Shqype
Shqyptar
Trying to set up the calendar for a mod, in CIV4GameSpeedInfo.xml each game speed has a set of "GameTurnInfos" which can be used to adjust how many years the game progresses with each turn.
When the default calender is used, you use different GameTurnInfo sets to change the time progression with each turn.
The default normal speed looks like this:
This means for the first 75 turns, the game will progress (480/12) or 40 years per turn. For the next 60 years, the game will progress (300/12) or 25 years each turn, and so on.
For the game to progress 1 year every turn, you would set the <iMonthIncrement> tag to 12, because 12/12 = 1 turn.
Unforuntately, if you set it to anything less than twelve, it still takes up one turn. An <iMonthIncrement> of 6 or 3 still progresses 1 year, although you'd think it would progress 1/2 year, or 1/4 year, respectively.
My question is this: what is the purpose of having an <iMonthIncrement> of 6 if it still progresses like a value of 12 anyway (1 year)? Is there any way I can get the game to progress half a year?
And is it possible to mix up the calendars such that the first 100 turns might progress 1 year each turn, then the calendar would switch to seasons for the next 100 turns, then it would switch to months for the next 100 turns? Whenever you change the calendar type from Calendar_Default in the GlobalDefines.xml, it makes it so that whatever was set in the CIV4GameSpeedInfo.xml is null and void, as they appear to only apply to years and not months, seasons, or weeks.
When the default calender is used, you use different GameTurnInfo sets to change the time progression with each turn.
The default normal speed looks like this:
Code:
<GameTurnInfos>
<GameTurnInfo>
<iMonthIncrement>480</iMonthIncrement>
<iTurnsPerIncrement>75</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>300</iMonthIncrement>
<iTurnsPerIncrement>60</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>240</iMonthIncrement>
<iTurnsPerIncrement>25</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>120</iMonthIncrement>
<iTurnsPerIncrement>50</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>60</iMonthIncrement>
<iTurnsPerIncrement>60</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>24</iMonthIncrement>
<iTurnsPerIncrement>50</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>12</iMonthIncrement>
<iTurnsPerIncrement>120</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>6</iMonthIncrement>
<iTurnsPerIncrement>60</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>
For the game to progress 1 year every turn, you would set the <iMonthIncrement> tag to 12, because 12/12 = 1 turn.
Unforuntately, if you set it to anything less than twelve, it still takes up one turn. An <iMonthIncrement> of 6 or 3 still progresses 1 year, although you'd think it would progress 1/2 year, or 1/4 year, respectively.
My question is this: what is the purpose of having an <iMonthIncrement> of 6 if it still progresses like a value of 12 anyway (1 year)? Is there any way I can get the game to progress half a year?
And is it possible to mix up the calendars such that the first 100 turns might progress 1 year each turn, then the calendar would switch to seasons for the next 100 turns, then it would switch to months for the next 100 turns? Whenever you change the calendar type from Calendar_Default in the GlobalDefines.xml, it makes it so that whatever was set in the CIV4GameSpeedInfo.xml is null and void, as they appear to only apply to years and not months, seasons, or weeks.