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This is the first tech card, designed to be the bare minimum for tech to progress (but not have all its effects).
Cities generate research. Initially always 50% of their commerce output (no slider adjustments yet). TBD if that is rounded up or down (if it generates 3 commerce, does it give 1 or 2 to tech?).
Each civ keeps track of which techs they know. They choose techs randomly from among those that they are able to research. Need to have a method to keep track of which ones are available to research, maybe that is a different card.
As part of post-turn processing, advance the progress on finishing research, and if appropriate mark it as done and select a new one.
Show the tech being researched in the lower-right, with an estimate of how many turns are left.
The text was updated successfully, but these errors were encountered:
This is the first tech card, designed to be the bare minimum for tech to progress (but not have all its effects).
Cities generate research. Initially always 50% of their commerce output (no slider adjustments yet). TBD if that is rounded up or down (if it generates 3 commerce, does it give 1 or 2 to tech?).
Each civ keeps track of which techs they know. They choose techs randomly from among those that they are able to research. Need to have a method to keep track of which ones are available to research, maybe that is a different card.
As part of post-turn processing, advance the progress on finishing research, and if appropriate mark it as done and select a new one.
Show the tech being researched in the lower-right, with an estimate of how many turns are left.
The text was updated successfully, but these errors were encountered: