Eureka! Good-bye Long Turn Times!

The one thing that takes away the fun factor from Civ3 for me is long turn times. I just recently bought a great WWII turn based strategy game called "Gary Grigsby's World at War". The turn times are pretty quick, plus you don't have micromanagement like in Civ3, but my point is, the quick turn times help hold my attention and keep the fun there. Firaxis should've put more time into designing the game's turn timetable. I applaud El Justo for taking time to devise a workaround to shorten turn times.
 
Route finding is one of the most memory hungry actions the AI can undertake. Yes it is a balancing act as to whether you can spare the cost of not having sea trade but it is deffinately a good choice.

You get a similar thing with some other games, for example real time stratagy games can be set up to feature friendly fire, but the speed reduction means it almost never finds its way in to comercial releases.

I'd suggest working the modification in to the mod from the very start.
Also make units very expensive, so that there are fewer of them (less comp resources needed) and have more expensive settlers. Also think about removing railroads. You can replace them with roads to represent the fact that before the rail road resources were often only developed in to goods localy. This really depends on your scenario, but its another thing that will speed up turns greatly.

One thing to take in to acount, with small numbers of cities the player will have an advantage over the AI, as the AI usualy uses it's ability to quickly manage large numbers of troops and cities to beat the player's ability to think stratagicly using just a few units. So get the player to use a higher difficulty, or give the AI civs an advantage.
 
Smoking mirror said:
Route finding is one of the most memory hungry actions the AI can undertake. Yes it is a balancing act as to whether you can spare the cost of not having sea trade but it is deffinately a good choice.

You get a similar thing with some other games, for example real time stratagy games can be set up to feature friendly fire, but the speed reduction means it almost never finds its way in to comercial releases.

I'd suggest working the modification in to the mod from the very start.
Also make units very expensive, so that there are fewer of them (less comp resources needed) and have more expensive settlers. Also think about removing railroads. You can replace them with roads to represent the fact that before the rail road resources were often only developed in to goods localy. This really depends on your scenario, but its another thing that will speed up turns greatly.

One thing to take in to acount, with small numbers of cities the player will have an advantage over the AI, as the AI usualy uses it's ability to quickly manage large numbers of troops and cities to beat the player's ability to think stratagicly using just a few units. So get the player to use a higher difficulty, or give the AI civs an advantage.
Smoking Mirror,

yes, the AI uses a lot of time hashing through the trade routes. as such, disabling it and tweaking the settings for luxuries and happiness offsets the possible detriments that not having these trade routes.

ideally, this is a great method for scenarios as it's reduced turn times dramatically. this also opens up options for larger and more playable maps.

epic games could certainly benefit from this method as well so long as the tweaks are in place.
 
I'll stick with my long turns. I have ADD, so I don't mind taking breaks mid-game. I prefer multitasking and this way, I can get some Madden in on my other pc.
 
I Noticed in TCW, all the cities, were size 1 at the start. Does that speed up, the first loading time?
 
bombshoo said:
I Noticed in TCW, all the cities, were size 1 at the start. Does that speed up, the first loading time?
a little. though for the next version i'm working on, city sizes have been assigned and it takes about 60-90 seconds to load. so, there's not a whole lot of difference.
 
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