Editing number of max turns?

Griffolion

Chieftain
Joined
Nov 18, 2010
Messages
4
Hello all,

I am just wondering if there is a way to edit the maximum number of turns you get in the game.

501 isn't enough for me really as i like to take my time building stuff, i hate being constrained to that amount of turns before a winner is declared.

So if there is anything that can be done, i'd love to know, thanks!
 
In the advanced settings you can either turn the max turns off (I think by disabling the Points victory) or editing the number.

I haven't actually tried it, so I can't guarantee it will work.
 
The number of turns should be defined in Assets\Gameplay\XML\GameInfo\Civ5GameSpeeds.xml By modifying the entries in the GameSpeed_Turns table you will probably be able to change the total number of turns.
 
In Gamespeed_turns, there are several rows for each length. For each row, MonthIncrement months will pass every turn for TurnsPerIncrement turns, then after that many turns have passed, it will move onto the next row. Adding up TurnsPerIncrement for every row under gamespeed_standard results in 500, i.e. 500 turns before the game ends.

The number of months that passes each turn doesn't affect gameplay. Assumedly, you could increase each TurnsPerIncrement by 20% and you would end up with a 600 turn game (on standard).

Edit: I came here looking for # of turns of each option. Thanks for the xml reference Mousey.
 
edit: I came here looking for # of turns of each option. Thanks for the xml reference mousey.

350, 500, 750, 1500. My own mod doubles these numbers, because of the changes I'd made to the game's research pace. And yes, it's solely a question of the total of the TurnsPerIncrement values for the appropriate rows in the Gamespeeds table.
 
350, 500, 750, 1500. My own mod doubles these numbers, because of the changes I'd made to the game's research pace. And yes, it's solely a question of the total of the TurnsPerIncrement values for the appropriate rows in the Gamespeeds table.

Did you have to edit the speed at which you get new policies unlocked? Because if you decrease the pace interval then you would achieve cultural victory to early.

And as well when increasing number of turns you have to correspondingly increase DealDuration so one wouldn't gain tech advantage through Research Agreement.
So my question is: Is it possible to let's say set the number of Total Turns to 3000, DealDuration to 50 (I would hate to make deals for 180 turns) but Research Agreement would be set for 180 turns?

Thanks
 
Did you have to edit the speed at which you get new policies unlocked?

Yes. And I edited the rate at which cities grow. And the rate at which Happiness accumulates. And so on. Changing the duration of the game has effects in MANY different areas, all of which should be set.
 
And the rate at which Happiness accumulates.

This must be one of your mod features, happiness doesn't "accumulate" in normal game. Can you give some more details about that?

Edit: Nevermind, I got it now, you meant the happiness accumulation that triggers a Golden Age. Btw, which column in GameSpeeds changes that?
 
This must be one of your mod features, happiness doesn't "accumulate" in normal game.

I probably should have said "the rate at which UNhappiness accumulates"; I wasn't talking about the Golden Age counter. What I'm referring to is that in vanilla, a city adds 3 unhappiness plus 1 per population, and you get the main Happiness-boosting buildings (Colosseum, Theater, Stadium) at three specific techs; the few other Happiness-generating buildings are either Wonders or are early game resource-based buildings (Stone Works, Circus). If you double the number of turns and don't change the city growth rates, then you'll build up far more Unhappiness (from having more population) over time without increasing the Happiness available to offset it. Even if you slow the growth rates down, it changes the average number of cities you'll have between each of these Happiness building unlocks, which changes the balance of things in a lot of different ways. So you have to start looking at adding more Happiness-generating buildings to balance it out, especially if they're buildings that unlock between the existing ones.

Doubling the number of turns also makes it more likely to have civs wiped out in early wars, which drastically changes the late-game balance. This is why my mod adds several defensive promotions to all units, boosts city defense scalings, and so on. So there are a LOT of things you need to adjust the balance on.
 
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