research times

Hi all, I'm not a serious modder or anything, just a hack that likes to play around with game mechanics as long as it doesn't get to complicated . I want it to take a LOOOOOONG time to research anything. The tech setting in the game setup helps a little, but it's not extream enough for me. Is it possible to basicly increase the resources needed for each tech by a factor of 10 or more? Thanks for any help
4,456 views 9 replies
Reply #1 Top
Just multiply the tech costs in TechTree.xml by 10. Or 100, or...
Reply #2 Top
There is already a mod that does this very thing in the library somewhere.
Reply #3 Top
I'm guessing that in this particular scenario, scientists of all races will shun computers for abaci
Reply #4 Top
There's a mod that slows it down to 8 times the cost. If you want something different you'll have to mod the tech tree yourself. Which isn't actually a tall order, just a little tedious! Remember to back up any files before you start tinkering with them!

Go to http://library.galciv2.com/ and set the "seach in" field to "technologies". You'll see a few mods, one of which is the "very, very slow tech tree"
Reply #5 Top
But remember, at veryveryveryvery slow tech speed ..
Any aliens with extra fingers and toes will have a HUGE advantage !!!!
Reply #6 Top
Anyone know what the in-game "very slow" does? I guess it just sets the cost to a multiple, but what multiple?

Or the other speeds, come to that.
Reply #7 Top
thanks guys, changing the costs works great, but it is rather tedius. Is it possible to set up varibles in xml so I could just put cost*x for each tech and then just change the value of x when I felt like it?
Reply #8 Top
I don't think so, but I'm very far from an expert in XML. And not far from "beginner".

In the meantime, why not try the mod in the library but use the in-game settings to adjust it to taste? I think "very slow" at least doubles the cost, so there's 16 times slower or more for you right there!
Reply #9 Top
unless the map settings are mod-able somewhere (maybe english.str?), i'm pretty sure the tedious way is the only way to go.

making them all 10x more costly is pretty easy tho, just throw a 0 at the end of every tech.

that's pretty easy. imagine my annoyance at wanting to introduce a steeper curve, without actually increasing the cost of early techs too too much... i'll probably just go the 10x method, make it way easier on myself.