Ok this really sucks... +90% gamespeed and -49 gold for a city i conquered, so you cant keep up on deity... where can i change these two variables in the mod? I hardly managed to get that city and its not to far away and i have to pay 50 gold maintenance, sucks. I need to change this, where can it be changed? Screenshot...
I have to change the distance to capital variable and the +90% gamespeed variable. Where can that be changed? This makes early conquering unpossible... should be +10% for gamespeed and +4 gold for distance, something like this.
@Pit2015,
Play in Noble, the AI is currently good as it can and will surpass you before the classical era if you are not careful with your expansion or lack thereof. Deity is impossible at the moment for this scenario.
Keep an eye on progressive, scientific or aggressive civilizations like Brazil, Babylon, Germany, China, etc. as those tend to be the early mid game (around classical to medieval) superpowers.
So you have to drop below 90% Research to keep a + Gold/turn, big deal. Really Pit you wanted a challenge but when you can't stay at 100% research you about it.
Now you have other Modders telling how to cheat too!
Works fine now, screeenshot...
I get this sentiment, but then again, all a scenario is is a repeatable game case for the mod. I wouldn't completely discount this feedback. It might be rather accurate in bringing up real symptoms of issues, however it may not carry the best diagnosis and prescription. His approach may work to fix things but may not be taking into account everything we should be considering, such as the importance of leaving room for distance to capital upkeep to be modified in a meaningful manner when adjusted by factors like traits and civics.Not going to change the Main Mod because of a scenario on this issue. The Scenario should fit the Mod, not the Mod fit the Scenario. That is backwards.
I definitely disagree with this. This is taking all the edge off of the factor that is intended to keep a civ from growing too quickly. It's putting way too much of the easing up on the gold crunch on one factor in the game and making traits and civics that reduce Distance City Maintenance much less valuable to obtain.MAX_DISTANCE_CITY_MAINTENANCE</DefineName>
<iDefineIntVal>10</iDefineIntVal><!-- was 50 -->
</Define>
That's a LOT of plots away... one should be settling closer together than that. I play a very expanded settling range and it's not that far between cities.Without the 90% i still paying 50 gold maintenance for a city 10 to 20 plots away
I know that by playing on noble I'm not having such a hard time like you @Pit2015, but the current MAX_DISTANCE_CITY_MAINTENANCE is quite fair for this difficulty setting.
For example, in my current game I'm in late classical and I have 20 cities with Republic, City States, Meritocracy, Legislature, etc. To have a surplus of gold I need to dedicate at the very least least 5 for wealth or else I'll have to lower the beakers' slider (+4100 research at 100%).
By the way, the cities 13 plots away are conquered cities or settled? Because the most efficient range is around 8 plots maximum.
It does when you have an imbalance of gold per turn. If the balance goes either way then you'd want to make things either easier or harder on this factor depending on that balance.It doesn't make sense that you have more expenses per turn when you don't have more income per turn on longer gamespeeds.
Scenario: 2 identical maps are created and set up to start in ancient era with 5 cities and 100 gold in treasury for the one and only playable civ.It does when you have an imbalance of gold per turn. If the balance goes either way then you'd want to make things either easier or harder on this factor depending on that balance.
The problem is... where IS that balance exactly? That is very hard to define.
Wrong, they do work and they were tested (several Deity games by me alone) and I have several Deity players like Noriad2 (off the top of my head) that have No problem with Deity or even Nightmare Deity on Eternity GS or other GS.Scenario works fine with the mod, but your eternity gamespeed settings don
Your math is wrong again And if you are using Revolution Your Distance to Palace Modifiers are Also affected as well as how far away you can go from your empire's border. That conquered city 20 plots away needs to be made a Colony to cut your Dist maint costs.Without the 90% i still paying 50 gold maintenance for a city 10 to 20 plots away... i cant and AI cant... that meens you can only own a city 2 plots away from you..
Scenario: 2 identical maps are created and set up to start in ancient era with 5 cities and 100 gold in treasury for the one and only playable civ.
If one starts the scenario with a fast gamespeed ( iGoldmodifier = 100 ), let's say that you then have 100 gold expenses due to unit and city maintenance, and 101 gold income per turn (0% research gives +1 gold per turn).
If one starts the scenario with a slow gamespeed ( iGoldmodifier = 200 ), you will then have 200 gold expenses per turn due to unit and city maintenance, and 101 gold income per turn (0% research gives -99 gold per turn)
The slow gamespeed game will stagnate a lot going forward so that it perhaps uses 1600 turns to reach the classical era while the fast gamespeed game uses 100 turns to reach the classical era.
The slow gamespeed game should Ideally use 8 times longer to reach the classical era since techs, buildings and units cost eight times more, but it ended up using 16 times more turns.
The fast gamespeed game will be able to afford perhaps 12 cites when it reaches the classical era while the eternity gamespeed will only be able to affor 6 to 8 cites when it reaches the classical era.
Another scenario: lets say that there is a max amount of cities you can have on a map before it becomes impossible to earn more gold per turn than the city maintenance expenses you have (assuming no unit cost here).
If the limit is 100 cities on a fast gamespeed that limit would surely be lower (averaged to 50 cities, depends a lot on the distance to capitol factor) on the slower gamespeed where the expenses are doubled while the theoretical max income from the cities are the same.