Dec 01, 2001, 12:41 PM
Does any one know how to change the number of years that go by each turn in CIV3?
I own every civ and have extensivly edited every one! The two things that have always botherd me were that 1) the map was waaaaaay to small even on the largest setting and 2) The game went "expired" to fast to really have fun crushing your enemies!
In the older games you could going into the DiffDB.txt file and edit the turn vs years setting so the instead of 50 years foing by in a turn only one year would go by. Yes, this did make for an unusual "historcial" issue in which one could invent the nuke in 1000 bc, but it was much more fun to be able to build a great advanced empire before hashing it out with your competators for total control. At one year per turn you could actually play untill the map was yours without running out of time or having to start your military campagin on turn 2.:cry:
Dec 01, 2001, 05:24 PM
This has been the subject of some heated discussions lately...
I don't believe it's possible to change the year vs. turn clock settings. However, there is a couple ofsaved game editors (http://forums.civfanatics.com/forumdisplay.php?s=&forumid=54) available in the utility program thread that allow you to edit the current year of any saved game. This will essentially allow you to play forever.
Dec 02, 2001, 01:01 PM
Yep that is what I figured,.. Thanks though.
Dec 02, 2001, 07:36 PM
You can't change it. It goes according to a fixed schedule. In fact, if you know the year you can calculate the turn number and vice versa.
From (Y/T) To (Y/T) YPT
4000 BC ( 0) 2750 BC ( 25) 50
2750 BC ( 26) 1750 BC ( 50) 40
1750 BC ( 51) 750 BC ( 90) 25
750 BC ( 91) 250 AD (140) 20
250 AD (141) 1250 AD (240) 10
1250 AD (241) 1750 AD (340) 5
1750 AD (341) 1950 AD (440) 2
1950 AD (441) onward 1
Dec 04, 2001, 12:20 AM
I think it should at least be configurable. I realize that it is just a number, but I also think that the overall game rate in the early stages should be slowed down a bit.
The most interesting aspect of the Civ games to me is the early stages ... ancient warfare, developing cultures, etc. I wish there was more time in the beginning to play around with the ancient units. If you do start a battle that early in the game, you usually have too few for it to be interesting, and by the time you have a good sized army going, you are already into the more advanced units.
I think that a configurable time scale with corresponding game rates would be a great addition.
Dec 04, 2001, 02:08 AM
In all my games so far I have been unable to produce a chariot. I discover the wheel, and this reveals horses. I then build roads, colonies, cities, border expansion, etc. to get the horses, but by this time I have discoverd horseback riding because it is right after the wheel on the tech tree. Usually I have warriors out popping huts, and as I get those huts closest to my starting location my tech jumps ahead pretty quickly through the first couple advances. In one game, I was actually in the midst of building a chariot and got to see what it looked like from the build list, but then I discovered horseback riding and production was switched. Oh well, not that big of a deal, it would just be nice to see their animations and such. And this is happening with the Greeks who don't have any advantage in reaching horseback riding quicker.
Dec 04, 2001, 09:11 AM
I actually have gotten the chariot before, I guess it's luck of the draw for getting horses early on. They aren't quite as effective as you'd expect them to be, however. You would think that on open plains they would run circles around foot troops, plugging them with arrows from a safe distance, but this doesn't seem to be the case.