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Different Game Speeds

jujubean

Chieftain
Joined
Oct 27, 2007
Messages
17
I want to have a good long game mainly so that my troops dont go obsolete so fast. I have tried epic which is good because i find the the techs usually follow the dates, but i want something a little slower. So i tried marathon i was doing pretty good but then things just got way out of hand. I was the englighs victoria and The mayans and me were far, and when isay far i mean FAR ahead of the other civs in tech. Me annd pacal were learning physics and industrialism around 1600 which i found messed up. So is there any sorta mod of speed between epic and marathon??
 
I have a question about this...

So far I have only played on "Normal" speed. I'd like it to take longer and be slower before new discoveries, so I'm thinking about epic/marathon for my next game.

What I don't get is: it says (somewhere) that these will "slow buildings/discoveries down". So that means more "turns" to discover etc. However, by the 20th century at least, each turn is one year. If it all takes more of these turns, won't I just run out of time before 2050 (for goodness sake, even on Normal I can't get to space-race stuff in time....)? I don't know whether epic/marathon cause less years per turn earlier, but by now unless there is more than one turn per year (which I doubt) won't I just get through less in the time?

I'd be grateful if someone could explain......
 
What I don't get is: it says (somewhere) that these will "slow buildings/discoveries down". So that means more "turns" to discover etc. However, by the 20th century at least, each turn is one year. If it all takes more of these turns, won't I just run out of time before 2050 (for goodness sake, even on Normal I can't get to space-race stuff in time....)? I don't know whether epic/marathon cause less years per turn earlier, but by now unless there is more than one turn per year (which I doubt) won't I just get through less in the time?

I'd be grateful if someone could explain......

I'm not sure about Normal speed, since it's been a very long time since I played the game on that speed, but on Marathon speed (which I prefer) eventually you reach a point around about the 20th century where the dates change to a month per turn .... so a year is twelve turns. While all the technologies, units, buildings and improvements still take the same amount of time to discover/create/build, the stretching of time with the month per turn method means you'll still have plenty of time to get into space.
 
I have implimented a 'turns per era' setting into my mod that works by increasing the cost of techs for the 'next' era based on the current turn. The main purpose is to prolong the lifespan of various units and equalize the amount of game time in each era without locking everybody into the same tech level. Even so, the change does a good job of maintaining a sense of historical accuracy with the dates, within reason, perhaps even conceptually :)

For example, my axemen and swordsmen roam the world until about 600-800 AD when they're replaced with macemen and pikemen who are the mainstay of my army until muskets hit widespread use around 1400-1500 AD followed by riflemen shortly thereafter and finally infantry and tanks in the early 20th century. Each respective era gives me roughly 67, 100, 150 or 300 turns of gameplay depending on the speed setting I chose.

So it's definately possible to mod the game speeds to even out the game time in each era, but it's more than a simlpe XML change as those never seem to work out just right. Any changes in the XML file will have a general effect over the game as a whole but it's very difficult to control the effects with any degree of accuracy. Even going through individual technologies and adjusting their costs only works some of the times, other times it exagerates the tech lead you'll already have by then.

In the default game speeds they increase the number of turns and the costs of buildings, units, wonders and technologies so it evens out. You can go in and modify them yourself, as long as you increase the number of turns to compensate for any increases in tech costs you should be fine, getting those turns to match up with dates is another thing all together since the game uses 'time slices' where each turn represents 'x' number of months for 'y' turns, then you enter the next time slice in which each turn represents a different number of months for a differnt number of turns, and so on.

Fun stuff :)
 
I usually play with the time setting off... that way I don't ever run out of time and I can see my games through to the end. And try keeping up with history on quick speed (lol)...

player_13
 
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