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A use for future technologies

Posted: Thu Mar 13, 2014 8:03 pm
by Alien Valkyrie
When I research the last technology, I usually immediately stop all research and start selling libraries and stuff, because it costs me without giving me anything - except for future techs, which are useless.
But we can fix that. I thought of a few things future techs could boost globally, maybe 1% per tech:
  • Trade
  • Production
  • Unit veterancy chance
  • Unit movement points
  • Unit initial veteran level(might be OP)
  • City radius square(not sure if that's such a good idea)
There's obviously a lot more. I think each of these, and how much it is increased per future tech, could be defined in either game.ruleset or techs.ruleset, like this:

Code: Select all

[future_techs]
trade = 1
production = 5
unit_move = 2
This would increase total trade output by 1% per future tech, production in every city by 5% per tech and unit movemen points by 2% per future tech.
Tell me what you think!

Re: A use for future technologies

Posted: Thu Mar 13, 2014 8:41 pm
by cazfi
I have been thinking something along those lines, but have never started to implement.

Re: A use for future technologies

Posted: Fri Mar 14, 2014 3:14 pm
by monamipierrot
IMHO it would be much better some random new unity or improvement. No idea on how to achieve this, anyway!