Spatzimaus
Mad Scientist
(I have the year but the turn can be calculated from the year and speed I think)
It CAN be calculated. It's just more work for me, especially once you get to the later eras, and especially if you're playing on speeds other than Standard.
For instance, let's take your 2380 BC. That's 1620 years into the game.
On Marathon, the first 150 turns are 10 years per turn, so turn 151 is 1500 years in (2500 BC).
The next 450 turns are 80 months per turn (6.67 years per). So to add 120 more years, you need 18 more turns. 2380 BC then corresponds to turn number 169, if I'm doing the math right. On Standard that'd be turn 56 or so, which is a bit fast to enter the Classical Era but not unheard of for beelining. (In vanilla, 2380BC would be turn 112ish on Marathon.) A game that starts in the Classical Era starts at 2000 BC, which'd be 57 turns later at those speeds, but that's with all Ancient techs researched and no cities established.
For earlier eras the math isn't too bad. But if you'd said "1917 AD", then it gets hairy, because I'd have to add 150+10 + 450*6.67 + 255*3.33 + 301*1.33 + ... not pretty. The smart way to do it is to set benchmarks at the end of each bracket (like "2500 BC = turn 101"), and working from those; I've done that for Standard, but hadn't for other speeds.
And in later eras there's a disambiguation problem; on Marathon, the final thousand turns or so are going at 2 months per turn, meaning six turns in a row will have the same year number. (Even before you get to that point you'll have a while where it's 4 or 8 months per turn.) And I actually went out of my way to make that better than the vanilla game; in vanilla, the final 156 turns on Marathon (assuming you get that far) go 1 month per turn.
I want to clarify that I didn't researched all of the ancient era techs by the time I've reached the classical era. I usually never have completely researched a previous era while entering the next one, I come back later and do it.
Of course. No one completely fills an era before moving onto the next one, even if you're not beelining for something. That's why I requested the turn number when you finish an era, as well. If I know that you first entered the Classical Era on turn 169 but didn't finish the last tech in the Ancient Era until turn 200, then that tells me that I should really be trying to match the Classical Era's starting year number (2000 BC) to turn 180ish, instead of its current 226 (151 in vanilla). Someone who beelines would take a few turns less to first get there, someone who wanted to be more complete would take a few turns longer (although part of that later turn number would be the turns spent on techs in the next era), but the AI would fall in between.
It's not just the gamespeed file that's the problem. Each era has a StartPercent value, done as a fraction of the total turn number. So if there are 500 turns in the full game on Standard, and the Classical is set to 10%, then the game will assume that it starts on turn 50. (150 for Marathon.) When I added my new eras I raised the turn cap to 1000, which meant I had to lower all of the existing StartPercent values, but I couldn't just scale them linearly down. So I did this a bit backwards, trying to pick a StartPercent that'd put me at the same year as before (2000 BC for Classical), but only for Standard speed. Part of the feedback, then, would be to help me set those variables as well.
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Anyway, I'm hoping that a couple of the changes I made will help with the stability, because if it didn't, then it might not be something directly caused by my mod. (Not that it wouldn't be tied to the mod, I just mean that if it's something like "the engine can't handle more than a certain amount of Lua modification" then there's a bigger issue.) Playing on Marathon with a huge map in an Ancient start should definitely stress the system; most of my test cases lately are on Standard, small map, Industrial start, which generally invalidate the turn number feedback.