I havent been on this forum for quite some time... unfortunately real life constraints took me away from MOO 2 for quite some time. But reacently I have more free time and I want to play moo 2 again. So I remembered this forum. It seems that activity is more or less the same. I also remembered this post and again I want to try my slower research theory.
My intention is to have something like in CIV 4. There you can choose lenght of the game (fast, normal, epic, marathon). This feature affects all game (production and research). I can't remember any more can you alter production cost in MOO 2. I will have to search the forum for that info.
Following PhasorEyes sugestion and some my ideas i came to conclusion that it would be the best to raise RP exponentialy. And I think that difference between two techs in one field should be increased, not RPs itselfe. This would asure that numbers dont get wild from the start. I was doing some experiments and I think that aplaying exponent of 1.2 on every difference between two tech would be good.
For examle. If you have tech 1, 2, 3 and 4 with RP 50, 80, 150 and 250. The differences between them are 30, 70 and 100.
If you applay exp of 1.2 you get 60, 165 and 250 (numbers are rounded). So after applying new gap between tech they would cost:
new - old:
50- 50
110- 80
275- 150
525- 250
935- 400
1690- 650
2445- 900
3200- 1150
4330- 1500
6065- 2000
12525- 3500
24500- 6000
30980- 7500
I am realy not sure how will this affect the gameplay. Will it unbalance it and how will affect AI. I will implement the changes and try for my selfe. If anyone has better idea or has some other comment feel free to post. Even if you think this is bad idea
I am very interested what some of you think.