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Old March 14, 2004, 20:45   #1
Colwyn
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Q on Science techs how quick
In Civ2 can you change the number of sci points needed for different techs?? (not global)

If so how eg

@CIVILIZE
Jet Engine, 4,-1, Chi, Uni, 1, 1 ; AFl 0
Blitzkrieg, 8,-1, E2, Aut, 2, 0 ; Alp
Amphibious Warfare, 2,-1, Ind, Tac, 3, 0 ; Amp
Mobile Warfare I, 8,-1, E2, Alp, 2, 0 ; Ast
Military Research, 2, 0, Ind, Min, 2, 2 ; Ato
Automobile, 8,-1, Cmb, Stl, 1, 4 ; Aut 5
Collection Centre, 2, 0, nil, nil, 3, 1 ; Ban
Bridge Building, 2, 0, nil, nil, 0, 4 ; Bri
High Power Tank Gun,6,-1, E2, X3, 0, 1 ; Bro
Reformation Church, 2, 0, MT, E2, 1, 2 ; Cer
Chemistry, 2, 0, nil, nil, 0, 4 ; Che 10
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Old March 14, 2004, 21:51   #2
Boco
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From The cost of research explained by Samson
Quote:
The cost of researching a new technology (the beaker count) is the product of two factors.
The first is the Tech Number which you are researching. This is the number
of Acquired Techs you have +1. Acquired Techs are all techs you have received
in gameplay from research, huts, trades, gifts, or steals.
It does not include your starting techs.
The second factor is a Base Tech Multiplier to which either a bonus or penalty
can be added. The formula would look like this:
Cost of Research = TechNumber X (Base + Penalty/Bonus)
The Penalty/Bonus is based on how far ahead or behind your research is
compared to your current Key Civ. That relationship is quantified by
comparing your TechNumber to your Key Civ's TechNumber. If you are the same
you receive the Base Tech Multiplier with no Penalty or Bonus.
The linked thread provides more detail. Hope this helps.
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Old March 14, 2004, 23:04   #3
Colwyn
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Thanks, it unfortuently answered my question as a no that civ2 doesn't have the ability to assigned tech item costs as per civ3.
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Old March 15, 2004, 12:20   #4
:) Smiley
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If you want something to cost more, make it a two-part tech using a prereq and the real thing.
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Old March 15, 2004, 18:45   #5
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Or split it up into multiple techs to dilute the effect, if possible. E.g., if the discovery of Jet Engine gives you Airports, 2 units and Airbases, make it three or four separate techs with the same prereqs, or in a chain, with similar names. That way you avoid people skipping the extra research "cost" by using a diplomat to steal the end product from a civ that did the actual work.
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