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I didn't quite get what PvtHudson was asking here. Do you want to see a table on how the tech costs change with the number of researched techs? It's possible to run some simulations with it by spawning the factions on a random standard map, then continuously marking one tech more researched and calling the original tech_rate function to see how the costs change. But there's probably some factors that are not taken into account in that test (number of turns elapsed etc).
I'd like not to see, but to have an ability to change costs returned by standard algorithm. So as each cost returned by standard algorithm is multiplied in game by the result of some_func(number_of_techs_known, some_coefficient_taken_from_ini), and the some_coefficient_taken_from_ini governed the curvature of some_func. This will allow to experiment with different speeds of tech cost rise.
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> Blunt question. Did you manage to encourage AI to equip units with Soporific Gas Pods?I haven't changed anything in that regard. Design_units planner will only create a couple of custom units which will not have that capability.