RoddyVR
Veteran Board NESer
in some thread that i now cant find i read instructions for how to make the game go 1 year a turn from 4000 bc to 2050 ad. which i think is great. my next game that's what i'll do (i'll find that thread to get the instructions, or figure it out, i vagualy remember what to change).
there's a problem though.
the changes sugested in that thread only said how to make the game give me more turns to play, but even with marathon speed settings for tech pace and production, i will be launching space ships in BC if i dont change anything else.
i need help figuring out everything i would have to change so that the tech pace would still make my game come out to have a future techs be researched in the 2000 ad range, and not in the 2000bc range.
would probably have to up the costs of buildings and stuff too. if it'll take 200 turns to research masonry, i dont want it to take 20 to build the piramids.
unit production costs probably dont realy have to be tinkered with much cause unbalancing those just means more or less units on the map, but still relatively same proportions per civ.
i'm fairly confident that my computer will be able to handle the huge map 6k turns into the game, even if it is full of units. (ok, i'm not confident, i'm optimistic. lol).
anyway, if someone who has done game speed modding would be helpfull enough to list the things i should change, so that i dont get into the middle ages of my game and realize that i forgot to change how quickly great people are born or something obscure like that. would be much appreciated.
i'm not very familiar with where which setting/variable is in the xml files, so if you know it offhand, please mention that too, will save me search times when i mod my game.
there's a problem though.
the changes sugested in that thread only said how to make the game give me more turns to play, but even with marathon speed settings for tech pace and production, i will be launching space ships in BC if i dont change anything else.
i need help figuring out everything i would have to change so that the tech pace would still make my game come out to have a future techs be researched in the 2000 ad range, and not in the 2000bc range.
would probably have to up the costs of buildings and stuff too. if it'll take 200 turns to research masonry, i dont want it to take 20 to build the piramids.
unit production costs probably dont realy have to be tinkered with much cause unbalancing those just means more or less units on the map, but still relatively same proportions per civ.
i'm fairly confident that my computer will be able to handle the huge map 6k turns into the game, even if it is full of units. (ok, i'm not confident, i'm optimistic. lol).
anyway, if someone who has done game speed modding would be helpfull enough to list the things i should change, so that i dont get into the middle ages of my game and realize that i forgot to change how quickly great people are born or something obscure like that. would be much appreciated.
i'm not very familiar with where which setting/variable is in the xml files, so if you know it offhand, please mention that too, will save me search times when i mod my game.