Announcement

Collapse
No announcement yet.

Remove the 4 turn/tech barrier!!!

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Re: 3 turns

    Originally posted by civ-n00b
    3 turns, here you go. i couldn't get the whole screen, its not doctored or faked though. this is in regent, and everytime i've played i've been able to have it in the 3 - 6 turn range WITHOUT modifying corruption values.
    No offense, but your pic proves absolutely nothing.
    "Stuie has the right idea" - Japher
    "I trust Stuie and all involved." - SlowwHand
    "Stuie is right...." - Guynemer

    Comment


    • #17
      That screenshot could very well be taken in the middle of researching a tech.
      However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

      Comment


      • #18
        No offense, but I think you might have missed the point of my post. I explicitly mentioned that it is possible (though I've never had the opportunity), and thanks for the screen shot.

        What would be even better, though, is a breakdown of your beakers/turn vs. # of turns required for each %science setting so that we can calculate how bad the 4 turn soft limit is.
        I'm not giving in to security, under pressure
        I'm not missing out on the promise of adventure
        I'm not giving up on implausible dreams
        Experience to extremes" -RUSH 'The Enemy Within'

        Comment


        • #19
          Something is wrong the site, all the posts are being scattered around. Is anybody else noticing this?
          However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

          Comment


          • #20
            David Weldon,

            I think what we're looking at is a VERY severe diminishing-returns formula. It seems to go one-for-one early on, but the the curve, as it is, flattens out dramatically at the 4-turn mark, and it appears to require quite a bit of science to push past it. I wouldn't call it a cap, then - that term is misleading, although it is quite a strategic barrier.

            I agree with your sentiments. The problem is they can't linearize the curve without dropping the 32-turn cap at the bottom. I think they should at least improve the curve at the end, though, and allow faster tech at 100% spending levels.

            -Sev

            Comment


            • #21
              civ-n00b,

              All that picture proves is that you had 3 turns left until you got Iron Working. I could have set Science to 10% to get it in 32 turns and took a screenshot on the 29th turn.

              More convincing would be a Science Advisor shot that said "We've researched this: let us now research "something"(3 turns)".

              -Sev

              Comment


              • #22
                =o

                maybe i'll clear this up a bit:

                yes, i'm starting on a new tech in regent, its not mid-research. it can be done, its just not the easiest thing. i entered a golden age about 20 turns after the SS and was getting my techs at 3 & 4 turns each once again (in medieval age).


                yes, the posts do seem to be "scattered" ... i found my pic at the very end of this thread

                Sev, i agree, but i thought of this a bit too late (and read this too late), as in after pressing enter on the "we've finished researching" screen. i browse this forum while playing, makes it less monotonous for me
                Last edited by civ-n00b; November 13, 2001, 17:19.

                Comment


                • #23
                  3 turns

                  3 turns, here you go. i couldn't get the whole screen, its not doctored or faked though. this is in regent, and everytime i've played i've been able to have it in the 3 - 6 turn range WITHOUT modifying corruption values.


                  hope the pic works this time......
                  Attached Files

                  Comment


                  • #24
                    =\

                    Sev, i agree, but i thought of this a bit too late (and read this too late), as in after pressing enter on the "we've finished researching" screen. i browse this forum while playing, makes it less monotonous for me

                    "There seems to have been a slight problem with the database. Please try again by pressing the refresh button in your browser."
                    bah

                    Comment


                    • #25
                      Sev:

                      OK, "cap" is a poor term, but you'll notice I use "soft limit" instead . Anyway, testing has shown that the progression is exactly linear (i.e. build up enough beakers and you get the tech) anywhere between 32 and 4 turns. Exactly at 4 turns you hit some sort of exorbitant penalty.

                      In all my games this penalty has effectlively limited the progression to 4 turns (monarch and deity levels). I have never been able to get any tech, even super-old tech that I skipped because I didn't care, for less than 4 turns. I don't doubt that it is technically possible, and I don't doubt others who say they can do it (especially on easier levels), but do you see how I (and many others) perceive the penalty as equivalent to a cap?

                      I accept that it is a "brake" on science, but when you couple the fact that mid-industrial era is when it is easiest to finally get some surplus science to push beyond 4 turns with the fact that mid-industrial has absolutely no useful improvements or wonders to build, this really seams to push you into a "make war or waste your production" phase.

                      I'm sure the designers expected wars in this era to secure vital resources (oil and rubber), but I don't like being put in a position where it simply makes no sense to do anything except what the designers wanted or expected you to do. That qualifies in my mind as poor design.
                      I'm not giving in to security, under pressure
                      I'm not missing out on the promise of adventure
                      I'm not giving up on implausible dreams
                      Experience to extremes" -RUSH 'The Enemy Within'

                      Comment


                      • #26
                        Yes, it does sort of seem like many factors (not just the tech "cap") are forcing Civ players into a kind of game script that Firaxis appears to have dreamed up. Especially the mid-industrial war. Disappointing, but altogether not unexpected. All of these factors detract from replayability, which is something gamers love but is rarely a concern of corporations, since replayability does nothing for sales.

                        -Sev

                        Comment

                        Working...
                        X