TaCktiX wrote:No, the table of researches and values a few posts above that.
I found it, thanks.
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TaCktiX wrote:No, the table of researches and values a few posts above that.
-=- Tanarri -=- wrote:Some potential things to add to the to do list...
Basic Mining bonuses also need to be discussed, due to the zeppelin change
Doomsday auto deploy and neutral needs to be discussed, though could be done before beta testing
Propaganda may need discussing, though I can't remember at this point. What happened to the neutral countries being worth +2?
Victor Sullivan wrote:TaCktiX wrote:I made them up? Was trying to be relatively location agnostic, though they seem to strike a balance between African-sounding and European-sounding.
Ah. I was gonna say change Wilbon to something else, cuz I thought it was to close in name to SWinton, but I suppose it really doesn't matter, just me being nitpicky...
Victor Sullivan wrote:Would someone mind posting a list of the different techs and their tentative neutral counts? I feel like OliverFA already did this, but I thought I'd ask. That way I can give you more educated comments.
-=- Tanarri -=- wrote:One thing that I think would be good to figure out is what of the to-do list things would be required to get the Gameplay stamp for the map. Not that I'm terribly concerned about getting the stamp itself sooner than later, but I think that it would provide some good guidance and direction to what should be taken care of now to allow the map to progress and what can wait until later.
Any thoughts on what should be done now and what could be done later? I'll be taking some time to go over everything myself and get some thoughts together, but probably won't be able to post my own thoughts until Tuesday some time, as the next couple days are pretty busy for me and it would be good to get the conversation going before then.
OliverFA wrote:-=- Tanarri -=- wrote:One thing that I think would be good to figure out is what of the to-do list things would be required to get the Gameplay stamp for the map. Not that I'm terribly concerned about getting the stamp itself sooner than later, but I think that it would provide some good guidance and direction to what should be taken care of now to allow the map to progress and what can wait until later.
Any thoughts on what should be done now and what could be done later? I'll be taking some time to go over everything myself and get some thoughts together, but probably won't be able to post my own thoughts until Tuesday some time, as the next couple days are pretty busy for me and it would be good to get the conversation going before then.
It's a good idea. However almost everything is done in the XML file. Only the coordinates and the adjacencies, plus the Deep Mining tech.
If I reach a point when I have nothing else to do, I'll create the 6 granular version for reduced size.
Of course that does not count any change we need to do. But changes are a lot faster.
carlpgoodrich wrote:I'm a bit confused. I know I joined this discussion rather late... but I've been going off the map on the first page for the techs other than the ones we were discussing. It seems like my understanding of a lot of the techs has been different from what is on the table above. Here is a rundown of my thoughts:
carlpgoodrich wrote:Standing army: Good. Can make this final as far as I'm concerned.
carlpgoodrich wrote:Secret Conscription: I guess this was changed due to XML constraints? I suggest making it +1 for every 5 territories instead of 6. This will make it a bit more relevant in the beginning (it's supposed to be a relatively easy tech after all), and it will make the benefits come at different intervals as Open Conscription.
Open Conscriotion: Good.
carlpgoodrich wrote:National Pride: I really like this the way it was before (i.e. where you have to hold your entire homeland to get the bonus). My reasoning is that this is one of the only techs that can really be broken. There should be a major penalty for someone invading your homeland, even if its just one territory.
Propaganda: Here, I feel the opposite. Why do you have to hold someone else's entire homeland to get this bonus? Propaganda usually is an underground movement that affects certain regions at a time, and why should you be forced to defend all the borders on someone else's homeland? I think this should be +1 for every 2 foreign homeland territories.
carlpgoodrich wrote:Activated Reserves: Why was this reduced from +8 to +3? For an advanced tech, this seems very weak. Also, at 30 neutral, it takes 10 turns to be repaid. +8 with a cost of 40 works great for me.
carlpgoodrich wrote:Mining: why are both techs only +1? I thought they would both be +2 or +2 and +3. I will think about this more later, but +1 is pretty weak.
carlpgoodrich wrote:Its late and I have work to do. More later.
-=- Tanarri -=- wrote:I had meant what things that need to be discussed, as far as potential changes or gameplay issues (propaganda, doomsday, mining bonuses, etc) go.
carlpgoodrich wrote:For now, I will limit my comments to standing army/activated reserves and the conscription techs:
When determining how powerful to make the different techs, I think it is important to get a wide variety (i.e. have some techs that are relatively weak but cheap and some that are very powerful but expensive). Standing army is relatively weak, but I think thats a good thing, although maybe the cost should be brought down a bit. I forget, how many troops will the Labs start with? I think the cost of Standing army should be the initial troops on the lab + 2 or 3.
Is activated reserves worth +3 (so standing army +activated reserves = +6) or is it worth +6 (so standing army + activated reserves = +9)? The table indicates the first but your post suggests it might be the second. As an advanced tech, I think Activated reserves should be +6 or +8 by itself. These two techs are the only ones that give a benefit regardless of what land you own, which makes them more powerful, but in late games when bonuses are really large, activated reserves needs to have a large benefit to be worth it.
For the conscription, I don't have much preference either way. Probably whatever makes the XML more efficient is the best solution. Am I correct in guessing that these techs are the largest to implement?
carlpgoodrich wrote:Secret Conscription: I guess this was changed due to XML constraints? I suggest making it +1 for every 5 territories instead of 6. This will make it a bit more relevant in the beginning (it's supposed to be a relatively easy tech after all), and it will make the benefits come at different intervals as Open Conscription.
Open Conscriotion: Good.
TaCktiX wrote:At long last, a graphical update!
-=- Tanarri -=- wrote:I need to check Open Conscription, but it was broken at one point. The tech only added enough to bring it up to +5 for every 6, which would not be 1 for every 1.
I think "assault" is preferred to "attack" for copyright reasons.
ender516 wrote:A newcomer, looking only at the map, might have difficulty determining which Advanced Research corresponds to which Basic Research, as far as "A Basic Research can attack its Advanced one." And by the way, I think "assault" is preferred to "attack" for copyright reasons.
OliverFA wrote:ender516 wrote:A newcomer, looking only at the map, might have difficulty determining which Advanced Research corresponds to which Basic Research, as far as "A Basic Research can attack its Advanced one." And by the way, I think "assault" is preferred to "attack" for copyright reasons.
Maybe colour code could be used to help newcomers? Use a different colour for each tech pair so it's easy to match the basic version with the advanced one.
Alternatively, use some icon that gets placed next to both techs (the basic and the advanced)
TaCktiX wrote:How about neither and note the fact that most research pairs share part of the name (Mining > Deep Mining, Secret Conscription > Open Conscription)? The only ones that don't are Standing Army and Activated Reserves, which have the same bonus of +x reinforcements. Newcomers != morons. Only clarification I NEED to add is that the Doomsday Device can be attacked by the Lab (it has no basic version).
EDIT: Fixed to "assault" and added the note about Doomsday. Also will be editing my update post to note concerns I personally have.
OliverFA wrote:-=- Tanarri -=- wrote:I need to check Open Conscription, but it was broken at one point. The tech only added enough to bring it up to +5 for every 6, which would not be 1 for every 1.
Do you mean it was broken in the XML file? Or in its concept?
And by the way. Good night
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