Ambreville
Deity
As promised, here is a DLL which only allows 20 Civs max. Please compare the speed of this DLL with the speed of the 50 Civ max DLL distributed with Patch B and provide as detailed of feedback as you are capable of
Hi Xien -- thanks for the DLL. Here are the result of my latest game session:
1. Speed: I'm afraid the new DLL doesn't make much difference.
First Turn still = 5 seconds (instead of nearly instant as with earlier versions),
Turn 100 = 10-12 seconds, a bit faster than my previous FF050 game
Turn 200 = 15-17 seconds
Turn 300 = 30 seconds or more; I stopped there. Too slow.
This was achieved on a standard Erebus map, Prince, 7 Civs selected though custom options (+ Living World, Raging Barbs, but No Logged Combat, among other options)
Turn 100 = 10-12 seconds, a bit faster than my previous FF050 game
Turn 200 = 15-17 seconds
Turn 300 = 30 seconds or more; I stopped there. Too slow.
This was achieved on a standard Erebus map, Prince, 7 Civs selected though custom options (+ Living World, Raging Barbs, but No Logged Combat, among other options)
2. Brigit: she had been freed by Cernunnos prior to Turn 300. Not sure that's supposed to have happened. I also saw a bunch of Strength 7 Cernunnos wolves! One of them took out an experienced archer fortified on a hill. What in heaven have you fed to these wolves?
3. Victory Conditions: I looked at the game settings page while in play and noticed all three Religious Victories were listed (Normal, Quick, and Lightning). The only other victory conditions listed were the ones I actually selected on the custom options page before launching the game. That doesn't look right.
4. Workers: I'm sure some people will disagree with me, but I think the idea of giving XP's to workers and allowing them to work on improvements before the corresponding techs are researched is both unnecessary and problematic. Even when selecting no Worker XP as an option, they still behave in a suicidal manner within range of a hostile unit, and the XP's still manifest themselves when building workers under the Apprenticeship civics regime. Furthermore, until the right techs are researched, it's a bad idea to automate workers because they will work on improvements taking 80+ turns. AI civs are probably severely penalized as a result -- plus it's a pain as a human player to mess with this! The benefit of these two features isn't worth the inconvenience, I think. You might want to consider removing Worker XP altogether and making the other a selectable custom option.
5. Religions: By Turn 280, not one religion had been founded. My civ was the first with RoK around that time, and another two religions followed somewhere else within a couple turns. That doesn't seem right either.
6. Corporations: Founded one and couldn't see any benefit whatsoever for sacrificing my GP.