Chance of losing a tech when you are receiving it. Default is 0%, what gives a huge advantage to bigger alliances.
High % will surely make big alliances less powerful.
/set techlost_recv
Captain Clown wrote:How about tech_leakage? This would cause tech cartels to be self-limiting, as sharing a tech with allies makes that tech cheaper for non-allies to research.
What I don't know is the real effect of this setting. I mean how many bulbs are deducted according to the players that already know the tech you are researching.
base_cost *= (double)(players - players_with_tech);
base_cost /= (double)players;
tech_leakage:
0 - No reduction of the technology cost.
1 - Technology cost is reduced depending on the number of players
which already know the tech and you have an embassy with.
2 - Technology cost is reduced depending on the number of all players
(human, AI and barbarians) which already know the tech.
3 - Technology cost is reduced depending on the number of normal
players (human and AI) which already know the tech.
morphles wrote:As I said in previous thread, these all seem like good ideas, but I'd like to test no allied win in isolation from other changes as remedy to so called "special powers of alliances".
Captain Clown wrote:
- Code: Select all
tech_leakage:
0 - No reduction of the technology cost.
1 - Technology cost is reduced depending on the number of players
which already know the tech and you have an embassy with.
2 - Technology cost is reduced depending on the number of all players
(human, AI and barbarians) which already know the tech.
3 - Technology cost is reduced depending on the number of normal
players (human and AI) which already know the tech.
Number 1 is, in my opinion, a good solution, along with disabling TECH TRADING/CONQUERING/STEALING.
However, along with this we also should fiddle with embassies too. E.G. we could allow giving embassies to known players, and at the same time embassies shuold have a time limit, e.g. 25 turns (or depending on players mutual relationships), after which they are autmoatically canceled and have to be renewed somehow.
Captain Clown wrote:I'm not sure what these polls mean, but we've got the poll for "Meetings only after you make an embassy": http://civland.org/forum/viewtopic.php?f=88&t=842. That poll, whose vote tally is currently 6-2 in favor, along with tech_leakage, ought to put a lot of pressure on players to produce diplomats and "sneak" them in to other players' cities. Not that there's anything wrong with that!
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