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Just checked the tech tree and there was couple of things I haven't been taking into account properly. Paper requires Metal Casting and Literature and all techs after the Paper have got a very big price increases. e.g. Education can't be even fully bulbed with 2 Scientists. I need a big economy to even consider gunning for Liberalism or Nationalism. Not sure how to take this into account. I'm probably better of focusing on cheaper techs 1st before trying to get Nationalism.
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Screenshot galore. Construction seems to be next serious tech to grab. Not totally sure . With resource trades and Hereditary rule my happy caps are coming to reasonable level. Too few workers though.
March 12th, 2013, 03:05
(This post was last modified: March 12th, 2013, 03:18 by plako.)
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Couple of mod related questions:
* the change log says that changes e.g. To tech costs are also present in NTT games. Is the known civ bonus same in NTT games as it was in tech trading game ? I.e. paper tech raise it up to 50%
* I can't generate fail gold building national wonders in several city. Can I still do it with world wonders? I presume no if I finish the wonder, but yes if someone else does it.
March 12th, 2013, 04:35
(This post was last modified: March 12th, 2013, 04:37 by plako.)
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Concerning the NTT option this has been said in the change log:
Quote:Addendum: These changes are only present in the Tech Trading version of the mod.
Tech Trading:
Known Tech Bonus changed to 50 (up from 30), enabled by Tech Trading (so there is no Known Tech Bonus until you research Paper)
Alphabet no longer enables tech trading, allows Open Borders
Writing enables Map trading, no longer enables OB
Paper enables Tech trading, no longer enables Map Trading. Requires Metal Casting, Literature and Code of Laws as mandatory prerequisites.
Corporation enables Tech Trading
Scientific Method enables Tech Trading
Cost of Education, Gunpowder, Printing Press, Astronomy and Nationalism increased by 50%
Cost of all subsequent techs increased by 100%
In NTT game that we've here tech costs are increased so what parts of this are valid for NTT games? My best guesss is that all and we're playing so called Tech trading version of the mod. Was there NTT version somewhere?
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Now looking this line
"Known Tech Bonus changed to 50 (up from 30), enabled by Tech Trading (so there is no Known Tech Bonus until you research Paper)"
So Paper should actually be very high in priority order so that you can start claiming that 50% prereq bonus.
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If I remember correctly, RB Mod's known tech bonus won't retroactively affect previous techs in the tech tree, only new techs moving forward. I'm not sure about that, but I think that's the way it works.
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(March 12th, 2013, 04:35)plako Wrote: Concerning the NTT option this has been said in the change log:
Quote:Addendum: These changes are only present in the Tech Trading version of the mod.
Tech Trading:
Known Tech Bonus changed to 50 (up from 30), enabled by Tech Trading (so there is no Known Tech Bonus until you research Paper)
Alphabet no longer enables tech trading, allows Open Borders
Writing enables Map trading, no longer enables OB
Paper enables Tech trading, no longer enables Map Trading. Requires Metal Casting, Literature and Code of Laws as mandatory prerequisites.
Corporation enables Tech Trading
Scientific Method enables Tech Trading
Cost of Education, Gunpowder, Printing Press, Astronomy and Nationalism increased by 50%
Cost of all subsequent techs increased by 100%
In NTT game that we've here tech costs are increased so what parts of this are valid for NTT games? My best guesss is that all and we're playing so called Tech trading version of the mod. Was there NTT version somewhere?
All of these are present regardless of if the game is NTT, NTB or TT. The is only one version of the mod at present.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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(March 12th, 2013, 03:05)plako Wrote: * I can't generate fail gold building national wonders in several city. Can I still do it with world wonders? I presume no if I finish the wonder, but yes if someone else does it.
T-hawk Wrote:It's no failgold for any wonder you complete yourself. This implicitly includes national wonders.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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(March 12th, 2013, 09:07)dazedroyalty Wrote: If I remember correctly, RB Mod's known tech bonus won't retroactively affect previous techs in the tech tree, only new techs moving forward. I'm not sure about that, but I think that's the way it works.
This isn't true. As soon as you get Paper there the known tech bonus applies to every tech you can research.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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(March 12th, 2013, 12:47)Krill Wrote: (March 12th, 2013, 09:07)dazedroyalty Wrote: If I remember correctly, RB Mod's known tech bonus won't retroactively affect previous techs in the tech tree, only new techs moving forward. I'm not sure about that, but I think that's the way it works.
This isn't true. As soon as you get Paper there the known tech bonus applies to every tech you can research.
OK, I must have been thinking about how you can't trade pre-Paper techs away in a TT game.
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