TaCktiX wrote:No, the table of researches and values a few posts above that.
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TaCktiX wrote:No, the table of researches and values a few posts above that.
All the technologies values are still open to discussion. That's why I have marked them as "No" in the "Final" column.-=- 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?
I can see what you mean. Both names share many letters in very similar places. Changing the name is just a Search and Replace operation, so it's not a big deal to change it. Maybe Warton and Swinton?Victor Sullivan wrote: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...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.
I'll regularly post all three tables each time so they can be easily found. If you want to play with values yourself, you can do it here http://www.arrakis.es/~oliverfa/RCDashboard.xlsx in the "Tech Bonus and Cost" tab.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.
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.-=- 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.
I had meant what things that need to be discussed, as far as potential changes or gameplay issues (propaganda, doomsday, mining bonuses, etc) go.OliverFA wrote: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.-=- 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.
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.
Don't worry. Some techs have changed a lot. That's why I created the table with the proposed values. For the moment all those values are just a proposal. We can discuss any change in such values.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:
I am afraid that Standing Army and Activated Reserves maybe have values which are too low. +3 and +6 armies respectively, compared with the hig values of all the other techs, may be too few.carlpgoodrich wrote:Standing army: Good. Can make this final as far as I'm concerned.
We still don't know if they will have to be changed due to XML limitations. Right now, the version you can see if the full version, with granularity of 1 territory. But the total file size is very big, which raises concerns that it could have performance issues. A possible solution to this issue (if it finally happens) is to implement those two techs with a 6 territory granularity.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.
I followed the approach from other conquest-type maps. In such maps, continents are broken in parts. But maybe it would be advisable to turn them into full continents to differentiate them from open and secret consctiption techs. I don't have a definite opinion about it. What I think is that if we change them to full continents, then we can add neutral countries. If they stay as progresive continents I think that adding all neutral countries is too much, and too similar to the conscriptions techs.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.
The approach was to place all bonuses in the same table so they could be easily compared. And yes, when this tech is compared to all the other techs, it seems that it could be raised a little bit.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.
Deep Mining tentive value is +2. So if you have both minings you get +3 per each mine.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.
Thanks for all your commentscarlpgoodrich wrote:Its late and I have work to do. More later.
As I said, I think we'll start discussing the Open / Secret Conscription techs together with Standing Army and Activated Reserved Tech-=- 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.
I think it makes sense to have weak techs as well as powerful ones. Will ahve that in mindcarlpgoodrich 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?
Secret Conscription is the same as is listed. You get 1 guy for every 3 spots normally, meaning you get 2 for every 6. If you add +1 for every 6, you get 3 for every 6, or 1 for every 2.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.
Wonderful!!!TaCktiX wrote:At long last, a graphical update!
Do you mean it was broken in the XML file? Or in its concept?-=- 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.
No, it's just "official CC lingo", nothing to do with copyright AFAIK.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.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 both ideas at once: a silver icon next to the basic and a gold one next to the advanced.OliverFA wrote: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.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.
Alternatively, use some icon that gets placed next to both techs (the basic and the advanced)
I think by saying "most research pairs", you are overselling the generality of the situation. There are six Basic Researches and five Advanced Researches. With two pairings with related names, and one pairing without the advantage of related names, that still leaves three orphan Basic Researches that people will wonder about. If every Basic Research had a corresponding Advanced Research, then the existing simple statement would cover it, but I think the current situation could use a little clarification.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.
I just checked over it and realized that Open Conscription doesn't cancel out Secret Conscription, so for every 6 territories, it should be right. That being said, I would think that having Open Conscription give an extra 1 for every 2 would produce a more accurate result than 3 for every 6. If someone had an odd number of territories and had say 40 territories. With 3 for every 6, the bonus would be 18, whereas using 1 for every 2, you would have a bonus of 20.OliverFA wrote:Do you mean it was broken in the XML file? Or in its concept?-=- 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.
And by the way. Good night