Before I ramble too much on this, it's worth asking: Is it possible to slow the research rate across the board?
Slower research rates would mean longer games, more wars that drag on forever, and an increased importance on trade vs. research. As a Sid Meier's Alpha Centauri fan, I've long enjoyed the ability to change the shape of that game by choosing 'tech stag', at the beginning. Frankly, I'm rather surprised it's not a part of this game yet. I would suggest a rate 1/3 to 1/8th as fast as current, or possibly a slider-type scale to choose at the beginning.
So, anyone have an answer or suggestion?
-Smack
| |
|
You can set your science rate at whatever you want, just as a tradeoff between military, science and social production.
| |
|
|
|
GM, you miss the point...
PJ, ah, so it's quite easy then? O.K. Stardock, put this as an initial game choice!
-Smack
| |
|
I'm currently working on a mod that achieves much the same thing by simply adding a lot more techs. So far, it seems to make research richer and more interesting, as well as spreading out the key advances.
| |
|
Sounds gread Bard of Prey, keep us informed
-Smack
| |
|
I think that if a tech stagnation is ever implemented, some anomalies need to be removed from the game: the one that give you 25% of the research cost of a technology
[Message Edited]
| |
|
| I think that if a tech stagnation is ever implemented, some anomalies need to be removed from the game: the one that give you 25% of the research cost of a technology |
|
Well, that's one of the advantages of doing it my way... with almost 400 techs (so far), getting a boost to any one in particular is less of a problem.
I did end up making a bunch of changes to anomalies as well though, one of which was nerfing that one slightly to 20%.
| |
|
|
|
| 400 techs!!!!!!!!!!! Wow! |
|
Doing that many techs is the easy part... the hard part is trying to get the AI to stop researching the old ones...
| |
|
|
|
|