I noticed that mods changing techs/civics cost starts to show strange numbers when its going too high.
I tested it:
1. Created a simple mod that increase for example tech cost.
Something like
UPDATE Technologies SET Cost = Cost*20
2. Started the game on marathon speed with this mod and R&F enabled.
It resulted in this:
Ok, back to main menu, turn off R&F expansion, start it and everything is ok, tech costs continues to grow past those numbers (even of I do something crazy like Cost*200).
I tried to change multiplicators and saw that tech costs drops to 1 between 36k and 37k, and civic costs - around 64k-70k.
Before R&F I played really long matches with altered tech/civic costs on marathon speed with full scale wars in each era, and now, with this ~36k limit on tech costs units outdated way too fast.
So maybe you have the solution for this problem?
I tested it:
1. Created a simple mod that increase for example tech cost.
Something like
UPDATE Technologies SET Cost = Cost*20
2. Started the game on marathon speed with this mod and R&F enabled.
It resulted in this:
Ok, back to main menu, turn off R&F expansion, start it and everything is ok, tech costs continues to grow past those numbers (even of I do something crazy like Cost*200).
I tried to change multiplicators and saw that tech costs drops to 1 between 36k and 37k, and civic costs - around 64k-70k.
Before R&F I played really long matches with altered tech/civic costs on marathon speed with full scale wars in each era, and now, with this ~36k limit on tech costs units outdated way too fast.
So maybe you have the solution for this problem?