Acceleration of production cost, how to remove it?

Word Rage

Chieftain
Joined
Oct 28, 2016
Messages
7
As the title states, my question is, if it's possible to remove the acceleration on the district production cost and if so, how to do it?
 
I would like to remove that as well. I don't think it makes sense that, in the industrial era, it takes longer for a city I just founded to build a holy site than it did in the ancient era. If anything it should be faster (although you should need the funds to support that infrastructure, for instance).
 
As the title states, my question is, if it's possible to remove the acceleration on the district production cost and if so, how to do it?
at <Districts>
Each Districts have CostProgressionModel and CostProgressionParam1 values

I guess you can change this values..
 
This bothered me also. My thinking is the population requirement for multiple districts is the limiter. We don't need a scaling production limit also, makes no sense.

Make this change:

CostProgressionModel="NO_COST_PROGRESSION"

I have tested this and it works. The only downside is I had to start a new game to get it to work.
 
Hi, I have removed the progression costs of the districts and changed the progression costs of units like settlers, workers etc. to Change with Game Progress not previous builds (I thought since the game progresses your workers also get more elaborate tools such making them more costly?. I didn't change the Apostle, he still gets more expensive for every other Apostle you build, which makes somewhat sense I think.) Maybe the districts should also progress the costs as the game progresses to keep it somewhat balanced, I don't know, but as it is now the District cost doesn't progress. Tell me if it works and if I should change it if you like.
 

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Thanks! Yeah I did the same, editing each one in Districts to "NO_COST_PROGRESSION". This stopped the tech scaling, however I noticed that it no longer seems to scale with game speed (which I feel it should, I actually prefer marathon mode, makes the games feel much more epic). I left apostles in mine as well, though I did cut the increment in half-ish (from 10 to 4). I can kind of understand the reasoning behind settlers (so I left them as is), to make a progressive cost for each city you add, but not builders.

I shall try your mods as well and see if they work any better. Thanks waflmlk!

Edit---
I did notice that in mine I DIDN'T need to start a new game (although if I had begun a district it remained the same, but the rest were cut back down to 66 production cost).
 
Yeah I think the Districts should also scale with Game Progress. They will get ridiculous short build times as your cities grow. And you could argue that as the technology progresses your districts will need additional plumbing and infrastructure that were not needed in ancient times or something ... I don't know.
 
Potentially related question, but does anyone know what "GAME_COST_ESCALATION" does? (found in GlobalParameters.xml)
 
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