Research modifiers. (Full Version)

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Delyn Locksmiths -> Research modifiers. (5/15/2008 10:58:39 PM)

Hi folks. What's the simplest, cleanest way to set different research modifiers for different regimes? Do i have to set the modifier at the start of every players turn? Or can i set varied research modifiers for the length of the game? I want the AI to have a production advantage, but for this not to translate into a massive tech advantage.




von altair -> RE: Research modifiers. (5/16/2008 2:28:26 AM)


quote:

ORIGINAL: Delyn Locksmiths

Hi folks. What's the simplest, cleanest way to set different research modifiers for different regimes? Do i have to set the modifier at the start of every players turn? Or can i set varied research modifiers for the length of the game? I want the AI to have a production advantage, but for this not to translate into a massive tech advantage.


Hi mate

I had to look up at this as well, when I was doing Roman Empire mod. You can set this in Artificial Intelligence (226). 0.1 value means that AI will use 10% of total production for research. You can set this to 0 and do research gains with events for every regime.




Szilard -> RE: Research modifiers. (5/16/2008 3:09:32 AM)


quote:

ORIGINAL: von altair

Hi mate

I had to look up at this as well, when I was doing Roman Empire mod. You can set this in Artificial Intelligence (226). 0.1 value means that AI will use 10% of total production for research. You can set this to 0 and do research gains with events for every regime.


Dumb question - how do you do "research gains with events"? I was looking for some way of doing this but didn't find anything.




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