Note: current version is 2 - if you're not using it, pick it up.
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Well, I meant to post this a while ago, but playtesting these mods takes a loooong time.
This mod is meant to provide a longer, more satisfying game. The total number of turns is over triple that of the normal game speed. Science and barbarian activity were more than tripled to keep them in line with the turn increase, but all other levels were trimmed to 250%. This prevents the game from consisting of only more end-of-turns, which would make it no better than epic. I believe these speed values create the longest possible game that still preserves the relative length of each era.
In addition to adjusting the game speed values, I've increased the costs of technologies to compensate for the increased growth rate. So far these values, along with the change in science buldings, are keeping tech rates constrained enough that the timeline makes as much sense as in normal speed games.
It still needs more playtesting, but so far appears to be pretty well balanced for my style of play (lots of science, expand to ~15 cities, go for the most modern military.) Unfortunately, it takes forever to playtest a game designed to last for days of playtime, so any feedback (at the Apolyton or Civfanatics forums) would be greatly appreciated.
Here's a little chart of the math that went into the values I chose:
I used Vilu's technology cost editor to change the tech costs as follows:
And finally, I changed the science bonuses provided by buildings as follows:
Version 2 updates:
- Changed tech costs by era from (1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2) to (0.75, 1.0, 1.25, 1.5, 2.0, 2.5, 3.0) to speed up the early game a bit and better compensate for the increased production in the late game.
- Changed the unit train rate from 250% to 200% to allow for more units, since the AI seems to be doing OK with it.
- Changed the building construction rate from 250% to 225% to speed up the game a bit.
- Increased the science bonus of the Academy from 10% to 25% to make them worthwhile.
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Well, I meant to post this a while ago, but playtesting these mods takes a loooong time.
This mod is meant to provide a longer, more satisfying game. The total number of turns is over triple that of the normal game speed. Science and barbarian activity were more than tripled to keep them in line with the turn increase, but all other levels were trimmed to 250%. This prevents the game from consisting of only more end-of-turns, which would make it no better than epic. I believe these speed values create the longest possible game that still preserves the relative length of each era.
In addition to adjusting the game speed values, I've increased the costs of technologies to compensate for the increased growth rate. So far these values, along with the change in science buldings, are keeping tech rates constrained enough that the timeline makes as much sense as in normal speed games.
It still needs more playtesting, but so far appears to be pretty well balanced for my style of play (lots of science, expand to ~15 cities, go for the most modern military.) Unfortunately, it takes forever to playtest a game designed to last for days of playtime, so any feedback (at the Apolyton or Civfanatics forums) would be greatly appreciated.
Here's a little chart of the math that went into the values I chose:
Code:
Era inc turns years end factor
--------------------------------------------------------------
norm Ancient 40 75 3000 1000BC
epic Ancient 40 50 2000 2000BC
new Ancient 15 130 1950 2050BC 2.667 * epic
norm Classical 25 60 1500 500AD
epic Classical 25 40 1000 1000BC
new Classical 10 105 1050 1000BC 2.625 * epic
norm Medieval 20 25 500 1000AD
epic Medieval 20 70 1400 400AD
new Medieval 7 200 1400 400AD 2.857 * epic
norm Renaiss. 10 50 500 1500AD
epic Renaiss. 10 60 600 1000AD
new Renaissance 5 160 800 1200AD 2.667 * epic
norm Industrial 5 70 350 1850AD
epic Industrial 5 130 750 1750AD
new Industrial 2 300 600 1800AD 2.308 * epic
norm Modern 2 50 100 1950AD
epic Modern 2 100 200 1950AD
new Modern 1 250 250 2050AD 2.5 * epic
norm Future 1 100 100 2100AD
epic Future 1 200 200 2150AD
new Future 1 200 200 2250AD same as epic
Totals: turns %normal
-------------------------------
normal 430 100
epic 650 151.2
new 1345 312.8
I used Vilu's technology cost editor to change the tech costs as follows:
Code:
Ancient: 0.75 * normal
Classical: Normal
Medieval: 1.25 * normal
Renaissance: 1.5 * normal
Industrial: 2.0 * normal
Modern: 2.5 * normal
Future: 3 * normal
And finally, I changed the science bonuses provided by buildings as follows:
Code:
Monastery: 10% -> 5%
Library: 25% -> 10%
University: 25% -> 10%
Observatory: 25% -> 10%
Laboratory: 25% -> 10%
Academy: 50% -> 25%
Version 2 updates:
- Changed tech costs by era from (1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2) to (0.75, 1.0, 1.25, 1.5, 2.0, 2.5, 3.0) to speed up the early game a bit and better compensate for the increased production in the late game.
- Changed the unit train rate from 250% to 200% to allow for more units, since the AI seems to be doing OK with it.
- Changed the building construction rate from 250% to 225% to speed up the game a bit.
- Increased the science bonus of the Academy from 10% to 25% to make them worthwhile.