Anthropoid
Grognard fantome
I've followed through from Kael's guide and made a very simple mod, my first for this game.
The title of the mod is "Faster Marathon Training and Constructing." Here is the description:
I created an Civ5GameSpeeds.xml file in ModBuddy, but it seems to have not been saved or something. Luckily I had it it an .xml saved on my destop to:
I have a game started up and I've made note of the turns to produce the first tech (Mining in 35) and how long to produce first units and buildings with the capital producing 5 hammers:
Settler 54 turns
Worker 42 turns
Scout 15 turns
Warrior 24 turns
Monument 24 turns.
I believe despite me having the mod turned in in the Mod Selection screen, because the GameSpeed.xml file was not in the mod folder when I initially created the game, the actual changes may not be in play in those numbers. They seem very close to vanilla rates.
So now, I created a new .xml file with the code above in the folder, but I don't know rebooting the game and mod should be enough to update the content so the mods effects on production and training rates kick in . . .assuming there isn't some other problelm going on that I'm missing.
The title of the mod is "Faster Marathon Training and Constructing." Here is the description:
This mod comprises two changes to game dynamics at Marathon game speed in:
<install>\Sid Meier's Civilization V\Assets\Gameplay\XML\GameInfo.xml
1. Speed up unit production by 50% and
<TrainPercent>300</TrainPercent> is changed from (default = 300) to (150 = modded)
2. Speed up building production by 25%.
<ConstructPercent>300</ConstructPercent> which is changed from (default = 300) to (225 = modded).
The overall goal of these changes is to leave the pace of most processes in the game (tech advance, exploration, building, culture expansion, diplomacy, etc.) unchanged relative to vanilla Marathon speed; but to increase the rate at which units and buildings are built.
I consider the mod "alpha" until I myself and/or others have tested it enough to conclude that the effect is salutary (for those of us who want such changes!) and balanced relative to the AI. I apprecate any feedback on this mod that may go toward confirmation of these conditions: dichebach AT gmai
I created an Civ5GameSpeeds.xml file in ModBuddy, but it seems to have not been saved or something. Luckily I had it it an .xml saved on my destop to:
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Jon Shafer (Firaxis Games) -->
<GameData>
<GameSpeeds>
<Update>
<Set TrainPercent="150"/>
<Set ConstructPercent="225"/>
<Where GameSpeedsType="Marathon"/>
</Update>
</GameSpeeds>
</GameData>
I have a game started up and I've made note of the turns to produce the first tech (Mining in 35) and how long to produce first units and buildings with the capital producing 5 hammers:
Settler 54 turns
Worker 42 turns
Scout 15 turns
Warrior 24 turns
Monument 24 turns.
I believe despite me having the mod turned in in the Mod Selection screen, because the GameSpeed.xml file was not in the mod folder when I initially created the game, the actual changes may not be in play in those numbers. They seem very close to vanilla rates.
So now, I created a new .xml file with the code above in the folder, but I don't know rebooting the game and mod should be enough to update the content so the mods effects on production and training rates kick in . . .assuming there isn't some other problelm going on that I'm missing.