Well, you've waited long enough!
Now These have not yet been tested fully...So feedback will be apreciated!
I have attempted to rebalance my numbers to accomodate the addtions made by Overlord 2, and hopefully I have been successful!
I look forward to feedback on my work!
Available Gamespeeds for Overlord 2 as modified by FexFX:
FX-Eternity(2000)
FX-Overlord(1500)
FX-Marathon(1200)
FX-Grand(1000)
FX-Endurance(875)
FX-Extended(750)
FX-Casual(500)
FX-Succinct(375)
FX-Abrupt(250)
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EXTREME DETAILS (For those who really want to know):
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Here is the rough Schema I used:
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Flat% - This number represents the relationship between the Normal number of turns (460) and the number of turns in the selected speed and is calculated as (Target Speed/460)%. This is used for Culture or anything else which should closely match the overall length of the game.
Rsrch% - This number is used for research and is slightly different for each of the game speeds:
PHP:
FX-Eternity(2000)=(Flat%+30%)
FX-Overlord(1500) =(Flat%+28%)
FX-Marathon(1200)=(Flat%+25%)
FX-Grand(1000)=(Flat%+21%)
FX-Endurance(875)=(Flat%+19%)
FX-Extended(750)=(Flat%+17%)
FX-Casual(500)=(Flat%+15%)
FX-Succinct(375)=(Flat%+13%)
FX-Abrupt(250)=(Flat%+11%)
Train% - This number also has multiple versions:
PHP:
FX-Eternity(2000)=(Flat%-25%)
FX-Overlord(1500) =(Flat%-20%)
FX-Marathon(1200)=(Flat%-20%)
FX-Grand(1000)=(Flat%-20%)
FX-Endurance(875)=(Flat%-16%)
FX-Extended(750)=(Flat%-16%)
FX-Casual(500)=(Flat%-12%)
FX-Succinct(375)=(Flat%-12%)
FX-Abrupt(250)=(Flat%-10%)
This results in: 1/4th, 1/5th, 1/6th, 1/8th and 1/10th faster unit production relative to the timeline.
Build% - This number also has multiple versions:
PHP:
FX-Eternity(2000)=(Flat%-14%)
FX-Overlord(1500) =(Flat%-12%)
FX-Marathon(1200)=(Flat%-12%)
FX-Grand(1000)=(Flat%-12%)
FX-Endurance(875)=(Flat%-10%)
FX-Extended(750)=(Flat%-10%)
FX-Casual(500)=(Flat%-8%)
FX-Succinct(375)=(Flat%-8%)
FX-Abrupt(250)=(Flat%-7%)
This results in: 1/8th, 1/10th, 1/12th, 1/14th, and 1/20th faster building construction relative to the timeline.
Barb% - The formula I used for this was 100%+((Turns/660)/2). This results in a gradual increase in Barbarian production and aggression with a direct relation to the 150% figure used on the original Epic mode. The result is also a lot less harsh than the straight multiplication of 150% which resulted in the original Marathon mode having barbarians set to 300% and would have placed Eternity at 675%.
Golden% - Used to calculate the Golden Age duration, this number is reached by (Flat%/1.2).
Hurry% - Based on the numbers in the default game speeds this number is reached by (100/Flat%).
Inflate% - Based on the numbers in the default game speeds this number is reached by (33/Flat%).
OffSet% - Representing the number of turns before Inflation Kicks in, this number is now based on -(1.2*Flat%).
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These number result in these percentages for each game speed by number of turns:
PHP:
Turns Flat% Rsrch% Train% Build% Barb% Golden% Hurry% Inflate% OffSet%
2000 435 566 326 374 251 362 23 8 -522
1500 326 417 261 287 213 272 30 10 -391
1200 260 325 208 228 190 216 38 13 -312
1000 217 262 174 191 175 180 46 15 -260
875 190 226 160 171 166 158 52 17 -228
750 163 191 137 147 156 135 61 20 -196
500 108 126 95 99 138 90 92 31 -130
375 82 92 72 75 128 68 121 40 -98
250 54 60 47 50 119 45 185 61 -65
And these numbers are then applied like this:
PHP:
<iGrowthPercent> Flat%
<iTrainPercent> Train%
<iConstructPercent> Build%
<iCreatePercent> Build%
<iResearchPercent> Rsrch%
<iBuildPercent> Build%
<iImprovementPercent> Flat%
<iGreatPeoplePercent> Build%
<iCulturePercent> Flat%
<iAnarchyPercent> Build%
<iBarbPercent> Barb%
<iFeatureProductionPercent> Build%
<iUnitDiscoverPercent> Rsrch%
<iUnitHurryPercent> Build%
<iUnitTradePercent> Flat%
<iUnitGreatWorkPercent> Flat%
<iGoldenAgePercent> Golden%
<iHurryPercent> Hurry%
<iHurryConscriptAngerPercent> Build%
<iInflationPercent> Inflate%
<iInflationOffset> OffSet%
<iVictoryDelayPercent> Flat%
For the purpose of Cultural Expansion, I took the base numbers from the Vanilla game at Normal speed(0, 0, 10, 100, 500, 5000, 50000), adjusted them to account for the additional Culture production possible in Overlord 2 (0, 0, 12, 122, 608, 6075, 60750) and then multiplied them by the Flat%. This should provide a seamless progression from the old game speeds to the new game speeds, and unlike the default Marathon speed, you are no longer asked to produce 3x the culture in just 2.6x the turns.
And here is the file for Keldath to include in his next release!