Exerior
Nov 21, 2007, 09:31 AM
The research gamespeed modifier at marathon settings is 200 ... most of the rest modifiers are 300 ... you sure about this?
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View Full Version : Gamespeed Exerior Nov 21, 2007, 09:31 AM The research gamespeed modifier at marathon settings is 200 ... most of the rest modifiers are 300 ... you sure about this? zappara Nov 21, 2007, 12:43 PM All tech costs were increased by 25% individually after I had lowered that marathon setting from 300% to 200%. So if tech had cost of 100 earlier, in marathon game it had cost of 300. Now with new settings its 100*1.25*2 = 250. So total change is about 20% lower tech costs on marathon speed. Keep in mind that there's huge amount techs added to the mod. There's of course lots of other factors that affect research speed so if you feel that you research all stuff too fast just post some reports. I've tried to set up the mod so that on prince level and marathon game, the mod follows historical tech advancement as realistically as possible (if you do all in order). Exerior Nov 21, 2007, 04:54 PM I just played some hours in marathon settings ... and it feels diffrent. If your tech doesn't work perfect (and you are not at war), you will reach the point, where some cities have every available building => you build faster then getting new buildings. This way it feel in normal game speed. But in marathon i dont get this feeling. Every city has many options, even if i don't build units ... the buildings takes longer in comparison to the tech. It feels like my people are very clever in thinking about new stuff, but dumb in using the researched stuff :) Edit: Even if u changed the research costs +25% and lower the research-game-speed-factor from 300 to 200, on marathon it is quite another game then other game-speed settings (espacially compared to epic with a factor of 150). For example: If i build a worker first, he has already 4 techs in marathon (~4 improvments) to build ... in normal game settings i have only 2 techs. (the real values may be diffrent) zappara Nov 21, 2007, 05:09 PM Yes, I've only tweaked marathon speed so far (as I tend to play on that always). Freakwave Nov 22, 2007, 03:52 PM I can confirm this, its especially big in late game where i was able to research a tech on marathon speed every 1,2 or 3 turns. Buildings take lots longer to build. For example "first cloned mammal" has a huge build time even in my highest production city. So no clone army for me some time. In that time i was 10+ techs further with the result i already had better units. It all depends on how many cities you have for research of course and i played on noble. I was lucky with my starting position though. For my doing i had a huge empire(ty privateers :) ) Build cost could be lowered yes, ill try prince with the next patch. GyroLeader Feb 17, 2008, 04:43 PM I love game speed in this mod, game with marathon is fun. I think it could be still more slower. :D zappara Feb 21, 2008, 03:38 PM I love game speed in this mod, game with marathon is fun. I think it could be still more slower. :D Maybe I'll try to squeeze one more speed option to the mod for 3000 turns... ;) lordrune Oct 21, 2008, 11:29 AM Talking about marathon- Once stacking trade bonuses and extra routes start kicking in around the medieval age, along with the typically high exponential modifiers, the amount of money flowing in basically dwarfs any costs you have from maintenance and civ ordinances - and this effect accelerates as you progress into industrial and beyond. Basically: Income accelerates much faster than costs for tech - especially for medium to large size empires in late game. I noted this when I founded a city on a single ice tile in the Arctic - no resources or anything nearby. Building food upgrades, ports, and the like, got the income from the city up to three figures quickly even before all the infrastructure was in - and maintenance? It was nothing in comparsion. The thing with trade in this game is that its a triply exponential effect. A) Cities are much larger in this mod, as the food allows for higher pop. That's all good. B) Trade gets more multipliers, and many more routes. That's all good too. C) Research and money gets more multipliers. Now by the time you add all that up together, you can get extraordinary amounts of money coming into backwaters, for very little effort. A one-tile island and you wonder if its worth it? No worries, pop your settler, build a few trade buildings and you'll get much more income from it than you got from your entire civ in classical, for a fraction of the cost. I love the mod, but it just seems that the *curve* is broken when you get through the classical, industrial, modern, and future ages in as much time as it took you to get half way through ancient and classical. Can the curve be smoothed? Probably... research costs need to be significantly higher for late medieval onward, with an exponential increase to match the exponentially increased income in ROM. And if you can find a way to make maintenance costs much higher at the more advanced stages, that will help as well. Nightguard Oct 22, 2008, 06:23 PM I don't think the solution is in redoing the basic formulas. I think a more appropriate solution would be to scale back the bonuses that the modern and future buildings provide. Most buildings provide somewhere in the 15% to 30% improvement range, while late game buildings give much more than that, often as much as 50%. If the late game buildings were scaled back to match those of the other eras, and simply be a way to push an already developed city higher, instead of one building giving the benefits of two older buildings, I think the scale would right itself pretty quickly. The one building that gives a 50% commerce bonus, in particular, needs to be scaled back. Commerce bonuses are obscenely powerful. Even a 10% increase to raw commerce, after the powerful bonuses from well-improved worked tiles and significant income from trade routes, is a major return. |
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