It was a great game, I played it right after PtW came out and remember it with pleasure. I played the Ottomans and won by space race in the 1900's. The only bad was, that I often had nothing else to build than wealth (I didn't intent to warmonger much in that game), because the tech pace was slower, but the building and unit prices remained the same.
Overall, this sounds like a fun game, especially for a hobby island hopper like me. Maybe I return to PtW SP for a while.
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Dominae
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quote: Originally posted by nbarclay
Alexman, a simpler approach might be something along the lines of multiplying the costs of the expensive terminal ancient techs (Currency, Construction, Monarchy, and Republic) by 1.5 from their huge-map settings and doubling everything after that.
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I like alexman's idea of a constant progression instead. Even if the end of the Ancient Age is approximately when one would stop REXing, I think it would feel too weird for tech costs to jump so drastically all of a sudden. Plus, it artificially forces the player into research-mode at that point in the game, discounting other strategies.
Insofar as civs, I think my original should be kept as is: even if some people think there are some civs "missing", everyone can nonethless find a civ that suits them.
Dominae
Last edited by Dominae on 25-06-2003 at 19:01
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:29
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quote: Originally posted by Dominae
I like alexman's idea of a constant progression instead. Even if the end of the Ancient Age is approximately when one would stop REXing, I think it would feel too weird for tech costs to jump so drastically all of a sudden. Plus, it artificially forces the player into research-mode at that point in the game, discounting other strategies. |
I think alexman's approach misses the target. Firaxis's approach to research ignores the fact that during the REXing phase, the only benefit players get from being on a bigger map is reduced corruption (and even that is irrelevant in the early stages while players just have a single, relatively small town). But alexman's approach keeps the relative cost of techs getting higher long after the amount of claimed, productive land flattens out.
What's really needed is an approach that keeps the costs in line with what they would be on a huge map until civs REX to a point where they can research faster than they could on a huge map, after which it ramps up fairly quickly to around double the cost (since once you settle half the land you're going to, settling the second half generally doesn't take too terribly long if you have room). If we want a more gradual scaling, we could go with something like:
1.25 for Literature, Philosophy, Code of Laws, Map Making, and Polytheism.
1.5 for Monarchy, Republic, Currency, and Construction.
1.7 for Monotheism, Feudalism, and Engineering
1.8 for Theology, Chivalry, and Invention
1.9 for Education and Gunpowder [Edit: and Printing Press]
2 for everything thereafter.
That would scale things a bit more gradually while still keeping relative costs the same as in the standard game once civs have essentially finished REXing and had some time to catch up on city improvements.
I also don't see how even my earlier, less gradual version would force players into a research mode more than conventional games do.
Last edited by nbarclay on 26-06-2003 at 06:42
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Dominae
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Will this be an AU course?
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Dominae
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Not to be lazy, but I think it would be best if you all played stock (1.21) Play the World for this one.
Dominae
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Nor Me
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On the tech costs, I've seen a definite improvement in the AI's choice in techs.
Normally the most significant part of the change is not the increase in cost in Mapmaking but the decrease in cost of Mathematics. The only way I've been able to exploit the change is by getting a 40-turn Currency in early.
The increased cost of Mapmaking would probably only be important if the minimum research time is increased significantly. I doubt the even the AIs will do much better than 40 turns on an expensive tech that they research early on the settings that have been discussed. Except possibly on Deity.
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