(September 7th, 2021, 04:41)Charriu Wrote: What exactly do you mean with cannot attack? Should they not be able to move or move to an enemy-occupied tile? I can only imagine that this can get complicated very fast.
No, I do not want erase the movement points

Every unit has a hasMadeAttack-Flag. If set the unit can move but not attack unless multiple attacks/turn are possible.
Quote:I know that the KTB display is revealing more information especially in the early turns. It's important to mention that this KTB display is a convenience feature. The way the science and KTB works in the game you can always determine how many people have a technology, which you can research. Now there is a bit of uncertainty in the early turns due to lower numbers and the KTB of 1 single player not increasing the science output. But as soon as we have higher costs and science output this is pretty reliable.
Coming down to the two options:
a) If I understand this correctly then this is the vanilla BtS behaviour. This gives an advantage to higher skilled players or players with more time at their hand, who invest that time into calculating all the KTB via spreadsheets. The only way to get rid of this spreadsheet calculation is either by removing the KTB at all or not displaying the increase by KTB on the science output, which is bad as then techs can get researched at an untimely fashion.
It wouldn't be exactly the BtS behavior.
BTS: If you change your research rate or change the research project, the bonus is already included in every evaluation. This can be used to gain the information for every available tech.
My suggestion: The bonus is only applied in the evaluation between the turns. Here, you could still gain some information but just for one tech/turn. This weakens the KTB side effects. Drawback are the "surprising extra bakers" for the players because the numbers before and after the turn do not match anymore. This is maybe problematic if you do not want finish a tech in a certain turn.
Removing it completely would be the more clean solution.
Quote:b) This is interesting and would be the way to go. Can you explain some more what you mean here. Especially with regards to dead end techs.
Like civac2 suspects I want compare the total number of research techs to evaluate a bonus.
Example:
Number of players: 10
Number of known players: 5
Number of techs by me and the other 5 players: 10; 8, 8, 13, 12, 10
New Base Research Modifier: BM = 2%.
Two avoid negative bonus we just lock at more advanced civs. And got
DTSum = (13-10) + (12-10) = 5
The leads to BM * DTSum / NumOfKnownPlayers = 2% * 5 / 5 = 2%
As you can see, dividing with NumOfKnownPlayers is not smart because new contacts could hurt your bonus. Dividing by NumOfAllPlayers would avoid that but reduces the bonus in games with many players. This can be discussed if the modification is not rejected in all forms.
Main effect of this change probably would be that the players try to avoid techs to keep their total number of techs on a low level. E.g. skipping archery and the whole religion techs could be useful.
Moreover the tech leader never gets a bonus.
Instead of the number of techs are other units of measurements thinkable: A weighted count by era or the bakers of each tech are counted.