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Thread: Lets brainstorm... Tech research rates

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  1. #1
    Civis
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    Default Lets brainstorm... Tech research rates

    I've been trying to find a way to make research rates that were custom to spacific factions, ie: GB can research a tech through a college with one gentleman present in 4 turns while the same tech researched by a smaller nation with the same setup (college and gentleman) would take 6 turns, as there schools might not be at the same level as a larger nation like GB, Spain, or France. I'm hoping this would diversify the way the campaign AI works, and possably mix up the diplomacy a bit (more trades accepted for techs than money).

    My first thought was to make faction spacific educational buildings. Like most factions have there own line infantry, why not there own stats for a school. My attempts took the standard europe_school (I think that was the line, something close anyway) and added to it in my own mod to have a europe_school_british. I went through and changed ownerships, took the standard school out of GB ownership and put my new school in, and changed the research points of it from whatever it was to 15000 (I went with an extreme value just to test if it worked). In game though it was still the same school. I played arround quite a bit with this and have had no sucess so I think this one is a failed idea.

    This has left me at a bit of a wall, I'm not ready to give up on the idea of faction unique research rates, but I just don't know what can be done. So I wanted to open this up to the community and see what thoughts people have. Ideas and solutions to make this work, if you have an idea about the buildings that would be great too, I think if it can work it would be the easiest way to go, however, as the heading states, this is a brainstorm, so lets just get some ideas going!!
    Last edited by Robert86; August 25, 2010 at 01:24 PM.

  2. #2

    Default Re: Lets brainstorm... Tech research rates

    The building route is definitely the easiest. You are probably just missing a few entries. I know from experience adding buildings isn't fun
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  3. #3
    Civis
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    Default Re: Lets brainstorm... Tech research rates

    But it is possable? My understanding is that you cant, at this point in time, create and add new buildings but I am not really making a whole new building, just changing an already existing one. I guess I'll have another go and if it doesn't work still I'll post the changes I made, maybe people on the board can look it over and find a mistake I'm missing.

  4. #4

    Default Re: Lets brainstorm... Tech research rates

    Quote Originally Posted by Robert86 View Post
    In game though it was still the same school. I played arround quite a bit with this and have had no sucess so I think this one is a failed idea.
    Not necessarily. The startpos.esf decides what buildings you start with. So even if you removed a building from GB, if the startpos says that building is built at the start, that's the building that's built. You'll have to change it there, as well as what you've done in the tables.
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  5. #5
    alpaca's Avatar Harbinger of saliva
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    Default Re: Lets brainstorm... Tech research rates

    It's easiest to only start doing this from the second school level on, i.e. have all nations share the most basic education building and then diversify. That way, you don't have to change the startpos

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  6. #6
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    Default Re: Lets brainstorm... Tech research rates

    Okay, I had tried building the schools up all the way to the highest and they werent changed, I destroyed the starting one even, but I'll try alpacas thoughts of keeping the lowest level the same and modifying the ones above it.

  7. #7

    Default Re: Lets brainstorm... Tech research rates

    Keep in mind that Prussia starts with a 2nd-tier school.
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