Adam7Eight
Emperor
Doskei said:No, suspendinlight, I did it the hard way - tedious editing of the CIV4TechInfos.xml file. I decided I wanted about normal-cost techs to start, and about 12x techs by the end. Made that decision based on the fact that I wanted a game that was 3-4 times slower than normal, and the fact that the game is sped up 3-4 times in the lategame, and 3-4 times 3-4 is about twelve, so I made that my final goal. Then I took the number of "tiers" in the tech tree (19) and tried to gradually scale up my cost increases. I multiplied all the techs in tier 1 (Fishing, The Wheel, Agriculture, Hunting, Mysticism, and Mining) by 1.02. Tier 2 by 1.63. Tier 3 by 2.24. Increments of +61% all the way up to Fusion and Future tech, which were cost-increased to 12.00x of their original values.
I did make a new CIV4GameSpeed.xml file, mostly to give me infinite turns available. I also changed the iResearchPercent file in all game speeds to 100%. I've only played my mod in my own gamespeed (realtime), and may eventually remove the other gamespeeds from my mod entirely (if you load my mod, you're doing so to play on "realtime" so why have any other options?) Anyway my point is that the costs I gave to all the techs don't stack on anything in my mod. I've taken the research scalar out of the map sizes, the game speeds, and the difficulty levels. It's only at testing stages right now so I may put some of those scalars back in, but for now the costs are the costs, in any game.
I've included a ZIP file that should extract to TechCalculator.xls (Excel File). Excel was not one of the supported attachment filetypes, but Word is, and if you have Word, you probably have Excel. Anyway this is the file I created when I was working out the costs I was going to use. Let me know if you find it useful or have any questions about it.
View attachment 102967
There's an error in your file. The default cost of Monarchy is 300, and you have it listed as 51 and 176 after adjusting the new cost.