diff --git a/common/defines/00_defines.txt b/common/defines/00_defines.txt index 4070d0db..22369c5d 100644 --- a/common/defines/00_defines.txt +++ b/common/defines/00_defines.txt @@ -1085,10 +1085,10 @@ NPathFinding = { } NCulture = { - MINIMUM_INNOVATIONS_TO_NEXT_ERA = 6 # Raw number of innovations needed to be able to go to the next era. If an era has less innovations than this number, the lowest is used. + MINIMUM_INNOVATIONS_TO_NEXT_ERA = 8 # Raw number of innovations needed to be able to go to the next era. If an era has less innovations than this number, the lowest is used. ERA_PROGRESS_GAIN_BASE_MONTHLY = 0.1 # Base percentage gain every month for era spread - ERA_PROGRESS_GAIN_MONTHLY_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.08 # How much extra per average development level FIRST_ERA_START_YEAR = 2300 # When did the first era start? + ERA_PROGRESS_GAIN_MONTHLY_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.05 # How much extra per average development level # Regional spread will start with the minimum number of regions from any of the next percentages INNOVATION_REGIONAL_PERCENTAGE = 0.1 # Minimum percentage of region for regional innovations to get regional spread @@ -1097,9 +1097,9 @@ NCulture = { # Chance (0..100) to advance with the innovation each month: # base + from spread + from fascination - INNOVATION_PROGRESS_CHANCE_BASE = 10 - INNOVATION_PROGRESS_CHANCE_FROM_SPREAD = 65 # chance bonus to innovation if there is any spread by nearby cultures - INNOVATION_PROGRESS_CHANCE_SPREAD_AND_FASCINATION_MULTIPLIER = 1.5 # multiply Cultural Acceptance (100-based) by this as bonus multiplier if the current spread innovation is ALSO a fascination + INNOVATION_PROGRESS_CHANCE_BASE = 5 + INNOVATION_PROGRESS_CHANCE_FROM_SPREAD = 40 # chance bonus to innovation if there is any spread by nearby cultures + INNOVATION_PROGRESS_CHANCE_SPREAD_AND_FASCINATION_MULTIPLIER = 2 # multiply Cultural Acceptance (100-based) by this as bonus multiplier if the current spread innovation is ALSO a fascination # from fascination = base + SKILL_LEVEL_BONUS( max( 0, head relevant skill - HEAD_SKILL_BASE ) ) # SKILL_LEVEL_BONUS( SKILL_MOD ) is computed as a sum of contributions that get smaller the higher the skill modifier. # The first 10 (SECTION_SIZE) points may give +1 each, the second 10 may give +0.8 and so on. With these numbers: @@ -1107,10 +1107,10 @@ NCulture = { # Skill mod 37 -> 1 * 10 + 0.9 * 10 + 0.8 * 10 + 0.7 * 7 = 27.4 # trailing points after the highest section take the last multiplier of the PER_SKILL_SECTION array, which should have at minimum 2 entries # this skill level bonus will not exceed the SKILL_CAP, so a Skill 100 character will still get at most (for example) 30% progress chance from their skill. - INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 5 # base progress chance bonus if fascination - INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_HEAD_SKILL_BASE = 1 # skill level below which no bonus is given - INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_LEVEL_SECTION_SIZE = 1 # size of each multiplier chunk. with 10, the first 10 bonus point will get the first multiplier and so on - INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_CAP = 20 # how high can the skill bonus be at most (BASE included) + INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 10 # base progress chance bonus if fascination + INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_HEAD_SKILL_BASE = 0 # skill level below which no bonus is given + INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_LEVEL_SECTION_SIZE = 10 # size of each multiplier chunk. with 10, the first 10 bonus point will get the first multiplier and so on + INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_CAP = 45 # how high can the skill bonus be at most (BASE included) INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_PER_SKILL_SECTION = { 1 0.9 0.8 0.7 0.6 } INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_NO_HEAD_SKILL = 10 # used as the skill value if there is no cultural head @@ -1118,8 +1118,8 @@ NCulture = { # If the random roll succeeds, the innovation will progress by: # base + from development + from eras ahead - INNOVATION_PROGRESS_GAIN_BASE = 0.4 - INNOVATION_PROGRESS_GAIN_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.1 + INNOVATION_PROGRESS_GAIN_BASE = 0.3 + INNOVATION_PROGRESS_GAIN_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.02 INNOVATION_PROGRESS_GAIN_PER_ERA_AHEAD = 0.2 INNOVATION_PROGRESS_DIVIDE_FACTOR_IF_ERA_BEHIND = 5 # the overall progress is divided by this number to achieve a way slower progress for future innovations. 10 would divide the total progress by 10, and this is further divided by the number of eras the culture is behind - so the progress may end up being divided by 30 at most. Set to 0 to disable this behavior. INNOVATION_PROGRESS_MIN_MULTIPLIER_IF_ERA_BEHIND = 0.01 # the division from the define above may not go lower than this. Ranges between 0 and 1.