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(Tech.AI_growth + c) * (Faction.AI_growth +1) +(Tech.AI_wealth + c) * (Faction.AI_wealth +1) +(Tech.AI_tech + c) * (Faction.AI_tech +1) +(Tech.AI_power + c) * (Faction.AI_power +1)
Ecology, Indust, IndEcon, InfNet, PlaNets, IndAuto, Biogen, Gene, EcoEng, EnvEcon
Well, it's not like anybody forces you to play the biggest map sizes if you think testing takes too long.
For that matter, player interaction is not even required for the AIs to play against themselves.
the main value is derived from the formula:
Note that the formula is not the final value because lots of other modifiers are applied afterwards too.
When tech_balance is activated it becomes c=1 for all techs except ones that are given special priority which have c=2.
These techs are: Ecology, Indust, IndEcon, InfNet, PlaNets, IndAuto, Biogen, Gene, EcoEng, EnvEcon
c * (Tech.AI_growth * (Faction.AI_growth +1) +Tech.AI_wealth * (Faction.AI_wealth +1) +Tech.AI_tech * (Faction.AI_tech +1) +Tech.AI_power * (Faction.AI_power +1))
You're basically vetoing anything that was defined as category = zero weight. For instance all techs that were not Discover techs, you've now made mildly Discover techs, with a value of 1. You are hugely changing the game rules here.
But if you don't consider any changes acceptable,
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