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Is it possible to get boost to e.g. 25%, 50% is too much specially now with longer research times.
 
Is it possible to get boost to e.g. 25%, 50% is too much specially now with longer research times.

Yes. Add "UPDATE Technologies SET Boost = 25;" in SlowerEras.sql. Probably do the same for Civics as well.

What Ryika said.
 
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I feel like you're supposed to research that which you have eureka's for, and if remotely possible no other technologies, as they don't, so to say "fit" what you're doing. So imo they should not be made less important.
 
Yes. Add "UPDATE Technologies SET Boost = 25;" in SlowerEras.sql. Probably do the same for Civics as well.
No, boosts are maintained in the Boosts-table, not in Technologies.

Therefor it's:
UPDATE Boosts SET Boost = 25;

Or, to add the ability to change them separately:
UPDATE Boosts SET Boost = 25 WHERE TechnologyType IS NOT NULL;
UPDATE Boosts SET Boost = 25 WHERE CivicType IS NOT NULL;

But I agree that Eurekas should remain as they are.
 
I'd also leave Eurekas alone, at least for now. Let people play your mod and see how it goes.

So I suppose one benefit of this mod is that production (hammers) will now seem more in line with one's progress up the tech tree?

Also, does this (or any) mod disable Achievements?
 
Thank you, I will try it out in the next game. Really curious as to how it affects the game experience. And btw I personaly love the eurekas and prefer the option to leave them as they are since they do make so much sense :)
 
So it's funny I'm working on a mod with a number of balance changes that do almsot exactly what this does :P

here's the values I used for border growth Why did you increase the CULTURE_COST_LATER_PLOT_EXPONENT?

<GlobalParameters>
<Update>
<Where Name="CULTURE_COST_FIRST_PLOT" /> <Set Value="7"/> <!-- Original 10 -->
</Update>
<Update>
<Where Name="CULTURE_COST_LATER_PLOT_EXPONENT"/> <Set Value="1.2"/> <!-- Original 1.3 -->
</Update>
<Update>
<Where Name="CULTURE_COST_LATER_PLOT_MULTIPLIER" /> <Set Value="4"/> <!-- Original 6 -->
</Update>
<Update>
<Where Name="DISTRICT_POPULATION_REQUIRED_PER"/> <set Value="4" /> <!-- Original 3 this is good to test if its working -->
</Update>
<Update>
<Where Name="SCIENCE_PERCENTAGE_YIELD_PER_POP" /> <Set Value="50"/> <!-- Original 70 -->
</Update>

But in the SCIENCE_PERCENTAGE_YIELD_PER_POP it's having no impact at all.... all pops still make .7 science can you give me any insight?
 
Is there by chance a missing <GameInfo> opening tag in the XML for borders? Here is what the code is in the version I downloaded.



Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by Olleus for 8 Ages of Pacing (23 Oct 2016) for v1.0.0.26 -->
<!-- Drastically speeds up the rate at which culture makes borders expand -->
<!-- Little change for first few tiles, the 2nd and 3rd ring should pop in about 2/3 the time -->
    <GlobalParameters>
        <!-- Unchanged, here for reference-->
        <Update>
            <Where Name="CULTURE_COST_FIRST_PLOT" /> <Set Value="10" />
        </Update>
        <!-- Used to be 1.3 -->
        <Update>
            <Where Name="CULTURE_COST_LATER_PLOT_EXPONENT" /> <Set Value="1.4" />
        </Update>
        <!-- Used to be 6 -->
        <Update>
            <Where Name="CULTURE_COST_LATER_PLOT_MULTIPLIER" /> <Set Value="3" />
        </Update>
    </GlobalParameters>
</GameInfo>
 
So I've started a mod that is VERY similar to this but does a bunch of extra thigns as well and uses slightly different values than yours. But I hadn't thought about the road speed and I really like it, Can I steal that from you to incorporate into mine as long as I credit you?

Also I've run into a weird bug where it seems like the order matters see here:
http://forums.civfanatics.com/threads/psa-WTH-order-matters.601691/

PS what do your UI changes do?
 
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Well honestly I'd love to have someone to work with and will probably be posting my mod in a few more days here's kinda the design doc I'm working off of...
Here is a list of changes and things that need worked on:



Diplomacy changes - The actions the player take don't seem to have an effect on diplomacy so need to change the following:
Needed Easier to make friends
Needed Less Upfront Warmonger for war but more warmonger for war weariness
Needed More Impact to relationship from actions like gifts and declare friends
Needed AI more willing to accepts gifts and embassies
Testing more war weariness to discourage long wars and to simulate bad boy penalty for other civs to not like you
Done More War weariness and it doesn't decay as long as you are at war - need to test this

Pace Changes - I feel that techs come too fast and production is too low so the following changes are needed
DONE Increase costs to science by era (may need balance)
DONE Match the increase For civics
DONE Reduce production costs (may need balance)
Done less culture and science per pop
Done Barbs Are stronger in the early game and fall off in later eras
NEEDED bonus and adjacency for bonus resources they feel strong early game and weak late game
NEEDED future tech for civics - there is no benefit to maxing out the civics tree and its easy to do

NEEDED At the founding of a new settlement give a 1 time boost to production that scales with era (look at tree chopping to make this work?)

Balance Changes - There are a number of balance problems that I'm not sure how to classify them such as:
Jungles and coasts are weak to the point that it's always a benefit to clear jungles and its a poor choice to settle on the coast
Roads and trade posts don't seem impactful
There is still a huge amount of empty land at the end of the game
so the following changes should address these issues
Done +1 movement all units?
Balance May need to add more movement to scouts
Done + food on water tiles
Testing Fishing Boats can be built on all coasts but they don't scale the way farms do - should make coasts stong early and moderate late game
NEEDED + ability to build improvements on water
Done + appeal and faith for rain forest
May need to add another improvement for them as well?
Done Better roads credit to 8 Eras by Lord Olleus
Done +1 gold from trading posts both internal and foreign
Done Need less culture to expand borders
NEEDED Reduce the scaling costs to builders and settlers
Needed Balance pass on civics
Needed Balance pass on Civs bonus double Calvary is too strong some other feel too weak need to go through them all and differentiate them

Tall VS Wide is not balanced well right now so the following changes are designed to address this and encourage large well developed cities and have some penaltied for ICS
NEEDED + %bonus to all yields for districts
NEEDED + more adjacency bonuses
NEEDED + % costs to tech and culture for more cities (look at the builder costs) encourage tall
NEEDED + more scaling for happiness
Done More religious pressure from holy sites and large cities
Done Need 4 pop per district instead of 3

Changes that just feel right to me

NEEDED Manpower cap
NEEDED + range bonus for districts
NEEDED + adjacency from district to tiles (faith culture and gold to neighbor tiles
NEEDED + hamlets/trading posts improvements to simulate villages
NEEDED + more things to spend faith on and cheaper faith costs
NEEDED + great prophets that spawn apostles for all ages after religions are founded
Needed more production and gold per pop (+/-0.2 each)
NEEDED + more scaling +/- 10% bonus and malus to encourage tall vs wide
NEEDED + easier to make friends more positive influence from gifts more liklely to accept embassy and friends less warmonger from declare and more warmonger from war wearyness
NEEDED + slightly stronger trade routes / much stronger trading posts
Needs Testing + faster border growth
NEEDED + more ways to gain envoys
NEEDED + trade districts + gold based on appeal
NEEDED + culture districts + tourism based on appeal
NEEDED + double legacy bonus speed
NEEDED + purchase naturalist with gold
NEEDED + National parks provide gold and culture
NEEDED + production minor civs are way strong double the bonus outputs of the other minor civs
Done Add +1 to all resource yields to make them feel better

I'm likely going to go overboard buffing things and then will need to scale it back to make everything feel right... but does that look at all appealing to you to help with or are you going in a different direction?

the one that I'm going to have the most trouble with is trying to implement any sort of manpower requirement similar to how eu iv works... my thought it haveing a manpower resource that each city center generates that is consumed for every military unit that exists... this would have been easy in civ v but the resource requirement is totally different now
 
my only problem with this mod is it will make the game too easy with the braindead AI.

theres a reason the developers made low production. because if there is any production for the player, it would mean more fights, more opportunity for the player, and with a braindead AI it would make the game way too easy. similar goes for movement


the devs dont want you to produce units or move too much without incurring a substantial cost, simply because they know they cant design an AI that can do that as well


more production=more power to the player, substantially
 
I can confirm that actually this makes the game harder and surprisingly makes the AI way better at settling and spreading out. I'm pretty sure that using this makes emperor and up unplayable. I've been starting and stopping a bunch of times as I'm jumping in and out making changes 2 of those times I decided to play for a bit on emperor both of those times I was completely surrounded by ai so the jury is still out but...

As for king i'm playing a game I'd like to take to at least the industrial era and the AI is giving me a reasonable run for my money, granted I'm still in the classic era, but last game I played on King it was kinda a foregone conclusion by the end of the classic era.
 
Hi! I'm new to modding so i want to confirm: this mod affect all Game Speed options or works only with Normal pace?
 
Should i only start using standard speed? when i try epic it stucks in the loading screen @Lord Olleus

Edit. I have enabled slower tech by gedemon. works fine now when i disabled the slower tech
 
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Gave that mod a shot today, and I really like the changes to the pacing. Playing on Standard speed. I was in the Renaissance around 13th to 16th centuries, only had 1 campus - but quite a few growing cities. Going to try it out with JFD's Rule with Faith tomorrow and see whether they cooperate. Technically they should, they do seem to touch on different files.
 
why do i always need to tick the mod in additional content every time i open the game?
Because in the .modinfo enable at start is set to 0 change it to 1 or remove that line entirely and then the game will remember your last preference.

My advice is to just take that line out of .modinfo it's not needed.
 
Because in the .modinfo enable at start is set to 0 change it to 1 or remove that line entirely and then the game will remember your last preference.

My advice is to just take that line out of .modinfo it's not needed.

Well, I did not see this and now I am in a game (taht I dont want to quit) WITHOUT this great mod active ... -.-
Any way to activate the mod for an existing save?

Edit: okay, I found a way - I just combined the two mods, now it loads all changes that I want at once. Nice :)
 
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