Id suggest that CTP had a good idea here. Each tech had its own base research cost, with advanced techs costing more, and techs in later ages costing exponentially more.
So additions Id make...
Add boolean logic to tech research requirements, particularly the NOT modifier. That will really come into its own in scenarios where you dont want a particular civ to gain certain techs, or if you have a magic mod where fire magic and water magic (forex) are mutually exclusive.
Combine the base costs with an incermental rising cost a la civ 2.
Have research maintenace requirements. Stop investing in science a while (the higher your current tech, the bigger the maintenance cost), and youll lose technology. Techs that are part of a NOT boolean requireme should have a CANNOT BE LOST flag set if both ideas are implemented.
So additions Id make...
Add boolean logic to tech research requirements, particularly the NOT modifier. That will really come into its own in scenarios where you dont want a particular civ to gain certain techs, or if you have a magic mod where fire magic and water magic (forex) are mutually exclusive.
Combine the base costs with an incermental rising cost a la civ 2.
Have research maintenace requirements. Stop investing in science a while (the higher your current tech, the bigger the maintenance cost), and youll lose technology. Techs that are part of a NOT boolean requireme should have a CANNOT BE LOST flag set if both ideas are implemented.
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