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unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
1
I were thinking, as it is possible to script ahead of time penalty to technology discovery, would it be very CPU heavy to do it?

Meaning adding modifiers like this to techs:
Code:
		modifier = {
			condition = {
				type = not
				value = {
					condition = {
						type = year
						value = 1300
					}
				}
			}
			factor = 1.2
		}

Perhaps adding for level 5 techs a 1.2 modifier for years 1100, 1200, 1300, and 1400. Then for level 4 techs for years 1100, 1200 and 1300. For level 3, years 1200 and 1100 and then for level 2 at 1100.

Actual modifiers up to debate and if viable, there could be added additional modifiers for 1150, 1250 and 1350.

I would feel this would make pumping up one tech for decades a less good tactic, not to mention that AI already (afaik) researches all level ones before going to twos. Also it would balance out the already advanced moslems and byzants in the long run compared to christians so that moslems won't hit 5 in all in say 1300 while christians still desperately try to get fives in 1400s...
 
Well, where and how big the ahead-of-time-penalties should be is up to debate and tweaking of course. They might be different for different techs as well. I am just curious, would it be very processor heavy and something people would prefer to see?
 
There is a certain amount of this in there already, in that many advanced techs have modifiers based on advanced buildings in other techs.

I would rather have more of this type of modifier than tie it to particular years.

Given the amount of modifiers already in the advances, I doubt your idea would add much to the CPU load.
 
Well, considering that of the best tech discovery helpers are Roads and Harbours (level 1 & 2 techs) and University (level 4 tech), from which the two first are easily available, it feels to me that the rest are more-or-less flavour sort.

I mean, of the building modifiers.