Aeon GameSpeed

monju125

Chieftain
Joined
Apr 18, 2015
Messages
68
This mod was inspired by the Extended/Longer Eras mods, but with a variety of changes aimed at addressing common issues experienced with those mods. It attempts to make researching all techs for each era take around 200 turns, but keeps training units and constructing buildings (except World Wonders) much faster to encourage larger armies and more warfare throughout. A comprehensive list of all the changes are included in AeonChangeList.txt in the mod's folder, and are also posted below for reference.

I also recommend downloading my other mod, Ancient Ruins Expanded, and whoward's 2 UPT mod. The former was designed to be included in this mod, but I decided not to force it on people; the latter makes the unit spam, especially in later eras, much more manageable.

Aeon GameSpeed on Steam Workshop

Aeon GameSpeed (civ5mod)

Aeon GameSpeed (unpacked)

Change List

GameSpeed settings:
  • Deal duration - 45
  • Growth - 300
  • Train - 75
  • Construct - 75
  • Create - 300
  • Research - 100
  • Gold - 300
  • Gold gift - 75
  • Build - 75
  • Improvement - 300
  • Great people - 150
  • Culture - 400
  • Faith - 300
  • Barb - 300
  • Feature production - 300
  • Unit discover - 300
  • Unit hurry - 300
  • Trade - 300
  • Golden age - 200
  • Hurry - 300
  • Religion pressure - 10
  • Victory delay - 300
  • Minor civ election frequency - 200
  • Opinion duration - 100
  • Spy rate - 200
  • Peace deal duration - 20
  • Relationship duration - 100
  • League - 100

World Wonders production cost - 2x (makes Construct 150 for WWs)

Units and buildings production increased every 2 eras:
Medieval/Renaissance - 1.25x
Industrial/Modern - 1.5x
Atomic/Information - 1.75x

Wealth process moved to Mining and set to 10%
Research process moved to Writing and set to 10%

Supply free units:
  • Settler - 65
  • Chieftain - 60
  • Warlord - 55
  • Prince - 50
  • King - 45
  • Emperor - 40
  • Immortal - 35
  • Deity - 30
  • AI - 25

Supply per city:
  • Settler - 8
  • Chieftain - 7
  • Warlord - 6
  • Prince, King, Emperor, Immortal, Deity, AI - 5

Supply per population percent:
  • Settler, Chieftain - 50
  • Warlord, Prince, AI - 25
  • King, Emperor, Immortal, Deity - 10

AI additional supply modifier percent:
  • Settler - 0
  • Chieftain - 10
  • Warlord - 20
  • Prince, AI - 50
  • King - 75
  • Emperor, Immortal, Deity - 100

AI unit maintenance cost percent:
  • Settler, Chieftain - 80
  • Warlord, Prince, AI - 75
  • King - 70
  • Emperor - 65
  • Immortal - 60
  • Deity - 55

Gold free units:
  • Settler, Chieftain, Warlord - 50
  • Prince, AI - 40
  • King - 30
  • Emperor, Immortal, Deity - 25

Unit maintenance settings:
  • Base unit cost - 75
  • Multiplier - 3
  • Divisor - 20

Tech costs:
  • Ancient, first tier - 2.5x
  • Ancient, second tier - 5.25x
  • Classical - 6.25x
  • Medieval - 6.75x
  • Renaissance - 5.25x
  • Industrial - 4.25x
  • Modern - 3.75x
  • Atomic - 3.75x
  • Information - 3.25x

Advanced start percentage settings:
Research
  • All eras - 100
Growth
  • Classical - 60
  • Medieval - 50
  • Renaissance - 40
  • Industrial - 30
  • Modern - 20
  • Atomic - 10
  • Information - 5

Science building changes:
  • Library, Public School, Paper Maker, Royal Library - 1 science for every 4 citizens
  • Observatory, Laboratory, University, Wat - 25%
  • Public School - 1 science yield
  • Laboratory - 2 science yield

Various science changes:
  • Academy yield - 4
  • Academy tech improvements - 1
  • Secularism yield - 1
  • Free Thought yield modifier - 5
  • Worker's Faculties yield modifier - 10
  • Humanism great scientist modifier - 10
  • Rationalism happiness to science percent - 5
  • Puppet science modifier - -10
  • Trait improvement science yield - 1
  • Trait specialist science yield - 1
  • Tech cost mod for number of cities lowered by 1.5
  • Research lab requires 1 aluminum

AI settings changes:
  • All warmonger hate - -3 (minimum 1)
  • All forgiveness - +3 (maximum 12)
  • All denounce willingness - -3 (minimum 1)
  • All major civ approach hostile - -3 (minimum 1)

Flavor changes:
  • Ashurbanipal offense - 8
  • Isabella and Napoleon offense - 7
  • Maria I offense - 6
  • Elizabeth and William offense - 4
  • Darius, Dandolo, Hiawatha defense - 8
  • Elizabeth, Gandhi, Harun, Pedro, Ramesses, William defense - 7
  • Maria I defense - 6
  • Napoleon defense - 4
  • All civs defense, offense, military training - 2x

Minor civ offense, defense, city defense (where applicable) - 1

  • Minor civ general defense (defense) - 1
  • Minor civ general defense (city defense) - 2
  • Minor civ threat elevated (defense) - 2
  • Minor civ threat elevated (city defense) - 3
  • Minor civ threat critical (offense) - 4
  • Minor civ threat critical (defense) - 5
  • Minor civ threat critical (city defense) - 6

AI military defines:
  • Land units per city - 4
  • Naval units per city - .5
  • Units to defend capital - 8

AI city strategies:
  • Enough tile improvers - 50
  • Need tile improvers - 100
  • Want tile improvers - 67

Unhappiness defines:
  • Unhappiness per captured city - 4
  • Unhappiness per occupied population - 1.25

Faith settings:
  • First pantheon - 20
  • First prophet - 400
  • First great person - 2000
  • Delta next prophet - 200
  • Delta next great person - 750
  • Missionary and Inquisitor faith cost - 500
 
Big update (imo): Fixed the CS military spam by slowing down their growth and production. You should now be able to actually fight them, proselytize them, and move around the map without them impeding your progress.
 
Hello :)

I was wondering if it could be possible to have this mod available for multiplayer too?

Thanks for the awesome work!
 
Sure, I just updated it to support multiplayer and hot seat. Let me know if it actually works; I usually default to not supporting it because I don't play multiplayer and have no ability to test.
 
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