Sid Meier's Civilization V

Sid Meier's Civilization V

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Modernization
   
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2016 年 7 月 7 日 下午 12:24
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Modernization

描述
Thechnologies spread along trade routes. The effect of this mod is that players don't fall too far behind in tech, as more they lag higher the chance to acquire a tech from trade.

Backwards civs also get free buildings through investment and philanthropy when advanced civs research new techs and adopt policies. Benefactor civs are rewarded with small amounts of gold and culture.

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*** Tech Diffusion ***
For each trade route, the chance of acquiring a tech this turn = SPC * Bkrs / Era,
where SPC is your civ's science per capita, Bkrs is the science yield for the route (beakers), Era - current era (ancient=1, classical=2, ...).

*** Investment ***
When a player researches an Industrial era technology, a Bank is created in one of the cities belonging to the civs which havent get to the Industrial era yet. A city with max gold output is chosen for this. For Modern era techs Factories are built in most productive cities of the 'third world' and for Atomic era techs Hotels are built in cities having highest tourism output. The 'investor' civ gets 150 gold (on normal speed) as revenue.

*** Philanthropy ***
When a player which is currently in the Modern or later era adopts a policy, a Hospital is created in the largest city of the 'third world'. When a player adopts an ideology tenet, a Public School is created instead. The 'philanthropist' civ gets 75 culture for that (on normal speed).

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Balance

To balance the free techs from trade, Library and Public Shool give 1 science per 4 population instead of per 2.
On the other hand per-city science penalty was removed so founding new cities doesnt increase tech cost. It slows down tech diffusion though as your science per capita diminishes. In result, bigger empires rely more on themselves in research, while small countries get more techs from trade.
15 条留言
Commissar BS 2 月 10 日 上午 7:57 
Exactly what I was looking for, wonder if it still works
Ne3nauka 2021 年 5 月 26 日 下午 1:14 
cool, thank you=)
Mk Z  [作者] 2019 年 1 月 9 日 下午 10:17 
Morskva, playing tall you can center on a specific tech path, obtaining most other techs from trade, and tech faster than a wide civ in result.
Santa Anna 2018 年 6 月 14 日 上午 7:00 
This completely negates the science bonus from playing tall. Why would anyone play tall with this mod on? Don't get me wrong, this is a great mod, but the balance is very unneccesary
b 2017 年 4 月 29 日 上午 12:17 
The icon for this mod is awesome.
Mk Z  [作者] 2016 年 9 月 15 日 上午 4:34 
BlueNightfury, big military rules ofc
Bluetail 2016 年 9 月 14 日 下午 7:24 
Odd, the little civs I have no problem taking out, is it cause I have a big ass military to overwhelm it?
Mk Z  [作者] 2016 年 9 月 4 日 下午 10:32 
Bonzwazzlanova, it has mixed effects on warmongering. Little civs become stronger because of tech diffusion efficiency, and harder to conquer. Big warmonger civs get less techs from diffusion because of lower SPC (see description) and less trading partners. On the other side an aggressive civ can research military techs while getting general techs from abroad.
Bonzwazzlanova 2016 年 8 月 2 日 下午 11:40 
doesn't this just encourage warmongering?
Bluetail 2016 年 7 月 11 日 下午 1:40 
Ah, a much needed mod. As I always seem to have AI lag behind me in tech.