Can even an idiot like me edit the game so research takes longer?

gingerbill

Prince
Joined
Dec 21, 2005
Messages
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I play epic and find research late game to quick . Is it fairly easy to just edit late game techs so they take about 3 times longer to build ?
 
i think you mean research, i'm not sure how modding works myself as it uses a different system that i'm used to and no one has replied to my thread. modding the speeds directly though should be easy if you back them up, just change civ5gamespeeds XML. you could do this in civ 4 too,

Hopefully someone who knows the modding tools better can assist us with an easy way to do this without modding the files directly.
 
You can use ModBuddy (downloadable from Steam) to make a mod with a single XML file that updates the cost of each separate Technology however you want if you wish. Or you can JUST update say the modern techs to twice as long and future techs to three times as long.
 
You can use ModBuddy (downloadable from Steam) to make a mod with a single XML file that updates the cost of each separate Technology however you want if you wish. Or you can JUST update say the modern techs to twice as long and future techs to three times as long.

I think just updating modern and future techs to 3 times as long would be fine for me . No idea were to start though . Tried searching around on google but not had much luck .

edit - i found you can change game speeds here , C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay\XML\GameInfo\CIV5GameSpeeds . So i'm guessing you can change overall research rate for epic by altering <ResearchPercent>150</ResearchPercent> under the epic settings . Sounds easy , am i correct changing this number alone will be enough to change overall epic research rates ?

ideally i would like to just change modern research , im guessing that would mean changing the techs individually? .
 
Don't change any of thoese values if you want to be smart. Goto the main page of civ finatics scroll to the civ 5 modding guide follow it, read thru it and you will be amazed at ease. BTW ur not stupid you knew enough to ask. Pleae excuse spelling.
 
the Gamespeeds.xml is actually the correct one to edit, unless you want to change individual technology cost.
 
So just by changing
<ResearchPercent>150</ResearchPercent>
to
<ResearchPercent>450</ResearchPercent>
would solve the OP's problem?

I was thinking of doubling Research times personally, I suspect tripling may be too much as you may never reach late game techs. If you wanted a to play with mid-game units/buildings more a combined increase of Research and decrease of build times may work better.
 
yes. You would of course want to use the update functions explained in Kael's tutorial.
 
I think just updating modern and future techs to 3 times as long would be fine for me . No idea were to start though . Tried searching around on google but not had much luck .

edit - i found you can change game speeds here , C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay\XML\GameInfo\CIV5GameSpeeds . So i'm guessing you can change overall research rate for epic by altering <ResearchPercent>150</ResearchPercent> under the epic settings . Sounds easy , am i correct changing this number alone will be enough to change overall epic research rates ?

ideally i would like to just change modern research , im guessing that would mean changing the techs individually? .


If you change the ResearchPercent though it's going to make ancient and medieval research times increase threefold as well. I think what you want to do is using an XML file use updates to change individually the modern tech and the future tech "costs" by hand. If a tech cost is at 1000 just change that number to 3000. Have a line for every one of the techs you want to change.
 
Your XML file will look basically like this.

<GameData>
<Technologies>
<Update>
<Set Cost="8550"/>
<Where Type="TECH_COMPUTERS"/>
</Update>
<Update>
<Set Cost="8550"/>
<Where Type="TECH_ECOLOGY"/>
</Update>
</Technologies>
</GameData>


... and so on for every modern and future tech. I *think* you have to use modbuddy (instead of throwing the XML file into a mod folder) because there is a section in modbuddy where you tell CIV what files to load for updates. I'm not positive about that, but you can't go wrong if you use modbuddy and follow Kael's tutorial. Good luck!
 
yes you are correct Massimo, every xml file within a mod will need to have Action from your mods properties in order for it to be translated to sql and the game to read it when it loads your mod.
 
So to achieve increasing modern tech times i would ...

1) download the SDK which has modbuddy

2) create an XML similiar to what massimo has typed , but have an entry for each tech i want to change .

3) use modbuddy to create the mod using that xml .


Number 3 i'll try but not sure if i can . I read the tutorial last night and it seemed very complicated for just updating one file . Seemed like alot of options to understand.
 
There's a much simpler way. Make a modbuddy mod, and add a game rules SQL file. In that file write:

Update Technologies set Cost=Cost*2;

build your mod. That would double the research lengths of all techs. Or change the *2 part to whatever multiple you want (decimal points are allowed).
 
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