FUTURE TECH End Date

What year should the Time Victory be done with?


  • Total voters
    18
  • Poll closed .

os79

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This is COMPLETELY! separate poll.

It ask what is your opinion what date the Future tech should be done with? Zappara had it default to 2100 CE. The other poll is more for extending the game to allow for conquest victory in Mastery Victory. This poll is more what you may had thought I was talking about. This is an ACTUAL Time Victory end date without any extension for conquest.

This poll will help me better match eras in the gamespeeds with tech trees.

DOWNLOAD AREA!

Attached to this post is the folder Revised Gamespeeds. It contain the changes to GameSpeeds' turn increments. Most of them ends at 2200 as the most popular agreement for the end date of the potential Time Victory. Only Quick move forward one year due to mathematics aerobics.

INSTRUCTIONS:
  1. Download the Universal MLF here.
  2. Now download the file in the attachment of this post.
  3. Now extract to Rise of Mankind/Assets/Modules
  4. Now play!
 
never!!!!!!

I understand your feeling and agree!!!

But I'm talking about SUPPOSING! that you were playing Time Victory, okay? :)
 
2200! in this case
More and Better
are birds of a Feather
 
I'm doing the Autoplay to find new scales for gamespeeds. However, I am faced with this question: What years constitute the specific Age (West's view, ofc, because the creators of Civ4 are Americans) My decision so far is:

  • Ancient=6000 BCE - 3000 BCE
  • Classical=3000 - 500 CE
  • Medieval=500 - 1500
  • Renaissance=1500 - 1800
  • Industrial=1800 - 1960
  • Modern=1960 - 2050
  • Transhuman=2050 - 2125
  • Future=2125 - As they will say in future:eek:, the rest is history...

Final versions of both types of GamespeedInfos modifications should be out by next Saturday (Dec. 5).
 
I have a question. What is the turn/(time used per turn) for this Transhuman and Future Eras?

Isn't Modern where a turn = 3 months?

I ask because I rarely make it to the End of Modern any more. I play on Epic speed and with my play style a game can last for weeks. So by the time I get to Modern I've either won or a New RoM/Modmod versions show up and I make a new game.

So this info would help in shaping my Poll choice.

JosEPh :)
 
I'm doing the Autoplay to find new scales for gamespeeds. However, I am faced with this question: What years constitute the specific Age (West's view, ofc, because the creators of Civ4 are Americans) My decision so far is:

  • Ancient=6000 BCE - 3000 BCE
  • Classical=3000 - 500 CE
  • Medieval=500 - 1500
  • Renaissance=1500 - 1800
  • Industrial=1800 - 1960
  • Modern=1960 - 2050
  • Transhuman=2050 - 2125
  • Future=2125 - As they will say in future:eek:, the rest is history...

Final versions of both types of GamespeedInfos modifications should be out by next Saturday (Dec. 5).

i would say

  • Ancient=6000 BCE - 800 BCE (End of Greek Dark Age)
  • Classical=800 - 476 CE (Fall of Rome)
  • Medieval=500 - 1440 (Printing Press Invented)
  • Renaissance=1450 - 1712 (Steam Engine Invented)
  • Industrial=1712 - 1945 (The First Atomic Bomb)
  • Modern=1945 - 2050
  • Transhuman=2050 - 2125
  • Future=2125...
 
I have a question. What is the turn/(time used per turn) for this Transhuman and Future Eras?

Isn't Modern where a turn = 3 months?

I ask because I rarely make it to the End of Modern any more. I play on Epic speed and with my play style a game can last for weeks. So by the time I get to Modern I've either won or a New RoM/Modmod versions show up and I make a new game.

So this info would help in shaping my Poll choice.

JosEPh :)

Yes. As the game end nears, the months per a turn decease to once every turn. Don't worry, I will make sure it reflects that in my future versions :).
 
i would say

  • Ancient=6000 BCE - 800 BCE (End of Greek Dark Age)
  • Classical=800 - 476 CE (Fall of Rome)
  • Medieval=500 - 1440 (Printing Press Invented)
  • Renaissance=1450 - 1712 (Steam Engine Invented)
  • Industrial=1712 - 1945 (The First Atomic Bomb)
  • Modern=1945 - 2050
  • Transhuman=2050 - 2125
  • Future=2125...

New Ancient dating by you looks great.

Classical, Medieval, Renaissance, Industrial, and Modern look interesting. I will try to reflect these as close as the final turn mathematics allows me to.
 
Hello,

Finally got the turn increments for Snail GameSpeed. It will be in the download on the first post later this week after I get the Marathon speed as well.

For these of you who must have it NOW, here is the code:

Code:
			<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>108</iMonthIncrement>
					<iTurnsPerIncrement>600</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>24</iMonthIncrement>
					<iTurnsPerIncrement>600</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>36</iMonthIncrement>
					<iTurnsPerIncrement>300</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>12</iMonthIncrement>
					<iTurnsPerIncrement>300</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>3</iMonthIncrement>
					<iTurnsPerIncrement>600</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>2</iMonthIncrement>
					<iTurnsPerIncrement>1500</iTurnsPerIncrement>
				</GameTurnInfo>
			</GameTurnInfos>

One more autoplay game to go left, yay!
 
You added 1800 turns to Snail speed?!? That sure makes loooooong game :D I would have kept the same amount of turns and just would have modified the existing gameturninfos so that the end game year shifts from 2100AD to 2500AD (or whatever). Though this is rather complex process as you need to calculate each gameturninfo again and make sure that the new values work without crashing the game and that the historical timeline is still somewhat accurate on all game eras... not an easy task to do... ;)
 
You added 1800 turns to Snail speed?!? That sure makes loooooong game :D I would have kept the same amount of turns and just would have modified the existing gameturninfos so that the end game year shifts from 2100AD to 2500AD (or whatever). Though this is rather complex process as you need to calculate each gameturninfo again and make sure that the new values work without crashing the game and that the historical timeline is still somewhat accurate on all game eras... not an easy task to do... ;)

Yes, I did a lazy man way out. I just set Standard map, at settler AI with an assumption that even if AI were at Settler level, we humans will still beat AI's timing in tech attaining. Then I have my own standard mapsize's research percent at 100.

Then I let autoplay do its job.

I set the cycle of 100 turns for Snail, 50 turns for Marathon, 25 turns for Epic, 10 for Normal, 5 for Quick, and will plan on manually watching and stopping autoplay instantly when I arrive at Blitz speed. I note down the cycle that arrive at a new era, then calculate the years within the turns.

I disregard the turn limitation the game set for gamespeeds as useless because of techs being added in... Hard to express my logic but I just don't agree that there should be a limitation on turns for gamespeeds in the first place before calculating turn increments. Only after the calculation should there be a limitation.

Like i said, it is the lazy way out :). I can do the way you described somewhat easily as it is pure mathematics, tedious though. It just is not cool to me, is all.
 
You could also turn off Time victory (or whatever it's called) and there wouldn't be end game year limit ;)

I believe the main reason for this is because of the Mastery Victory he requested and I added, which ends with time victory, but is calculated quite differently.
 
I believe the main reason for this is because of the Mastery Victory he requested and I added, which ends with time victory, but is calculated quite differently.

Precisely.

Btw, you may want to make sure this modmod be integrated into Mastery checkbox if you want to because Zappara is indeed correct in that I completely disregard the turn limitations for Mastery Victory and my own reasons :) to reduce any possible complaints (that I doubt will ever happen, but better safe than sorry).

Now in Transhuman Era, finally! After it ends, I should have Marathon turn increments posted, and move on to Epic GameSpeed.
 
Marathon turn increments code

Code:
		<GameSpeedInfo>
			<Type>GAMESPEED_MARATHON</Type>
			<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>408</iMonthIncrement>
					<iTurnsPerIncrement>150</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>48</iMonthIncrement>
					<iTurnsPerIncrement>400</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>48</iMonthIncrement>
					<iTurnsPerIncrement>200</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>12</iMonthIncrement>
					<iTurnsPerIncrement>300</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>6</iMonthIncrement>
					<iTurnsPerIncrement>800</iTurnsPerIncrement>
				</GameTurnInfo>
			</GameTurnInfos>
		</GameSpeedInfo>

Note: tweaked the Snail turn increments a bit. It is now 3900 turns.
Forgot to add in earlier posts: I decided on 2200 CE as final year for this thread and 2500 CE as the final year for the other thread..
And as mentioned earlier, I will upload the complete file in modular form after I am finished with all gamespeeds. It will be in the first post when it is ready.
 
Tweaked Marathon code. It seems that:

1. You can't have months/turn that mathize out to the year and a fraction (3.5 for example), unless it is a year or less...

or

2. In the BCE phase, the game don't know how to find month if the next months/turn change the month...

Either way, it was a bug I am very happy to discard of. So check out the new tiny tweak above :).
 
Epic GameSpeed Turn Increments Code:

Code:
		<GameSpeedInfo>
			<Type>GAMESPEED_EPIC</Type>
			<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>480</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>84</iMonthIncrement>
					<iTurnsPerIncrement>200</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>108</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>24</iMonthIncrement>
					<iTurnsPerIncrement>150</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>6</iMonthIncrement>
					<iTurnsPerIncrement>750</iTurnsPerIncrement>
				</GameTurnInfo>
			</GameTurnInfos>
		</GameSpeedInfo>
 
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