JosEPh_II
TBS WarLord
That said, in all technicality, with what Alberts was trying to say he was right in that there's no direct correlation nor need to attempt to establish one necessarily.
Which then raises the question in my mind. What is the Need or Purpose for this portion of this file?
<GameTurnInfo>
<iMonthIncrement>480</iMonthIncrement>
<iTurnsPerIncrement>500</iTurnsPerIncrement>
</GameTurnInfo>
Or any other segment like it, much less 9-12 of them.
The argument posed is negated by the fact they Do exist and Do have a purpose. Otherwise all you need is One Turn Increment segment for how many turns you want a particular game speed to have. I.e., this example would suffice for our current Eternity GS.
<GameTurnInfo>
<iMonthIncrement>12</iMonthIncrement>
<iTurnsPerIncrement>14000</iTurnsPerIncrement>
</GameTurnInfo>
Again another question: If there is no correlation, no "There is no link to eras", then Why did Firaxis use this pattern for Civ IV and the GS they put into the game ? It is quite possible the correlation is in the games engine where we as modders have no access. Is that not a possibility? And they gave us these files to manipulate that correlation.
I say it is very logical to say there is a reason for the pattern of GS and a correlation to Eras and to research rate and to unit "training" and so much more. It's all right there in the xml file and the xml files that have dependencies upon it, as EraInfos does to GS.
The statement that these turn increments have nothing to do with Eras is illogical from the evidence given to us in the base game xml files.
But I will also say that it will require testing to find the "proper" correlation. And if testing proves there is none then changing all the GS turn Increment into 1 segment would save coding space and make Modding a GS's length of turns Very easy.
JosEPh