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germanos
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behind a firm ****, Rotterdam, NL
Apr 2002 time: 06:31
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I agree with PinkyGen.
Would the 1/5th tech also mean 1/5th of money?
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germanos
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behind a firm ****, Rotterdam, NL
Apr 2002 time: 06:31
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quote: Originally posted by Exile
To begin with, you gentlemen have far more experience than I do with MP. |
Well, thank you 
quote: You'll have to use your own judgement about tech trading. I allowed this in the game because it certainaly did occur historically. The key here is restraint. Something very few avid gamers seem to recognize. ...But the conclusion that, if everyone goes nuts w/tech trading the result will be that everyone zips through the tech tree by 1875 . . . is valid. That can certainly happen. But then, maybe that's what would have occurred--a global war well before the historical outbreak of WWI |
I couldn't agree more
quote: Alternately, it would be a simple matter to greatly increase the cost of the Mfg Goods unit... The reason I made these units so inexpensive was that I wanted them built. Lots of them... Here again, the hard-coded limitations of the program place a ceiling on the numbers available. |
Personally, having witnessed the huge revenue these units bring (especially in the science department) I would still produce them in huge quantaties if their cost would have been trippled 
But, as I have noticed the cost for certain units and improvements has been greatly increased, things might balance out more in this version. I have not playtested this version (I'll do playing this PBEM ), but I would rather increase the cost for trade-units then mess with the executable. It won't stop me from building them 
quote: In a MP game, the conferences could have an entirely different purpose--to limit tech trading. | That's up to us guys Let's make this an interesting game. Limits, a ban, free for all? Betrayal of the benefactor? We still need some votes.
quote: The Barbs in version 2 are VERY much more powerful than in version 1. Additionally, they appear at random in various places and run amok. IIRC, playing at King level does not increase any numbers, but playing at Prince level decreases numbers. This might not be advisable. Also, playing at King gives the unrest numbers that I intended. However, these unrest numbers could be altered and then the Prince level of play could be maintained. My own advice is not to play at Prince.
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I noticed that in previous version the barbs don't actually build units (eventhough they are supposed to). Is that normal? (I never bothered about barbs much before I started to play scenario's in PBEM, so forgive me my ignorance)
Oh, and thanks Exile for your great work 
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germanos
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behind a firm ****, Rotterdam, NL
Apr 2002 time: 06:31
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I'm against messing with the .exe file.
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Darius871
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Smith, Wesson, and the RODINA!!!
Mar 2002 time: 23:31
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Good news gentlemen!!!
Yaroslav (since this time he's not editing any Microprose property he let me say who it was) has found a way to edit the .net file to change beaker progress from trade routes. On this thread the idea came up, and he applied it to this game. As many of you know, the number of techs that your civ has determines the number of beakers you'll need to gain to discover a tech. It turns out that through hex-editing, you can change the number of techs a civ has without changing the techs it actually has. In other words, you can take a civ with 20 techs and 'trick' the game into thinking it has 95, so the civ has to get more beakers per tech.
Yaroslav did exactly this, and my tests show it worked perfectly. I started a game with the original .scn, and moved a machinery caravan from New York to Dublin, which demands it. Then I did the same thing with the edited .scn where each civ has 75 extra techs. Eureka!

This is exactly what we were looking for: it changed the amount of beakers gained by the route, while the amount of gold gained remained the same! Feel free to test it yourselves:
Route Test, Unedited.sav
Route Test, Edited.sav
He has edited the German .net in the same manner (click here if you want to test) so that the first players won't have to replay, so I need to know your positions before I play on. Considering the successful tests (and that Gerben and Steve trust Javier's skills firsthand from working on the CivDip project), I don't know how anyone can oppose this. Just to be sure though:
conmcb25: For
Germanos:
Darius871: For
JamesJKirk:
Pinkygen: For
academia:
Oh btw, YAROSLAV IS A GOD!!! 
Last edited by Darius871 on 21-10-2003 at 03:16
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germanos
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behind a firm ****, Rotterdam, NL
Apr 2002 time: 06:31
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Well, this is quite a feat, and let me first congratulate Darius for being such a persistent bugger and get the project done
It surely seems that this approach can level some of the awkward tech-acquiring that can, and has been, done in the previous versions of this scen.
Me being on the short end of the stick here, I do have a question though:
How will we determine the 'new' tech 'amount' each civ has?
Surely, the increased tech number does also affect the 'regular' research rate, and for some reason (that I can yet not fathom) Exile gave Japan the 'Meji restoration' Wonder so Japan would at some point be able to catch up with the major Imperial powers.
Now, as Japan has the effectively lowest tech 'amount' of all civs, an increase by 75 will affect Japan more then it will affect civs with a higher tech count.
(for example: US has 20; +75= 375% increase
Japan has 15; +75 = 500% increase)
Does Yaro's approach accomodate for this? Reding your decription of the work done by Yaroslav, different increases for different civs definitely seem to be an option.
For now, I'll hold my vote.
@ Yaro and Darius.
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Darius871
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Smith, Wesson, and the RODINA!!!
Mar 2002 time: 23:31
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quote: Originally posted by germanos
Surely, the increased tech number does also affect the 'regular' research rate |
It certainly does. Rather than affecting the amount of beakers gained from a trade route, it affects the number of beakers that need to be gained in order to acquire the tech. Therefore, the beakers gained in your cities are also affected. You don't make any more or less beakers, they just become less valuable.
quote: Originally posted by germanos
Now, as Japan has the effectively lowest tech 'amount' of all civs, an increase by 75 will affect Japan more then it will affect civs with a higher tech count.
(for example: US has 20; +75= 375% increase
Japan has 15; +75 = 500% increase) |
1) If I understand the process correctly, the less advanced civs would benefit from this imbalance. If anything that's fair as it gives them a chance against the more advanced civs.
2) The math you used doesn't seem correct: 95 is only 5.6% higher than 90, meaning that the civ with 15 techs would only research 5.6% faster than the civ with 20 techs, although I could be wrong.
3) Since alliance members will inevitably give techs to one another, within 2-3 turns we'll probably all have the same number of techs anyway.
Last edited by Darius871 on 21-10-2003 at 03:42
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