This is the same mod where hunting allows for the pasteurization of animals and animal husbandy allows for the hunting of deer and beavers
Rebalancing Civ4: RtR Mod
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(June 16th, 2013, 16:59)Krill Wrote: Unlocking paper really early enables the known tech bonus on all techs, so that can be quite powerful if no one else has it. Oracle to Theo means only need Maths and Alphabet to be able to be able to bulb Paper if MC is not a mandatory prerequisite (I'm wasn't sure when making that post if MC ought to stay as a prerequisite, but that is probably sufficient reason why), but Paper alone is not the most expensive tech to research. How about instead of making people jump through specific hoops to get the best tech (paper), you make paper not be overpowered?
So your suggestion is to remove tech trading and tech brokering entirely and we only play NTT? Er no. That isn't going to happen.
Theoretically yes. Need to find another tag (like the can trade techs tag that Alphabet used to have and Paper, Corp and Sci Method have now) that can have the effect of increasing the known tech bonus. The problem is that the tag has to be a one off thing that when duplicated on later techs will not affect game mechanics. Something like enables OB, or enables map trading. So if the map trading tag was used, Writing would enable map trading AND increase the known tech bonus: that again affects game balance, even if smoothing out the known tech bonus is beneficial.
I think that Paper enabling it is actually one of the better locations in the tech tree for that to exist: The tech tree before then is reasonably balanced and adding this effect would only make that worse. If Paper gets changed to only require MC as a mandatory prerequisite (removing Lit and CoL, which I'm tentatively sure can work) that limits a lot of the "hoops" people have to jump through.
You could e.g. create an unbuildable improvement and have all techs that increase the known tech bonus enable this improvement.
I have to run.
(June 17th, 2013, 16:31)novice Wrote: You could e.g. create an unbuildable improvement and have all techs that increase the known tech bonus enable this improvement. What techs would enable it though? Need to find 5 or 6. Writing is perhaps the simplest tech to choose, and there are another 3 already chosen, but where are the others?
I think the only options are something along the lines of Writing, Paper, Corp, SM, Electricity and Steam Power, with each increasing hte known tech bonus by 25. That means it would start earlier, be at the same level once Paper was researched, and then there would be a 25% bonus down each of the tech paths excluding the path to Steel (well, Chem>SM), reaching the max level further on in the tech tree. I'm just not sure that is a good idea because it makes it easier to keep up with the tech leader, but whatever.
I doubt anyone is going to play your mod with tech trading again.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
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