For the moment, the Apolyton Pack is the only mod I am playing CtP2 with. I have noticed reaching the Science victory (which is the way of winning the game I like the most) was now very difficult, if not impossible within a 2200 AD time limit.
I was about to question my way of playing (that which I should do anyway) and start a new game with the intent to carefully analyze what I am doing in order to correct my mistakes and reach the said Science victory when I read a post from Martin in the Good Possibilities thread.
Martin stated he couldn't himself reach the Science victory with the Apolyton Pack. I then decided to have a closer look at all the APOL text files and to compare them with the original game text files in order to spot the elements that are modifying the science rate and thus a great part of the game's pace.
This is how I discovered most of the advances' costs are multiplied by a factor between 2 to 6 when you compare them with the original datas. I thought these factors had been designed to balance other elements that were increasing the Science rate. I looked at the other text files and found no significant elements (to the exception of some terrains higher science output and datas helping the AI in the APOL_DiffDB.txt file) indicating it was indeed the case.
I thus concluded the best way to restore the science victory was to lower the science cost of the multiplied Advances.
I have thought about two methods (I am sure anybody can find more) that can preserve the gradual science cost increase:
1 - New Advance Cost = Original Game Cost + {(APOL Cost - Original Game Cost)/2}
Factor 2 becomes 1.5
Factor 3 becomes 2
Factor 4 becomes 2.5
Factor 5 becomes 3
Factor 6 becomes 3.5
2 - New Advance Cost = Original Game Cost + (APOL Cost/2)
Factor 2 is unchanged
Factor 3 becomes 2.5
Factor 4 becomes 3
Factor 5 becomes 3.5
Factor 6 becomes 4
The first method is introducing the most radical changes and is perhaps unbalanced in a way I have some troubles to assess.
The second method is perhaps not introducing enough changes to have the desired effect.
I would like to know what the modders with their deeper knowledge of the inner workings of CtP2 and the Apolyton Pack are thinking about this as I can have easily overlooked a few things.
I was about to question my way of playing (that which I should do anyway) and start a new game with the intent to carefully analyze what I am doing in order to correct my mistakes and reach the said Science victory when I read a post from Martin in the Good Possibilities thread.
Martin stated he couldn't himself reach the Science victory with the Apolyton Pack. I then decided to have a closer look at all the APOL text files and to compare them with the original game text files in order to spot the elements that are modifying the science rate and thus a great part of the game's pace.
This is how I discovered most of the advances' costs are multiplied by a factor between 2 to 6 when you compare them with the original datas. I thought these factors had been designed to balance other elements that were increasing the Science rate. I looked at the other text files and found no significant elements (to the exception of some terrains higher science output and datas helping the AI in the APOL_DiffDB.txt file) indicating it was indeed the case.
I thus concluded the best way to restore the science victory was to lower the science cost of the multiplied Advances.
I have thought about two methods (I am sure anybody can find more) that can preserve the gradual science cost increase:
1 - New Advance Cost = Original Game Cost + {(APOL Cost - Original Game Cost)/2}
Factor 2 becomes 1.5
Factor 3 becomes 2
Factor 4 becomes 2.5
Factor 5 becomes 3
Factor 6 becomes 3.5
2 - New Advance Cost = Original Game Cost + (APOL Cost/2)
Factor 2 is unchanged
Factor 3 becomes 2.5
Factor 4 becomes 3
Factor 5 becomes 3.5
Factor 6 becomes 4
The first method is introducing the most radical changes and is perhaps unbalanced in a way I have some troubles to assess.
The second method is perhaps not introducing enough changes to have the desired effect.
I would like to know what the modders with their deeper knowledge of the inner workings of CtP2 and the Apolyton Pack are thinking about this as I can have easily overlooked a few things.
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