Joe said:
What??? How can you agree with both alberts2 and DH when they have opposing views. DH is similar to mine, just worded differently and direct to alberts2.
He seemed to be in agreement for the most part:
DH said:
If you are aiming for this 10 times the turns for 10 times the techs as a goal on normal I am almost all for it.
JosephII said:
Number of turns irrelevant? I don't think so.
Meh... I could care less how many turns the game is 'supposed' to take. It really boils down to how long it takes to get to the end of the tech tree. Since we haven't really seen a game DO that yet we really have no basis to know how many turns the game SHOULD be set to. I suspect that the extended length of the turns are primarily given in the later eras of the game and may be entirely incorrect there as after modern, the gamespeed chart should expand out the amount of time between techs to get us further into the future faster. It was this way after I had personally done the gamespeeds... why it was later changed I don't know. I also hardly care. Again, what seems to make sense to me is that the amount of turns needs to be roughly equivalent to the average time it takes to reach the end of the tech tree. As we further balance and develop the later eras and further stabilize the mod in these eras, we'll eventually start to see what the turn count should be. At the moment its all guess work. A time victory has always seemed to be a fairly lame victory setting imo, not just in this mod but for CivIV in all variations. That it is used in Mastery is a bit of a pet peeve of mine regarding the mastery setting.
The other factor in gamespeeds is that it fairly well matches the tech progression historically. That's always going to be a major pain to keep balanced as development is constantly throwing off all best efforts to do so. So after I put in many hours trying to get it 'right' I decided I no longer cared until the mod was much more in the state we envision it to be in when we call it fairly close to 'done'. But I welcome anyone to make any adjustments they wish to this if they want to... I just warn that it could drive you nutters in the process.
An adjustment like you did and then recalc and so on CAN help to show if changes are an improvement or not BUT must be done with nothing else changing in the mod while the game has been played up to the point the date change test is measured. (AND the start date can't change or that will REALLY throw off the value of the assessment.)
Alberts2 said:
You start to see one problem but from another direction as i did.
What's the problem you're pointing at here? The overall size of the amount of techs in the mod? Or something else?
Joe said:
And there is not one shred of evidence that an Eternity game can do this for 14K turns, absolutely None.
Maybe that has less to do with the number of turns on any setting but the instability and imbalances in the game after a particular era. This will take time and diligence to correct and can't be addressed by stressing over the expected turn count for a time based victory.
It also has to do with the underlying problem of the runaway effect. At least I can safely say now that in the games I'm seeing, the AI players are now just as capable of getting a runaway effect for themselves as the player is. Which may be to say that defense isn't very good. There's still many AI issues to address that will help with this.
Another factor that could help would be to implement a tech cost modifier based on the number of cities so that larger nations are naturally slowed by expanding tech costs. Someone brought this up a while back and I still think it would be brilliant.
And the unit and building cost restructuring needs to take place throughout the mod to enforce some balance factors that will allow us to then rebalance accessible modifiers in production and construction and training speeds so that there is a better measured rate of progress. The tech cost rebalancing has been VERY nice imho. It has gone to show how applying the building and unit costs rebalances can help just as effectively.
But all this is moot if I can't solve this infernal incorrect reference bug I brought up earlier that's causing a host of crashes I've been finding in both single and multiplayer games here.