TechConquest is designed to give a tech boost from conquering enemy cities. When an enemy city is conquered, a list of techs the enemy has that your empire doesn't is created. From that list a random tech is selected.
The number of points you get is based on the size of the city that is captured. You always get a minimum of 25% of the cost of the tech, plus a random amount. The random amount is from 0 to (city size x 5)%. So for a size 4 city, you would get 25-45% of the tech cost. For cities greater than size 15, you get an ever increasing chance of getting the full tech. For example, for a size 20 city, you would get 25-125% of the tech cost, where anything over 100% would get rounded back to 100%.
Installation:
TechConquest should NOT be installed in your main Civ IV location, as it will overwrite necessary files. Instead, it should be installed at: "My Documents\My Games\Civilization 4".
History:
v0.3
- base tech cost wasn't reflecting modifications from game speed/map size/difficulty level
- altered percentages to give higher tech points for smaller cities
- fixed a bug preventing the popup from displaying
- only techs for which the player has the prerequisites are included in tech list
v0.2
- changed from a flat percentage system to one based on the city size
v0.1
- first release
Bh
The number of points you get is based on the size of the city that is captured. You always get a minimum of 25% of the cost of the tech, plus a random amount. The random amount is from 0 to (city size x 5)%. So for a size 4 city, you would get 25-45% of the tech cost. For cities greater than size 15, you get an ever increasing chance of getting the full tech. For example, for a size 20 city, you would get 25-125% of the tech cost, where anything over 100% would get rounded back to 100%.
Installation:
TechConquest should NOT be installed in your main Civ IV location, as it will overwrite necessary files. Instead, it should be installed at: "My Documents\My Games\Civilization 4".
History:
v0.3
- base tech cost wasn't reflecting modifications from game speed/map size/difficulty level
- altered percentages to give higher tech points for smaller cities
- fixed a bug preventing the popup from displaying
- only techs for which the player has the prerequisites are included in tech list
v0.2
- changed from a flat percentage system to one based on the city size
v0.1
- first release
Bh
(Gaia just adds a new climate option that causes tundra/ice/desert to not be generated)
How about this: every foreign city that has a percent of your culture OR your religion (or both) would "leak" a small amount of data every turn (or randomly from time to time) from the rival's research. The amount of leaked data would depend on the size of the city, your cultural influence over it and the presence of your religion in the city. I am talking about very small amounts of research data, obviously.
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