Editing Game Pace

King Iceman

Chieftain
Joined
Jan 14, 2007
Messages
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Hi, not sure if this is wehre to ask but I couldn't find any place to ask questions. I want to change the build speeds for Marathon game speed, what file should I edit to do this? Pretty much I want to speed it up to normal game speed so I'm not waiting 80 turns for a building. Tech can stay at the same speed though, I just want to hasten units and buildings. Thanks for any help and sorry if this is in the wrong place!
 
Hi, King Iceman.

This forum is for tutorials, you're looking for the main Creation and Customization for help regarding questions. Don't worry, I already reported it to be moved.

The file you are looking for is Civ5GameSpeeds.xml. Inside of it, you can edit things such as "TrainPercent", "GrowthPercent", "ConstructPercent", "CreatePercent", "ResearchPercent", "GoldPercent". While some of these values aren't well documented (like what's the difference between Construct and Create), you can do some experimentation to find values that you like.

Please keep in mind that any changes you make will have to be balanced if you want smooth gameplay. Good luck!
 
This forum is for tutorials, you're looking for the main Creation and Customization for help regarding questions. Don't worry, I already reported it to be moved.

Moderator Action: -> moved to the main forum.
 
Putmalk, along these lines, do you know what function controls the building of settlers? It seems to be something independent of those items you mention above.
 
Putmalk, along these lines, do you know what function controls the building of settlers? It seems to be something independent of those items you mention above.

Actually, I have no clue.

The Settler has no cost value assigned to them. I did a search throughout all of the files with "SETTLER" and searched them all, nothing mentions Settler production speed. There is something in GlobalDefines but it's set at 0.

This leads me to believe Settler cost is hardcoded in the game files and it is impossible to modify. Sorry. :/
 
Thanks for the help! Both with the game and forums. I've got it working now, just copied and pasted the speeds for normal into Marathon and it works like a charm! Made a backup of the file just in case of course haha. Thanks!
 
So I've been examining some of the files and I found something that may be of use for changing settler production times. In GlobalDefines there are the following lines mixed in through the file:

<Row Name="SETTLER_FOOD_MULTIPLIER">
<Value>15</Value>
</Row>
<Row Name="SETTLER_HAPPINESS_MULTIPLIER">
<Value>8</Value>
</Row>
<Row Name="SETTLER_PRODUCTION_MULTIPLIER">
<Value>3</Value>
</Row>
<Row Name="SETTLER_GOLD_MULTIPLIER">
<Value>2</Value>
</Row>
<Row Name="SETTLER_SCIENCE_MULTIPLIER">
<Value>1</Value>
</Row>
<Row Name="SETTLER_RESOURCE_MULTIPLIER">
<Value>3</Value>
</Row>
<Row Name="SETTLER_STRATEGIC_MULTIPLIER">
<Value>1</Value>
</Row>
<Row Name="SETTLER_BUILD_ON_COAST_PERCENT">
<Value>25</Value>
</Row>

<Row Name="SETTLER_PRODUCTION_SPEED">
<Value>0</Value>
</Row>

I haven't had a chance to try modifying it yet due to a hectic work schedule however the last one seems like it's related to the building of settlers, not sure about the other values there though. I'll try some things out tonight though and report my findings.
 
I did try messing with that parameter, but I didn't notice much difference. Although I didn't mess with it... ALOT...
 
In GlobalDefines there are the following lines mixed in through the file:

Most of those have nothing to do with Settler production. They're the weighting system the game uses to decide which hex to plant a new city on; 15 points per unit of food the hex gains, 8 per point of Happiness (from Natural Wonders), 3 per point of production, +3 if it has a strategic resource, x1.25 if the location is on a coast, and so on. There's also a 12/6/2 weighting based on how far a hex is from the intended settling site. If you turn on "recommend city sites", you'll see the site that had the highest cumulative value this way.

Now, as to what determines the cost of a Settler, it's very simple: it's a fixed amount (in GlobalDefines) plus a fixed amount per point of population in the resulting city (also in GlobalDefines) plus 40% of the building cost of any "free" buildings the city gets (that is, if a Barracks costs 100 and you're starting in an era where all new cities get a Barracks, then Settlers cost 40 points more than normal). This value is then reduced based on a value in the Eras table (I think ConstructPercent, but I'd have to check), just like all other units' costs are reduced for late-era starts.
In my own mod, for instance, I lowered the amount per point of population by 33% and lowered the building multiplier to 25% of the building's cost, because my mods require late-era starts with lots of extra buildings. Note that all of that only applies to games starting later than the Ancient Era, where cities start with free buildings and extra population. I'd give you the variable names, but I'm at a business conference and don't have my mods in front of me.

If you set a Settler's cost to a non-zero value, it'll use that cost no matter what population or buildings the new city would start with; it'd be very unbalanced if you were to do something like this in a later era, since chances are the cost would be less than the Settler's accumulated value.
 
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