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A new mod enters the ring - Introducing "Close to Home"

Yeah, you can put your research on the tech and check what your demographics say your GNP is. From this you can work out what multiplier your beakers are going through. If it is just 1.2 then 0 known opponents have researched the tech, if it's 1.23* then 1 person knows it, 1.26* then 2 people etc.

*Not sure on the actual exact number, I usually just see these 3 different techs have different GNPs, so 2 people know the one with the highest GNP, 1 knows the middle GNP and 0 people have researched the last. 

A number on the tech would indeed be great.
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Great thanks. I see what I can do.
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(July 23rd, 2020, 09:18)Charriu Wrote: Great thanks. I see what I can do.

As TBS explained we back-calculate the known tech bonus based on the GNP values. So you can probably use some existing variable(s) in the known tech bonus calculation and just expose the number on the tech advisor.
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In a perfect world I would like to show the complete modifier including the known tech bonus and the amount of met players owning the tech. But I have to see how this will fit into the UI and what the game allows me to show there.
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(July 23rd, 2020, 09:35)Charriu Wrote: In a perfect world I would like to show the complete modifier including the known tech bonus and the amount of met players owning the tech. But I have to see how this will fit into the UI and what the game allows me to show there.

I don't think the complete modifier is necessary or really adds value. If anything just put the known_tech_bonus_percent_per_player value with 1 or 2 decimal places (3.67%/player or whatever) somewhere on the tech advisor screen (maybe on the top or bottom of the bulb panel) and it's a trivial calculation to multiply by the numer of players who know the tech it's ever needed. 

More useful would be a number on/near the tech bar showing how many beakers are required to shave off a turn of the current research ... i.e. how many beakers are in the last tiny sliver shown in the below screenshot [disclosure, a typical example not from any current game]:

   

If another line could be added to the mouseover tooltip with the beakers required on the last turn that would be great. Manually this can be calculated by the know values of Cost - Already_invested - 3*modified_beakers_per_turn ... but in practice it's "easier" to fake it by swapping tile around and adding up how many that is ... then remember where the tiles were before ... then decide exactly which tiles I want to swap if I determine it's worth it. If instead I could mouseover and see that I need 5 beakers on the last turn then I can glance around quick and see if it's worth it, then make the change.
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(July 23rd, 2020, 08:44)Cornflakes Wrote:
(July 23rd, 2020, 08:35)The Black Sword Wrote: I guess this is more a BUG mod thing, but I was thinking about the possibility of implementing GNP scrying in the UI? It's (almost) always possible to know how many people you've met have researched each tech you have the ability to research, it's just busywork to figure it out.

This would be great! It levels the playing field between casual players and those with time and energy to gather data and crunch numbers every turn.

Set up a spreadsheet and this takes 2 minutes tops each turn. Just as long as it takes to record the GNP numbers.

As far as UI addition to BUG, I think you would have to put it on the tech screen. Tooltip over a technology and see (X number of met players have researched this).
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yes - you can figure out the bonus you get on a tech from the number of people you know who has it. You can, if you trace things really closely, maybe figure out who is getting what techs if you know everyone.

It's a lot of work to do it.

btw - it has to be the number of people you know who know the tech - not the number of people globally who know the tech.
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I think any changes to pro should be discussed after PB52 is over. Without spoiling anything, there’s going to be good examples of the performance of both fin and pro. However, tentatively, giving it a 50% bonus and have walls give 25% is best IMHO.

edit:

alternatively - take inspiration from my mod, and split the trade route benefits between the two mediocre traits. I gave imp the trade route benefit, and pro castle/wall buff, with walls giving the 25% bonus to trade routes, and imp a 75% final bonus as in tradeyieldmodifiers, rather than an additive one.
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I'm still looking for a good icon symbolizing "amount of players", but other then that the "known tech ownership" is done.
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Looks great, thanks! smile
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